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2[[index]]
3* ''GoodBadBugs/Borderlands2''
4* ''GoodBadBugs/Destiny2''
5[[/index]]
6----
7[[foldercontrol]]
8
9[[folder:Deus Ex]]
10* The original ''VideoGame/DeusEx'' did this on several occasions by utilizing unintended functions of the game engine, much to the joy of players (and speedrunners):
11** Due to a quirk with the character creation screen, downgrading the Pistol skill from "Trained" to "Untrained" and starting the game will give the player a new start -- but with the Pistol skill still set to "Trained" ''and'' 1700 free skill points to use on other abilities. This quirk was so notable, and caused enough ComplacentGamingSyndrome, that several gameplay mods patch it out entirely.
12** A great source of hilarity was screwing with the (all in-game) cutscene conversations through various means. You could throw a gas grenade ahead of yourself, initiate a conversation with an important NPC and watch as both JC and the other person mosh their heads up and down due to gas damage affecting (but not killing) them. You could sometimes get enemies to chase you into rooms with NPC's, begin a conversation and watch them wait patiently in the background before unloading their weapons into you. You could hack a security system, set off the alarm, watch as enemies come to check up on you through the cameras and hack a turret to mow them down without retaliation. You could also tranquilize an NPC, begin a conversation and watch as their dialogue is punctuated with sharp cries of pain.
13** It's possible to skip the entire Liberty Island mission by picking up a gas grenade by the entrance to the island's pier, throwing it at the UNATCO base door (which can't be unlocked or blown up at this point) and watching as the soldier at the front desk runs outside to investigate (thereby unlocking the door and allowing you to waltz right in). It's a main component of speedruns.
14** An associated quirk with the menu system (rapidly enter and exit the pause menu) somehow causes the physics to freak out, allowing the player to get a few moments to execute a "moon jump" -- JC will jump supernaturally-high (several stories high, in fact), which has been used in speedruns to traverse great distances with ease.
15** A duplicate copy of Max Chen exists in Tonnochi Road (a likely leftover from an earlier version of the level) -- high on the roof of an inaccessible skyscraper. It's possible to cause some SequenceBreaking by utilizing a grenade or moon jump (listed above) to get on top of this building, which progresses the main plot without having to trek all the way over to the Lucky Money and deal with the associated [=MJ12=] raid.
16** At the end of the Ocean Lab mission, speaking to Gary Savage results in a reward: an item and some Tech Points. If your inventory is full, JC says that he can't take the item yet and breaks out of the conversation to allow you to drop something. When you talk to him again, he tries to give you your quest reward: an item and some Tech Points. This can be exploited for infinite Tech Points by talking to him repeatedly and never actually dropping an item.
17** There is also a keypad in the Vandenberg base, one of the ones that you have to use to power up the robots online. Punching in the code will get you 200 skill points - every single time you use it. For even faster skill points, just hack the keypad with a multitool, and you can gain 200 skill points every time you click the mouse button.
18** Saving bioelectric energy with the Enhanced Strength Aug. Whenever you're holding a heavy object that you can only lift while using the aug, go up to any wall and deactivate the aug. The aug will deactivate, but since you don't have enough room to drop the object, you will still be holding it. Thus, you can hold any heavy object this way without actually spending any B.E.
19** Walking on mines. Go to a wall. Crouch, and attach a LAM. Face towards it, and step up onto the LAM. Attach another one to the side slightly, and step onto it. Reach down and remove the first. With care and patience, you can climb any wall. Much fun, especially in Hong Kong.
20** Another glitch affected how multitools and lockpicks work. If you start to pick a lock/hack a keypad, and go to any menu that pauses the game, the lockpick will keep working at the same rate until you go out of said menu, even past the when it's supposed to stop. Using this, with some patience, you can open any door and disable any device you want, even with minimal skill levels.
21** If you go to the inventory screen, then drag one of the items off the grid and close the screen without letting go, the next item you pick up will go underneath the original. This makes it possible to neatly sidestep the "specialize in only a few weapons" aspect of the gameplay, and carry around every weapon in the game.
22** A bug in the Game Of The Year edition turns off the music on the second visit to New York. While the intended music is pretty badass, considering what is going on at the time of the game, silence works just as well.
23** In the downtown Paris core, it's possible to force Renault and his contact (the two men sitting in the hostel) to get up and sit somewhere else by destroying the chairs they're sitting on. Doing this enough will cause them to break into nearby apartments just to sit down, allowing you to pilfer everything inside without having to waste lockpicks.
24** It is possible to skip both the Vandenberg and Missile Silo levels with precise aiming. In the former case, the level trigger for completion of Vandenberg still has collision set on it, so if you manage to hit it with a ''very'' precise shot from the top of the building (with a LAW or GEP round, for instance), the completion cutscene will play, seconds into the mission. In the latter case, having a LAW (which doesn't fire the projectile from the tip of the weapon, but from a few centimeters in front of it) and firing downward at a precise angle at the top of the escape hatch above the silo will kill Howard Strong and complete the main objective instantly.
25* ''VideoGame/DeusExHumanRevolution'':
26** The combat system allows you to walk up to unsuspecting enemies and either kill them or knock them out with a scripted takedown animation (and later, you can learn a double takedown). It appears that the game scripters (whether intentionally or not) applied the same takedown animations to ''civilians''. This means that you can walk up to random people and perform hilarious moves, like [[https://www.youtube.com/watch?v=pEWoVsF0MIo&feature=related coldcocking a prostitute in the face while her friends look on]], punching someone so hard that it apparently breaks the sound barrier and [[https://www.youtube.com/watch?v=zYpuzHyEY8Q&feature=related taking down two civilians who've suddenly gained combat skills]].
27** It's possible, in both the original and Director's Cut, to glitch your way into the Detroit Police Station during your second visit to the city (when the station is locked off completely due to rioting) by using quicksave[=/=]quickload at a door in the sewers that leads to the station's lowest level. Doing so not only gets you back in, but resets all of the hacked alarms, allowing you to hack them again for easy experience. Additionally, Wayne Haas can be talked to (and have his dialogue challenge initiate) again, which will net you a free 1000 experience points if you are able to win the encounter.
28** During the fight with [[spoiler:Namir]], when he goes to leap over a wall, pressing the "takedown" button right when he's at the top of the wall leads to [[https://www.youtube.com/watch?v=4v1X5F0d58I&feature=related Jensen knocking him out with a single punch]]. This specific version of the bug only works in the original release, though the Director's Cut [[https://www.youtube.com/watch?v=4DgPZtwH1WI still allows the player to use a takedown on him]].
29** Occasionally, a character may bug out and collapse in on themselves, folding into a compact upper torso sitting there on the ground, as demonstrated in [[https://www.youtube.com/watch?v=CbRYVWgF9L4 this]] ''Podcast/FourPlayerPodcast'' video.
30[[/folder]]
31
32[[folder:Doom]]
33* A very memorable glitch in ''VideoGame/DoomII'' has the Arch-Viles, a MookMaker who can resurrect dead enemies, creating "ghost monsters" if they try to revive monsters killed by being crushed (like with a DescendingCeiling). To explain this, when a monster gets crushed, its corpse gets special attributes, with one of them being that it's not "solid" anymore, which means the corpse can clip through walls if it were able to move. What happens is when the Arch-Vile resurrects the crushed monster, it still has the non-solid flag set, so now the monster can clip through walls and is completely invulnerable to all but splash damage (from either a rocket or an {{exploding barrel|s}}). It's a rare (and sometimes frustrating) occurrence that is certainly appealing to some evil map makers...
34** ...to the point, naturally, of being ''intentionally'' invoked in certain third-party levels, such as level 24, "The Haunting" from ''Icarus: Alien Vanguard'', or level 23, "Hatred" from ''Requiem''. Of course, in enhanced versions of the engine, this bug is fixed, although some allow you to enable it again for levels which make use of it.
35* The [[http://doomwiki.org/wiki/Barrel_suicide barrel suicide glitch]] in versions of ''Doom'' prior to 1.5 causes monsters to infight with themselves. Monster targeting works like this: When a monster takes damage, the injured monster will only switch targets and retaliate if their targeting threshold (a counter that decrements with every step a monster takes) is at zero or lower. Additionally, monsters of the same kind cannot damage each other with projectiles (though melee and hitscan attacks are fair game). When it comes to barrels, when a monster hits a barrel but the barrel doesn't explode, the game will still remember who hit the barrel. So when a different monster gets close to the barrel and it explodes, the game will deal damage to that monster, then checks for what inflicted the damage, which, in this case, is the barrel. The game checks again for who caused the barrel to explode, and the barrel only remembers the non-lethal hit, which is caused by the first monster, so now the second monster will go after the first monster (this also allows monsters of the same kind to infight). Prior to version 1.5, the game didn't check if the one monster hit the barrel before it exploded is the ''same'' monster that got injured when it did, so if a monster damages the barrel, and then gets hurt by the same barrel exploding, it will start attacking ''itself'', shooting wildly (if it were one of the zombie variations) or literally ripping itself apart with melee (any other monsters). While fixed in later versions of the game, it brings in a new facet to the classic infighting strategies inherent to the game.
36* In the final level of ''Doom II'', [=MAP30=]: Icon Of Sin, the final boss spawns enemies to do his dirty work. Due to a quirk in how monster respawns are coded for the ''Nightmare!'' difficulty level or with the respawning enemies-flag, monsters spawned by the final boss will, rather than resurrecting where they died, respawn at the coordinates 0,0 - which in [=MAP30=] happens to be ''outside'' the level. This can make the difficulty of the final level slightly easier than if the enemies actually were resurrected where they could hurt you again.
37* The grand-daddy of good bad bugs in ''Doom'' is [[DiagonalSpeedBoost strafe-running]], which every ''Doom'' player ever has done since about two weeks after the game came out: due to a fairly simplistic physics engine, instead of running straight in the direction you want to go, it's faster (nearly twice as fast) to face at an angle away from the direction you want to go, and strafe towards your destination while running forward - for example, turn 40 degrees to the right, then run forward and strafe to the left.
38** Wall-running involves strafe-running along a wall that's aligned exactly north-south or east-west on the game map; it doesn't trigger instantly and so is useless on short walls, but usually after a bit of time you will suddenly start moving way faster than is usually possible. In some maps, this can conveniently make long jumps possible.
39** Straferunning can get even faster with use of the "strafe on" key, which when held translates your left and right turning movements into strafing, which stacks with the speed already granted by straferunning if you have separate keys for everything (e.g. straferunning to your right with dedicated movement keys, then holding "strafe on" and the right arrow key or moving the mouse to the right).
40* The glide tactic. The original Doom engine is intended to make it impossible for the player to pass through any gap up to 32 units in size, but in fact, any gap between two walls which is exactly 32 units in size can be squeeze through by just humping the gap repeatedly, because the player sprite is ''exactly'' 32 units wide as well. For a long time this was thought to only be possible where one edge of the gap is made up by a corner, but in fact the trick can even be pulled off when there is no wall to 'lean' against, it's just harder. This trick is used in many speedruns, though (as with many such tricks) it sometimes reduces interesting runs to boring-yet-frustrating competitions of which runner can trigger a glitch faster. An extremely rare glitch, a void glide, which if the player lean against the wall hard enough, they can clip out of the map.
41** Similarly, there are several levels in both ''Doom'' and ''Doom II'' designed with the expectation that a player will not be able to grab an item on a low and quite small raised platform without finding a way to get on top of the platform, but in fact it is possible to grab the item by running into the platform at a precise alignment, or rubbing alongside it. The classic example of this is the platform in the penultimate room of Doom 2's first level, which contains a powerful weapon in multiplayer mode; the intended method of accessing this weapon is to activate an elevator platform behind it, stand on it and wait for it to rise, and then jump onto the weapon, but in fact, all moderately skilled players simply 'bump' the platform to get the weapon.
42** Again similarly, items placed close to walls can sometimes be grabbed from the other side of the wall with a precise bump or rub. This is exploited in speedruns on several levels to grab keys.
43** The same idea also allows monsters to unlock key doors that are only locked from one side - the monster bumps into the door, which allows its collision box to go through the door, causing it to open when they move away. The faster a monster is, the thicker doors they can open by this method; it's extremely rare outside of custom maps, however, as only a few doors in the original games are locked from just one side, and in almost all of these cases the purpose is to lock the player into a room they otherwise don't need to go through until they get the key in question.
44* The aforementioned archvile enemy can also attack the player directly. The archvile's attack target's the player as long as they're in its line of sight (signalled by flames burning under the player's feet), and if the player doesn't manage to get out of the archvile's line of sight in time, the flame 'explodes' and the player takes significant damage... and is also thrown into the air. This mechanic can be exploited to perform an 'archvile jump' to cross a gap or reach an area which would usually be inaccessible, another trick used in several speedruns and even required to reach secrets in certain custom maps.
45** The partial invisibility powerup has interesting effects regarding the archvile. Enemies are programmed to fire at random angles in your general direction, rather than directly at you, when you have the sphere active. The mechanics of the archvile's AlwaysAccurateAttack mean that it can't randomly make things explode to the side of you or something if you don't get out of its line of sight before the attack finishes - but it does mean it will fling you in a completely random direction, rather than straight away from the archvile.
46* Another MookMaker enemy introduced in Doom 2 is the Pain Elemental, which can't hurt the player directly; it floats around spitting out Lost Souls, flaming skull enemies from the original game, and releases three when it dies. However, if there are too many Lost Souls already active (about 21), the Pain Elemental won't be able to spawn any more Lost Souls; it just floats around doing its spitting animation but not achieving anything. In some cases players will exploit this by intentionally killing as few Lost Souls as possible along the way to a tricky area with many Pain Elementals, rendering the area much easier by making it impossible for them to spawn more. This is also useful in 100% kill runs in the console versions[[note]]PC versions as of ''Doom'' v1.666 don't count Lost Souls towards the kill percentage, but the console versions still do, since they're based on the code for the Platform/AtariJaguar port which predated the release of ''Doom II''[[/note]] to reduce the number of 'extra' Lost Souls the player has to hunt down and kill.
47** Pain Elementals also need a certain amount of free space in their immediate vicinity to spawn Lost Souls, otherwise those Lost Souls will die on spawning. Generally this just takes the form of making a Pain Elemental practically harmless by standing directly in front its face (since launching Lost Souls is its ''only'' attack) or a Pain Elemental failing to spawn live Lost Souls on death because they clip into a wall and die on spawning - but sometimes these Lost Souls can be thrown through walls or other linedefs that are supposed to block monsters if they're thrown out at an angle that is perpendicular to that wall, which can result in Lost Souls spawning ''outside'' of the map. On the PC version this isn't too much of an issue, since it doesn't screw you out of 100% kills, but their constant patrolling sounds can make it difficult to hear other monsters in the level, especially in console versions that make most of the monsters sound the same.
48* ''Doom'''s engine handles {{hitscan}} weapons in such a way that the first shot is always perfectly accurate with subsequent shots deviating in about 22 degrees, resetting after a short time with no shots fired. Skilled players can use this quirk to snipe enemies with the chaingun, a weapon that is usually horribly inaccurate at long ranges.
49* The way the engine handles usable switches or doors is also ripe for exploitation. [[http://doomwiki.org/wiki/Linedefs_can_be_activated_regardless_of_player%27s_Z_position The game does not care whether the player is at the same level as the object]], so long as they can reach the wall it's on they can activate it. One level in ''VideoGame/{{Hacx}}'' in particular can be completed in one second because the exit switch is, while initially hidden, right next to where the player spawns - all they need to do is turn around and hit the use key at the air behind them, and they'll trigger it.
50* Especially thanks to the many aforementioned bugs, [[https://www.youtube.com/watch?v=o78DzBJ4Rv8 pacifist runs are possible for both Doom and Doom II]].
51* The ''VideoGame/BrutalDoom'' mod has a particularly hilarious one. The invisible tracer spawned by the Offend command (used for "hit" detection when attempting to piss off demons) can trigger linedefs... which means it's possible to tell certain impact-activated doors and switches to go fuck themselves, ''[[SugarWiki/FunnyMoments and they will open]]''.
52** It gets better than that -- for all intents and purposes, the tracer is treated the exact same as firing a bullet. One that's [[CherryTapping slow to fire and deals next to no damage]], but it's still damage. This can lead to stopping a charging Lost Soul in its tracks by swearing at it, or even [[https://www.youtube.com/watch?v=Q_yv8j7JmTw killing enemies with low-enough health by flipping them off]].
53* ''Doom 64'' runs on an engine that is still similar to, but noticeably distinct from, that of the original games. One of its new additions is scripting, allowing for all sorts of cool things like views through security cameras and the player's view shifting from first-person to third-person. One of the downsides to this, however, is that only one script can run at a time - until that script finishes playing out, any future scripts will simply ignore being triggered. In particular, this allows you to beat the BrutalBonusLevel, "Hectic", without fighting a single enemy. Normally, the red and blue keys trigger scripts that begin ambushes (lowering walls to reveal arachnotrons and then lowering the ceiling over almost all of the room one time once they're dead for the red key, draining the damaging liquid in the room and lowering far walls to reveal hell knights for the blue key), but there are also several pickups in the starting room that trigger inescapable deathtraps if you go for them. The green and blue armor are straight to the point, respectively just crushing you or blowing you up, but the Soulsphere takes its time trapping you in place and very slowly lowering a sequence of crushers, from the far edge of the room all the way to right on top of you, to let you know just how badly you fucked up - but if you abuse collision detection to just barely edge yourself into grabbing the Soulsphere without getting trapped when the floor around it lowers, you can take advantage of that long script to rush through the rest of the level and grab the keys while their ambush scripts are being preempted.
54* ''VideoGame/Doom2016'' has a feature where it goes into bullet time while the player is switching weapons through a wheel. For some reason, the BFG-9000's energy orbs, which do a great deal of damage before vanishing, have their duration slowed down by this... but not their damage over time. This means a weapon meant to deal about one second worth of damage instead does about ten, which can be used to instantly chop off about 3/4 of a boss's health bar.
55* The Meat Hook jump. In ''VideoGame/DoomEternal'', if you use the Meat Hook mod (which locks onto enemies and pulls you towards them at point-blank) for the Super Shotgun on an enemy, then swing the extended chain onto a solid object (i.e. a column) then you will get launched so high up in the air that you could potentially skip entire ''sections'' of the mission.
56[[/folder]]
57
58[[folder:Team Fortress 2]]
59* There have been several bugs involving taunts. One variant lets you do one weapon's taunt while holding another (popular enough that Valve eventually re-added it as a server option after fixing it), the other allows you to taunt while moving.
60** With the release of the Cow Mangler 5000, a RayGun with a ChargedAttack for the Soldier, [[https://www.youtube.com/watch?v=3roqd3rOtPs a new glitch involving using a charged shot and the Director taunt at the same time has emerged]]. It looks a lot like a Masenko from ''Manga/DragonBall''. Many consider it to be the most awesome glitch that the game has ever had.
61* There are still some obvious animation glitches, but most players beg the developers NOT to fix them as they are hilarious to watch and usually harmless. The most famous of them is the [[https://www.youtube.com/watch?v=hSw9pAnMwZU Spycrab]]. Which, in addition to the devs opting not to fix it, is now referenced in a special, [[https://www.youtube.com/watch?v=6XAhxcveVjk 10% chance taunt]] with the Spy's Disguise Kit.
62* The quickly-patched teleporter exploits, which enabled players to walk ''under the level'' and build sentry guns right below the enemy spawn points, essentially preventing enemy players from ever leaving their spawn rooms. This one, however, always resurfaces in some form in new maps (and old ones as well), with the occasional engineer escaping into pieces of skybox or leaving the level, and setting up a sentry no one can even touch because it's completely outside the level.
63* One amusing glitch occurred when the developers forgot to flag a server stress-test command for admins only. If used by an enraged player, it quickly buried everybody in the server under a massive pile of ''barrels and orange road cones'' until the server crashed.
64* One of the updates for the game shipped with an entirely new game mode that had a rather hilarious glitch: after a match goes to overtime, the Announcer immediately shouts "Overtime!" whenever the central control point's status changes - including whenever someone on either team simply steps on or off of the point. This glitch was so popular that, although it was fixed the next day, [[AscendedGlitch Valve allowed servers to keep this behavior as an option]].
65* There was also the "Crazy Legs" animation glitch, where the Scout's legs would, upon crouch double-jumping, freak out like (as Valve repeatedly describes it) two strips of raw bacon in a wind tunnel. Valve liked this one so much that it was only fixed ''by accident'', and when it was [[http://www.teamfortress.com/post.php?id=3368 they wrote this about it]].
66* Another glitch that didn't last nearly long enough was one which allowed spies to use the console to build dispensers. It crept back in, along with Engineers being able to bypass building restrictions with the console. Then it crept back out again.
67* Emerging from water normally gives players a little boost in jump height in order to get on solid ground from swimming. However, this boost somehow also works with puddles that players can't submerge in. This has led to a RocketJump technique involving puddles of water called "boost jumping" to get extra distance from a single jump.
68* There are a few glitches with the spawn gates, although none of them are severe enough to be abused. Among other things, a Scout can knock his ball through the gates, the Sniper's Jarate splashes through the gate, a few killtaunts can kill through it if both players are as close up to it as possible, and it's possible to shoot body parts that clip through the gate while using a sniper rifle.
69** And if you shoot at just the right angle, the Pyro's flamethrower can burn enemies through the gate. This can and often will lead to a kill on enemies who react slowly or are taunting.
70** The Pyro's Rainblower taunt does an AOE rainbow (explosion) with a unicorn, and when it was first released, could kill through the gates.
71* In the first stage of Dustbowl, in the BLU spawn, it's possible to build a sentry between the spawn room border and the gate. This does a great job of clearing out the camping defenders.
72* When the Spy/Sniper update came out, the Spy could use his killtaunt while invisible (including the Dead Ringer, which made him almost invincible while doing it). This also suppressed the talking and his killtaunt is capable of killing several players or engineer buildings at once. This was fixed quickly, but he can still initiate the killtaunt and go invisible at the same time, which can catch people completely off guard when done right.
73* A rather memorable glitch came to light with fanmade server mods that let players equip hats they don't have. It was easily possible to trick the mod into letting you equip class-specific hats as another class, but the attachment point is completely off when not defined by the hat data, leading to Soldiers wearing hats on their crotch, Medics with hats floating high above them and similar hijinks.
74* With some custom server mods, it is possible to use a glitch to give one class another class's weapons, such as Heavy with a Flamethrower. It's mostly harmless, and not very tactically useful, as only pure Spies can cloak and such.
75* "Civilian" classes, such as the [[https://www.youtube.com/watch?v=8li3e3typfI Civilian Heavy]]. Typically caused by the game putting your currently equipped weapon into an invalid state. Many occurrences of this bug were fixed, but there are still many methods to this day that allows for this state. What makes this notable is that almost all of these methods are derived from the weapon pickup mechanic.
76* There was also a glitch that allowed Spies to [[https://www.youtube.com/watch?v=_jPsXY_b6To destroy their own sapper through the console]]. This lead to hilarity when done repeatedly, since the engineer would repeatedly yell "SPY SAPPIN' MY _____" and be spammed by sapper alerts. It also gave you a point for every one you built, which meant a lone dispenser could mean hundreds of points in one life. Unfortunately, it was patched after some time.
77* On some systems, spectating a Spy grants the alarming sight of left hand empty, right hand revolver: boom boom boom, reload with ''a third hand''. Same happens if the player is playing as a Spy and reloads their revolver while cloaked or preparing to cloak (wince that loads the Spy's watch-wearing/watch-holding hand into view). A Spy arm holding a revolver can appear on other classes' heads up displays as well.
78* The Pyro can use a weapon that deals extra damage against targets in mid-air, meant to be used in {{combos}} with the primary weapon's ability to push enemies into the air. This makes it very easy to abuse a glitch where if a Pyro airblasts an enemy down, ''they will still be considered airborne'' until they change altitudes by walking on an incline (which may not be close by) or jumping (and still take extra damage), a technique dubbed [[https://www.youtube.com/watch?v=iWRJ1Icf8Cw ground-stalling.]]
79* The Beggar's Bazooka brought a big heap of these. First, we need to understand how it works: When the fire button is held down, the Soldier starts loading rockets in the tube. He can then launch up to three rockets in quick succession when letting go, but if you don't, the Soldier will keep loading rockets, which will cause a misfire with each rocket over the cap, damaging the player. The misfire is rendered by the game as two rockets going off in front of the launcher. And here's where the bugs come in: First, there was a bug (which has been fixed) that made the game miscalculate where to set off the explosions, and ended up blowing up completely unrelated enemies. The second one (which is still active), is that even if the soldier is stunned, taunting, or in humiliation, he can keep loading rockets and even fire what he has loaded, which results in players recreating the Cow Mangler Kamehameha above, and overload kamikaze attacks during humiliation. Last (which will probably be left in because it isn't exactly a bug) but not least, the overload can be used to rocket jump even while airborne, which, combined with the gunboats and/or overheal, essentially lets the Soldier fly across the map in seconds and rain rocket salvos down on the enemy snipers. Yet another one involves the infinite clips and ammo mode, where the soldier with this out will [[PowerIncontinence uncontrollably start]] [[MacrossMissileMassacre spewing out rockets]].
80* And every so often, your heads up display will show the wrong team's colors, including what color you turn while ubering.
81* Mann vs Machine had a glitch where, if you buy a canteen to grant something like ubercharge or crits, go outside of spawn, unequip it, go back to spawn, use your canteen, then purchase another boost, your ubercharge/crits/whatever become permanent until round failure.
82** Before an update, Mann vs Machine did not have any robotic counterpart for the Engineer - but sometimes the game would spawn "robot" Engineers anyway, simply giving them the BLU team model for the regular human Engie. This caused mass fan speculation that the BLU engineer had either turned traitor voluntarily or been captured by Gray and forced/brainwashed to work for Gray.
83** Fully upgrading the Crusader's Crossbow results in every single syringe loaded being fired out in a SpreadShot, minus the spread.
84** The Snipers that perch at certain spots and attempt to take out players from long range do so for two reasons only: they are flagged as being part of a Sniper mission, and they are at an area of the map marked as a Sniper spot. The bug (or oversight) is that classes other than the Sniper can be flagged as being part of a Sniper mission and will behave as a Sniper (i.e. A Cow Mangler Soldier will fire his charge shot thinking that he is scoping in at a Sniper-friendly distance from the players).
85* Though somewhat minor, there's a glitch with weapons like the various Rocket Launchers, Grenade Launchers, and shotguns where taunting at the right time during the reload animation can allow you to taunt while reloading. Not very useful normally, but if you're playing on a server that has tauntcrits it can be devastating.
86* Ladies and gentlemen: [[https://www.youtube.com/watch?v=c1WpcxgCsCQ The Breadbomb]]. In case you can't watch the video, it seems that, in Upward, any kind of prop aside from player-related ones will trigger the Payload blast. This includes the various kinds of bread that spawn when someone teleports. So, someone had the idea to place the teleporter exit right above the pit, and have the bread fall in, which would ''always'' result in a gigantic explosion. This causes the final point to be capped for BLU and turns the cart invisible. The cart can still be pushed, and the game continues normally until the cart reaches the second-to-last point, where BLU wins, or if RED successfully defends (if they're not too dumbstruck by the explosion). Sadly, this glitch no longer works.
87* One little glitch that's yet to be patched, despite its griefing potential, is the "Teleporter Trap." Using the stairs right outside the BLU spawn in Gravel Pit, an engineer can place the exit of a teleporter one step below the entrance, making them overlap. Any teammate who tries to use the teleporter will come out the other side so that the entrance is stuck in their bodies which completely traps them in place. An entire team can get stuck this way and because RED can't reach BLU's spawn, the only option is using the Dev console to force suicide. This glitch works on any stair.
88** Engineers can trap themselves using this teleporter configuration and shoot themselves repeatedly with their own sentry guns with the Wrangler. When the Engineer destroys the teleporter entrance, all the knockback built up from the sentry's damage causes the Engineer to ''[[https://www.youtube.com/watch?v=njU7mILkdWA rocket across the map.]]'' In tandem with another glitch that allows players to "store" the crit punch from the Gunslinger (a third consecutive punch from the Gunslinger yields a critical hit), even after switching weapons, the Engineer [[https://www.youtube.com/watch?v=a7-rfLVxf-M becomes a Texan dive bomber.]]
89* Throwing baseballs or shooting syringes above a friendly teleporter exit caused the teleporter to self-destruct if a player tried to teleport in - the same reaction as when a teleporter exit doesn't have enough room above it to spawn a player. Fixed after much griefing.
90* There is a glitch where using the "show whole backpack" option while selecting a weapon for a loadout slot enables you to equip primary weapons in the place of secondary and melee weapons. While most of the possible combinations aren't really useful (since weapons put in those slots can't be selected), one allows the Heavy to get rid of his melee weapon, which makes him switch back to his Minigun after eating the Buffalo Steak Sandvich, which allows him to gain a speed boost and mini-crits without being forced to use a melee weapon.
91* Halloween 2014's Carnival of Carnage was a hot mess of these. [[https://www.youtube.com/watch?v=RRqJ8hoY4wI Oh lordy.]]
92* The Breadbomb made its valiant return in the Gun Mettle Update... sort of. It was possible to prematurely detonate the final point on certain Payload maps by using the High-Five taunt and then suiciding, and later dropping weapons through the hatch. It took three patches to fix this, with alternative methods being found each time.
93* There's a bug with the Invasion update where shooting the mines with specific weapons (mostly projectile based ones, like the medic's crossbow) does team damage, usually resulting in a one hit kill.
94* An update to the Pass Time game mode allowed teammates adjacent to whoever's carrying the ball to move as fast as they are. This is supposed to help the team escort the ball-carrier to the goal, but an unwanted side effect is that Scouts can use this to make spun-up Heavies move as fast as they are, turning those Heavies into {{Lightning Bruiser}}s. [[https://www.youtube.com/watch?v=nRiNc8fA2Sc This video]] demonstrates.
95* Players being shot at by the Natascha and getting affected by its slowdown are somehow considered as "stunned" by the game, allowing an allied Scout to land crits on them using the Flying Guillotine without needing the Sandman.
96* For a few days after the Jungle Inferno update was released, eating the Dalokohs Bar or Fishcake as Heavy with the Gloves of Running Urgently (which was changed to slowly drain the Heavy's health at a rate of -10 health per second) equipped, then rapidly switching between whatever minigun the player has equipped and the GRU would cause the Heavy's health to overheal beyond the normal limit (the process starts off very slow but as the overheal rises higher and higher it speeds up[[note]]The exploit could also be done with the Eviction Notice, which was also changed to slowly deplete health but at -6 health per second, meaning the process of accumulating overheal would take much longer.[[/note]]). Using this exploit, it was possible to overheal to '''millions''' of health, making the Heavy almost completely [[MadeOfIron unkillable]] as a result, with the only thing being able to kill him in one hit with such an astronomical amount of health being a backstab from a Spy. It was quickly patched a few days after it was discovered.
97* On most Payload maps with open final pits where the cart drops, like Upward, players die before they hit the bottom of the pit. However, on Frontier, players die ''when'' they hit the bottom of the final pit. Wouldn't be noteworthy, except that, with extremely precise timing, Engineers can place buildings at the bottom of that pit. This includes teleporters, so if an Engineer places a teleporter exit at the bottom of the pit and sets up a teleporter entrance somewhere else on the map, anyone who takes it will instantly die due to being teleported to an insta-kill zone.
98* The taunt for the Equalizer causes the Soldier to crack his knuckles before holding a grenade to the sky and gibbing himself and anyone nearby. Nothing wrong so far, until you notice that the explosion radius is centered on the Soldier's hand when he holds it up. Doing this taunt while standing under a low ceiling causes the Soldier's hand to clip through the ceiling as he does the taunt, and he survives because the ceiling blocks the explosion; if anyone's standing on top of said ceiling though, they're dead. Suijin's bridges are most famous for this exploit.
99* Valve's achievements have their fair share of bugs, but one in particular stands out — the Identity Theft achievement is a Spy achievement that is given for backstabbing the enemy you're disguised as. Stabbing someone with the Your Eternal Reward, which instantly disguises you as your victim, awards you this achievement instantly.
100* Switching from a Detonator to another weapon and landing a hit on a burning enemy granted full crits before that was patched.
101* If you're on fire and you activate the B.A.S.E. Jumper mid-air, you won't lose altitude until you stop burning.
102* Until the Meet your Match update fixed this, Engineer lacked a pelvis hitbox. Did this affect gameplay at all? No, since what wasn't part of Engy's crotch was pretty easy to hit anyway. Was it funny to see the occasional video demonstrating this by shooting him between the legs with a Sniper Rifle? Hell yeah.
103* Sometimes, a Spy's disguise would be lacking a head or feet, making them very easy to detect. Occasionally, the corpse of a Spy who has just used their Dead Ringer will fold in an unusual manner, letting an attentive player know the Spy is still at large.
104* After the Meet Your Match update was released, it is possible to spawn in the other team's spawn point when waiting for other players, making it possible to get some ridiculously cheap kills if playing the right class.
105* The Blue Moon update released early in 2018 came with a bug where throwing Mad Milk and picking it up granted the Scout infinite mid-air jumps, in exchange for getting them stuck in the Civilian pose and not letting them fire weapons. Cue the occasional sight of a birdscout infinite double-jumping away from danger and into the skybox.
106* Players actually fire out of their heads, rather than from their guns. This isn't very apparent with most classes, since most of them hunch over while firing and are generally better off dodging bullets than exploiting cover... except the Heavy, who stands up very straight with his Minigun revved up. This results in the popular tactic of standing behind a shoulder-height object and mowing down enemies with your mouth gun and tiny small head hitbox. Well, unless a certain New Zealandic man with a Sniper rifle [[BoomHeadshot comes along]].
107* Before it was patched, if a BLU Engineer built a teleporter exit during the 60 seconds before setup time and has the Eureka Effect equipped, they could teleport out of their spawn and to wherever they placed their exit, allowing them to harass the enemy team ''during the setup time''.
108** Attack/Defend maps had this exploit at its worst: an Engineer who escapes their spawn during setup time using this exploit could then go on to cap the first point, which if pulled off would result in the setup time being increased by whatever extra time is awarded when the point is capped. In the worst-case scenario, on maps with multiple stages (ex. Dustbowl), fast capping both points on the first stage would sometimes result in the BLU spawn gates being locked and never opening during the second stage, giving RED an easy win.
109* Under extraordinary circumstances, a Scout with a Sandman (and by extension, the Wrap Assassin) can sometimes spawn with a [[LuckManipulationMechanic 100% chance of critical hits]] for its alt-fire. By spawning with the correct weapon index for the Sandman (which designates what entity number your weapon is on the server), the secondary attack of the weapon will only launch critical hit balls. But only under the condition that you swing with the primary attack before every single use of alt-fire.
110[[/folder]]
111
112[[folder:Other]]
113* In ''VideoGame/{{BioShock|1}}'', attacking Sander Cohen's masterpiece will cause the lights to dim and music to play before he attacks you. This can happen any time after you complete his masterpiece - including after you (optionally) kill him in his apartment. Thus, this artist will ''come back from the dead'' to defend his work.
114** Even better, it is possible to spawn two extra Little Sisters, one in Port Neptune by killing the three "official" Big Daddies and harvesting/rescuing their Little Sisters ''before you go upstairs to the Wharfmaster's Office'' (tricky, but doable). Once you have collected all three Little Sisters, then you may proceed upstairs, where you can catch the extra Little Sister for bonus Adam. The second extra Little Sister is in Fort Frolic, and is a bit more complicated to catch. Once Sander Cohen opens up Poseidon Plaza for you, head straight to the Plaza but don't go upstairs until you rescue/harvest two Little Sisters. When you are finished, head upstairs to Rapture Records and finish your objectives (this is easier if you save Martin Finnegan for last). When you photograph Cobb, you should hear the third Big Daddy/Little Sister combo walking around outside. The key here is not to return to the Atrium and Sander's Masterpiece until all three Little Sisters have been found in Poseidon Plaza. When you do return to the Atrium, you should find the fourth Little Sister wandering around. An added extra is that if you are rescuing Sisters for Tenenbaum's gifts, the two glitch Sisters will count towards your total which means you can get gifts earlier in the game.
115*** An ''extra'' extra is that, even if you're aiming to save all the little sisters to get the good ending / Tenembaum's gifts, you can harvest the Glitch Sisters (or save them and harvest two of the others) without incurring any bad karma.
116** There's another one early in the game at Chomper's Dental in the Medical Pavllion. There's a door bell you press to open the door (for those who've bit their controller in half in frustration looking for the key needed to do this, it's in the office itself - use telekinesis through the broken window), at which point a splicer spawns in the next room in order to ambush you. I repeat: ''when you press the doorbell, it spawns a splicer''. Happy crashing, folks.
117** Late in the game some enemies will play dead to jump you as you walk past them, hiding among actually dead bodies. However, dead bodies can be picked up with telekinesis while the pretenders can't, so you can move all the dead ones and booby trap the others.
118*** Also, your aiming reticle will turn red upon targeting a live splicer pretending to be dead while a real corpse will keep it white. A quick scan of the room will easily reveal any ambush.
119** When you save a little sister, you remove the Adam from her and turn her into a normal little girl. If you shoot her before she runs away, she will ignore being shot, and an amusing recycled message will appear:
120--->The machine that you have damaged has been HACKED and is FRIENDLY to you.
121* ''VideoGame/{{Blood}}'' had a glitch where, on occasion, enemies who are killed by being set on fire would continue to run around in their on-fire animation indefinitely, unable to damage you but also invulnerable to everything you had short of explosives.
122* The ''{{VideoGame/Borderlands}}'' series:
123** The first game, ''VideoGame/Borderlands1'':
124*** In the third DLC, there is a way to access the armory without the time limit usually imposed on you. You can get unhindered access to 100+ chests because of a glitched section on the floor.
125*** With the way multiplayer saving works you can dupe your weapons rather easily and sometimes by complete accident.
126*** And of course, the patch of floor that makes you invisible to Crawmerax. Basically the only way to defeat it in solo without using Lilith.
127*** [[https://www.youtube.com/watch?v=eBo_8xqBWm0 Speedy Brick]], achievable by starting Berserk and then immediately cancelling it (either by going to the Inventory tab, getting inside a vehicle, or going to FFYL), giving Brick Berserk's speed bonus indefinitely until you re-activate Berserk.
128** ''VideoGame/Borderlands2'' has [[GoodBadBugs/Borderlands2 its own page]].
129** ''VideoGame/BorderlandsThePreSequel'': Multiple:
130*** An InvokedTrope Claptrap's unique ability, [=VaultHunter=].EXE, is malware that Jack installed into him to make him combat-capable. Since it is incredibly glitchy, the effects it has on Claptrap (and other Vault Hunters) ends up being different each time it is activated, whether it's forcing him to dual-wield and fire his guns uncontrollably, summoning a sentry turret, or making him and his friends bounce uncontrollably (while making them bulletproof).
131---->'''Mr. Torgue''': IT'S NOT MALWARE. IT'S A FEATURE.
132*** The "Yellow Sniper" glitch, only obtainable in the ''Claptastic Voyage'' DLC, occurs when wielding (appropriately enough) a glitch-type weapon found in this campaign. By using a glitch Jakobs sniper rifle a reloading it until it switches to yellow mode (auto-firing, chance to not consume ammo), then switching to another weapon applies this effect to ALL your weapons. Combine this with a fast firing Jakobs pistol and you can shoot faster than with any other gun in the game, akin to using a turbo button. Combined with Nisha who specialises in pistols and can wield two at once and you can wreck absolutely everything in the game in seconds.
133** ''VideoGame/Borderlands3'': An amusing glitch occurs when fighting Lavender Crawley, the first of Hammerlock's optional creature hunts. Hitting her with something that causes knockback like a grenade or powerful shotgun can cause her ragdolling body to rise high into the air and shoot off into the distance. After about 15 seconds, Hammerlock will chime in to congratulate you on the kill, which you only got because Lavender evidently reached the boundary of the map and died.
134* Several in ''VideoGame/CallOfDutyModernWarfare2'', though whether you thought they were good or not is subjective.
135** An infinite ammo glitch, which allowed players to fire unlimited rounds without reloading. Doubly ridiculous because it applied to killstreaks, meaning there were '''AC-130s''' flying around with '''infinite, rapid-fire artillery-sized guns''' mounted on the side that were balanced entirely by their need to reload after a certain number of shots. Potentially the MoreDakka champion of video gaming.
136** Another allowed players to "cook" a Javelin rocket, which would fire at their feet when they died, killing everyone in a 15-20 foot radius.[[note]]It was possible to survive. While most players who did this hid in corners where they couldn't be shot, using the riot shield and blast shield would allow a player to shield bash anybody cooking and live.[[/note]]
137** Sometimes, players would be connected to a private, hacked game that would violate every rule of the game. At times, players could randomly find themselves in with seventeen other players in map designed for four, all with the aforementioned infinite ammo bug, the ability to jump 100 feet into the air, killing people with a single shot from any weapon and gaining ludicrous amounts of experience with each one. Not to mention, the point limits were set ludicrously high so the game would pretty much go on forever until you leave or the game crashes.
138** A bug exists that allows players to easily complete the challenges for shooting down enemy air support with the "Cold Blooded" perk, which makes them invisible to enemy air support. If the player with Cold Blooded starts shooting a helicopter as it is crashing after being shot down, each shot counts as you 'destroying' the killstreak. With decent aim, a high-capacity weapon and good timing, you can go from having never used the perk to maxing out its challenge in seconds.
139** ''Modern Warfare 2'' actually had a bug so big it affected ''other games''. In August 2010, some players discovered that by booting up the game and then using the Xbox Quick Launch bar, they could sidestep the copy-protection of several SNK games available in the Xbox Live Arcade. This allowed them to play the full versions having only downloaded the demos.
140** Using Bling to attach both a shotgun and a suppressor to an assault rifle will cause the shotgun to also be affected by the suppressor - even though its sound is unchanged, firing it will not mark you on the enemies' minimap. This is in interesting contrast to the M9 pistol and the M240 and [=MG4=] machine guns, where even with the suppressor attached, firing them will still have you show up on the minimap.
141** In ''VideoGame/{{Call of Duty 4|Modern Warfare}}'', during the finale shootout on the bridge, occasionally one of the AI Marines would get out of place and not die when scripted. When the BigBad approaches you in slow motion, he attacks and kills him for you. Supposedly, this is an intentional "secret ending" caused by managing to land a hit with an RPG on the gunship that attacks you in the earlier part of the level.
142** Survival mode in ''[[VideoGame/CallOfDutyModernWarfare3 Modern Warfare 3]]'' resets your sprint meter if you jump while sprinting. This essentially brings back a form of the classic bunny-hopping, with players jumping all over the place so they can sprint forever.
143* The Wii version of ''VideoGame/CallOfDutyWorldAtWar'' has a few of these, mostly in the multiplayer levels. This can make surviving in these areas [[GameBreaker nigh impossible]] for those who don't know how to exploit them.
144** Occasionally on the mission "Blowtorch & Corkscrew" the enemies' automatic weapons won't fire. They'll just stand there and point them at you like [[ArtificialStupidity idiots]]. (Their mounted [[MoreDakka MGs]], grenades, bolt-actions, and bayonets are still threats though, as are any other explosives.)
145** ''VideoGame/CallOfDuty2'', at least in "Repairing The Wire", allows you to destroy immobilized tanks simply by bashing them a couple times with your weapon. It's pretty much impossible to not die in the explosion yourself, however.
146* ''VideoGame/CliveBarkersUndying'': Many of the grunts were coded to say a quote as they entered the room where they attacked you but the game had apparently no provision for dealing with a situation where the player killed him before he could speak. This can lead to a situation where you slice off the head of one of the nomadic grunts and his severed head at your feet, looking at you, says "I'll see you in hell!"
147* ''VideoGame/CounterStrike'' players almost universally abuse the glitch of firing a bolt-action rifle, then quick switching to the next weapon and back (by quickly pressing the Q key twice) to avoid having to work the bolt, as the animation of drawing either one of the bolt-action snipers was faster than the animation and delay of cycling the weapon. Fixed in ''Global Offensive'' by giving every weapon a DramaticGunCock when drawn, which in the case of the bolt-action rifles takes essentially the exact same amount of time as just letting the regular animation play out.
148* ''VideoGame/{{Crysis}}'' features some extremely amusing bugs, but none are as awesome as the mighty [[https://www.youtube.com/watch?v=2t1_CJ_g_aI Ascending Frog]]. By picking up a harmless frog from the ground and lofting it heavenwards, you will be awed as it proceeds into the stratosphere, unhindered by your puny gravity. Ascending Frogs can be seen in the wild in the cave immediately before the alien ship, where they cheerfully levitate, jumping vertically every time their hop animation cycles and staying that high until they hop again. Vicious brutes who shoot the noble Ascending Frog and subject it to gravity will pick the slain creature up and find it levitates above their hand, rotating slowly in righteous fury at their vile conduct and no doubt dubious sexual morals.
149** Another interesting example is that sometimes grabbing an enemy, quicksaving, and then quickloading can lead to a sort of flight for the player as long as they don't let go of the enemy. While gaining altitude in this state is futile, it's entirely possible to jump off of a high place and soar over the surrounding jungle.
150* A very rare ''VideoGame/DeepRockGalactic'' bug that was mercifully patched out involved the basic tutorial mision... ''which had the possibility of the [[EliteMook Glyphid Oppressor]] or [[BossInMooksClothing Bulk Detonator]] spawning on a brand-new player.'' One can only imagine the terror of unprepared rookies with stock unmodified equipment and neither Bosco nor teammates available to help fight what is effectively a boss fight...[[ComedicSociopathy and maybe laugh a little at said terror]].
151* ''VideoGame/DukeNukem3D'': Duke gets squished when the height of a room is under a specific value in pixels. Duke also dies if he gets outside the map. Combining these two rules in two overlapping rooms could allow Duke to safely teleport above or underneath a room where he would have died otherwise.
152* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' is coded so that picking up a new weapon gives a lot more ammunition than picking up a second copy of a weapon you already have as a refill (generally two or three full mags for a completely new weapon, versus at most one full mag for copies left around the map and half or less of one for copies dropped by an enemy). However, that amount if determined when you pick up the weapon and remains the same even if you drop it and pick it up again. A sneaky player can, with a nearly empty SMG and three more on the ground, drop his currently equipped SMG, then pick up one of those three [=SMGs=] to force the game to consider it a "new weapon" with more ammo in it. Then pick the first SMG back up to combine their ammo and repeat the process for the other [=SMGs=], until you've picked up every gun. This results in a lot more ammunition for the player than was intended by the developer. The glitch still works in ''F.E.A.R. 2'', though is much harder to take advantage of between the fact that the ability to just drop weapons without picking up a new one was removed, and there are fewer separate weapon pickups overall with the addition of actual ammo pickups.
153** The unpatched version of the original game also had a bug in the final level when [[spoiler: Alma awakens and sends an army of Shades after you]]. The Shades would often get stuck on doors and level geometry, [[NightmareRetardant turning them from a rather scary enemy to target practice]]. Another bug in the final level can happen when [[spoiler: Alma]] appears in front of you down a hallway and walks towards you. Normally she kills you instantly if you don't shoot her enough, but sometimes she will freeze and simply stand there staring at you.
154** Also, playing the first game on a computer with a monitor that refreshes above the physics framerate of the game can cause [[https://youtu.be/ONdQRX2uuO8?t=6s some... funny effects on corpses you disturb]].
155** The dev team behind the expansions wasn't quite as up to snuff with what the engine was capable of as the team behind the original game, and it shows in some places, particularly in the way you can break some scare sequences. For instance, a section in ''Extraction Point'' where Alma appears from behind a window has a very specific trigger point for playing the sound clip it's supposed to play and causing her to fade away, so if you come up to that part of the room from the wrong angle you can just watch her stare out at you. Another sequence in ''Perseus Mandate'' where Paxton Fettel explains some of his past to you likewise assumes you will open the doors in a specific order from left to right - go out of order and you'll see what you're supposed to see, without any of Fettel's dialogue until you go back to the point you were supposed to start from.
156* ''VideoGame/GhostReconFutureSoldier'' was [[DevelopmentHell in development for quite a while]], and it shows on quite a few occasions.
157** At the end of the first mission, before you enter a building to rescue Paez, the game automatically switches the first player to their secondary weapon, which on a first playthrough is supposed to be the 45T sidearm that they then use for the scripted Diamond Formation sequence from then to the end of the level. In co-op, if the first player switches to their secondary weapon before stacking up for the rescue, [[https://www.youtube.com/watch?v=mSldPYYjA6Y the other players will see them carrying their primary weapon in one hand]] in the cutscene just before Diamond Formation, which looks absolutely ridiculous when it's a full-sized assault rifle with a scope, long barrel with suppressor, and a grenade launcher.
158** The player is occasionally able to get ATasteOfPower by grabbing weapons that they haven't unlocked yet from crates in the middle of a mission. The attachments are completely pre-set for these weapons, but sometimes it appears whoever set the weapons in those crates forgot what options are actually available for a weapon. This can lead to comedy - for instance, one of the last weapon crates in the "Deep Fire" mission allows the player to grab an [=SA58=] with a drum magazine attached, but because [=PDRs=] like it can't attach drum mags, what you instead get is an [=SA58=] which [[BottomlessMagazines can somehow fire off a hundred rounds at a time]] with [[ItWorksBetterWithBullets no magazine attached to it]].
159** Some missions include helicopter rides where the players split up between two Blackhawks, one each on a minigun turret and one each firing their own weapon out the window. The game doesn't seem to know how to properly calculate the bullets from these miniguns towards or against the team's accuracy, but ''does'' know how to calculate the player's death toll towards accuracy. This results in the missions with such helicopter rides, Tiger Dust in particular, claiming the team has 100% accuracy at the end even if the majority of the minigun bullets missed.
160* Rareware's legendary Platform/Nintendo64 shooter ''VideoGame/{{GoldenEye|1997}}'' has a particularly hilarious glitch that, when triggered, makes the character models fidget erratically, along with the vehicle models. [[https://www.youtube.com/watch?v=AQIeTjUbqFI&feature=kp Combine this with some catchy dance music]], and you've got some serious MemeticMutation going on. '''''[[https://www.youtube.com/watch?v=h3quTc2-GyM GET]] [[https://www.youtube.com/watch?v=FDW3jXcOBzo DOWN!]]''''' This is achieved by slightly lifting one side of the game cartridge out of the slot, causing a communication error between the game and console. This can cause damage to either the game or the console, but common side effects are often amusing, including screwing up object/character part orientations, scrambling text, and garbling sound.
161** It's known in the ''[[Franchise/TheLegendOfZelda Zelda]]'' community as the Crooked Cartridge trick, where it enables massive sequence breaking in ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' by preventing hit collision detection on removable barriers. Its direct sequel ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' also has a Crooked Cartridge effect on game creation or copying, where it produced the "Second Hero" and "Third Hero" glitched new games where Link obtained items he otherwise wouldn't have at that point of the game and where he died [[OneHitpointWonder if he was attacked]] or healed due to having no hearts at all. The latter could be somewhat fixed by collecting a full heart container, giving the player one measly heart instead of the default three.
162** ''Goldeneye'' also had a cool glitch involving the "All Guns" cheat. If you cycle between your weapons in a certain way, it was possible to dual wield two completely different weapons. This even includes the Watch Laser where you can use that and a second weapon, showing Bond holding a weapon in his left hand while the right hand with the laser magically has two hands.
163* Similarly, ''VideoGame/GunZTheDuel'' contains bugs which may be exploited to prematurely terminate an attack animation, allowing certain attacks to be rapidly chained. This exploit has blossomed into a whole new form of gameplay, called "Korean Style" or "K-Style", which differs radically from ordinary [=GunZ=] gameplay.
164** For ''VideoGame/Halo2'' fans, K-style can be compared to using [=BxR=] or double shooting a battle rifle, except it requires combos of up to a dozen keys.
165* {{Ladder|Physics}}s in ''VideoGame/HalfLife1'' and its expansions work in odd ways. While on a ladder, looking horizontally while trying to walk toward it makes one ascend, and conversely trying to walk away makes one descend. On the other hand, looking up or down while pressing forward or backward makes one go in the expected direction. Put them together and interesting effects happen. For instance, looking down toward the ladder at a 45-degree angle and pressing forward results in no movement because the two rules conflict. More importantly, though, speedrunners can take advantage of the two: normally, the speed is limited to the maximum one could get with either rule, but if one, say, looks straight up and turns 90 degrees to the side while pressing both forward ''and'' the direction toward the ladder, the engine gets confused and applies ''both'' effects, resulting in a double-speed climb! There's a risk of falling off if not turned exactly 90 degrees, though, due to the fact there is also a lateral component to ladder movement.
166** In the same game, each door has a specified value for inflicting damage if the player is caught between a door and a wall. There is one door in "Surface Tension" which is given a negative value for damage, presumably because it opens away from the player and therefore should not be able to crush them. However, it is possible to get caught in the door in a way that inflicts damage -- and if you do, it causes you to ''gain health'' at a rapid speed. And there is no cap on how much health you can have. By the time you decide to free yourself, you can be left with so much health that you might as well be invincible. The single-segment {{speedrun}} available [[http://speeddemosarchive.com/HalfLife.html here]] exploits this bug so that the player can use high-risk damage boosts whenever he wants for the rest of the game.
167** Some enemies (even Gargantuas) can be skipped without fight with some abuse of scripts (i.e. disabling the trigger).
168* In ''VideoGame/HalfLife2'' the player could hold a small flat object underneath themselves and jump repeatedly. Since the object is treated as a platform, and carried objects are held at a set distance, you could use this to hover over sizable parts of the level when done right. This has since been patched in Episode 1 and onwards, but is still a vital part of the "Half-Life 2 Done Quick" speedrun.
169** There's also a bug related to the [[HumongousMecha Striders]] and Antlion Guards: the Antlion Guard has a charge attack that flings its target backwards. In the game itself, the Guard only fights Combine infantry, the PC, and (once) a Combine APC, which is specifically flagged as immune to the fling. Striders are not flagged as such because they never encounter each other, so spawning the two units together in Garry's Mod can result in Striders being hurled by Guard attacks.
170** Also, at one point in development, the Combine Gunship was intended to have a heavy beam cannon attack that hit targets directly beneath it. It was removed, but by the relatively simple expedient of just ordering the AI of all Gunships spawned in the game not to use it, presumably in case the devs wanted it back at some point. Supposedly, Gunships spawned via console command are not so restricted.
171*** Another bug with the gunship is how they decide what to shoot at with their auto-turret. They're programmed in a rather simple fashion, simply to target what they consider the most dangerous threat they can see. The player is supposed to be the biggest threat they can possibly see, but what the devs hadn't expected was for [[ArtificialBrilliance the gunship's AI to decide]] that a rocket-propelled grenade fired ''by'' the player getting in closer than the player could to it is an even ''bigger'' threat, and actually try to shoot it down. This was left in to add to the challenge in fighting them, forcing players to fire while the gunship is facing away and/or take advantage of the RPG's [[{{Roboteching}} guidance system by circling their rockets around and taking other odd paths]] to keep them from being shot down.
172** ''Half-Life 2'''s SMOD added tons of (hilarious) new weapons, more enemies to kill with said weapons, and a mighty melee attack for Gordon Freeman. When the LetsPlay/FreelanceAstronauts played the airboat levels with it, they discovered that you could use this powerful kick even while driving in the airboat... and it would propel your boat forward. Thus began [[https://www.youtube.com/watch?v=2_EKaFvM1NM&t=11m48s the KickBoat Saga]].
173** In the version of the Source Engine that games in the Orange Box run on, Valve added a feature that was intended to nerf bunny hopping by applying force to slow you down whenever you're moving too fast. However, it's possible to trick the engine into applying the force in the wrong direction. And due to the fact that you're now moving even faster than before, the next time you hop engine applies a stronger force. Which lead to the creation of [[https://www.youtube.com/watch?v=pBql39nXmno&t=37s Accelerated Back Hopping]], which allows players to get [[{{Irony}} more speed than they could ever hope to get]] with bunny hopping alone. [[NiceJobBreakingItHero Nice job fixing that, Valve.]]
174* ''Franchise/{{Halo}}'':
175** ''VideoGame/HaloCombatEvolved'': Hunters, supposed to be one of the game's most fearsome enemies, can be killed with a single pistol shot to the back. This is because they're supposed to be weak in their soft orange parts, but the developers got lazy and coded all the orange to count as their head, meaning that one hit from a headshot-capable weapon (like the pistol) will bring them down. (Un)fortunately, this was fixed in later installments.
176** ''VideoGame/Halo2'':
177*** One of the most useful glitches on the original version of the game is a permanent stealth glitch involving the Envy skull (which gives Master Chief the Arbiter's cloak in place of his flashlight). First, load a save near the skull and collect it. Then, return to whatever save file you're currently playing. Activate the active camo so that it's on during a checkpoint, then save and quit the game and turn off the Xbox completely. When you turn everything back on, the effect of collecting the skull will be gone... but Chief will still be invisible, and will stay that way for the rest of that level. It's an amazing equalizer on [[HarderThanHard Legendary]] difficulty, despite the lengthy setup in resetting the glitch every mission, and the fact that it can't help you fully beat the game (since Arbiter is the PlayerCharacter for the last level).
178*** There is a bug where crouching and then attempting to stand in a low area causes the physics engine to confuse the player with the map. The player can exploit this by jumping and landing on a line of the map's geometry in a particular way. When the player does, you are launched high into the air and often into an area that you couldn't reach any other way. [[http://www.halopedia.org/Super_Bouncing Here]] is a detailed description of this glitch on a wiki devoted to ''Halo''.
179*** Another bug can occur when a player with an energy sword in the passenger seat of a Warthog tries to lunge at a nearby enemy. The player with the sword does not move until leaving the Warthog, [[https://www.youtube.com/watch?v=cD8GoDX1hPk which causes the player to fly to the enemy he tried to lunge at, even if that enemy is now on the other side of the map]].
180*** You can also harmlessly sword lunge at an enemy player by canceling the damage portion of the attack but not the lunge. You could do this repeatedly while underneath a jumping player to float up a wall. Additionally, button combinations could allow you to shoot an entire clip of the battle rifle at once or punch someone while shooting them, both resulting in an instant kill when done correctly. Amusingly enough, there's even a button glitch which allows you to shoot yourself in the back of your head. It's more useful than it sounds.
181*** In general, ''Halo 2'' was less a game with glitches and more one big glitch with a lot of gameplay strung together. Many of the maps are surprisingly easy to escape, sometimes with easter eggs located in these areas. Online combat was (and still is with ''Anniversary'') made of glitches; [=BxR=] (which allows one to melee and fire almost instantly, meaning an almost instant kill from no damage) being the most infamous, and more time was likely spent in the maps looking for exploits than killing each other. It even spawned one of the prototypes for gaming creepypasta: The Ghosts of Halo, of which there's still no firm explanation, just a lot of confusion. The general theory is that they're the half-deleted prototypes for matchmaking bots, which still have yet to appear in the franchise. This is supported by ''VideoGame/Halo3'' also containing them on maps known to have had bots used for playtesting in-house. However, as the only way to get them to spawn is to create lag so massive it screws things up, it's extremely hard to really study them.
182*** There's a section in the "Delta Halo" level where you get to drive a tank around a Covenant-held temple. As is common for most Covenant-held areas, there are a number of stationary shields. Try knocking the shields down, parking the tank on them, and waiting for the shields to re-activate. The result isn't of much use, [[https://www.youtube.com/watch?v=1o5yhFNQfbA but it is hilarious]].
183** In ''VideoGame/Halo3'', if the player is holding a heavy object like a dismounted turret, they can walk diagonally and the normal slowdown to movement applied by holding heavy objects [[DiagonalSpeedBoost will be negated completely]].
184** ''VideoGame/Halo5Guardians'': Forge mode has a much-loved glitch where you can give weapons the appearance and fire rate of one gun, the projectile properties of another (though the latter has to be a REQ variant), and the firing rate/ammo capacity of either depending on the specific combination. Yes, this means you can create a SAW which rapid-fires ''triple rockets''.
185** ''VideoGame/HaloInfinite'':
186*** It is possible to gain access to a gun that shouldn't be available: one of the ''Infinity's'' AA turrets. The gun doesn't even have an ingame model, but it can be picked up and fired; it has both infinite ammo and the highest damage in the game (like "kill the FinalBoss in four shots" damage); and it can be obtained near the start of the game.
187*** Much fun can be had by abusing the game's physics engine. Using explosives to send a vehicle flying and latching onto it with the grapple shot the instant before it goes flying can result in both vehicle and Master Chief flying across the entire game map with gravity no longer applying to them.
188* ''VideoGame/JediKnightJediAcademy'':
189** It's entirely possible to kill about half of the game's bosses, starting from the second set (where your core Force powers are all upgraded to level 2), by just standing where you start the battle and firing an automatic weapon at their face until they die, using Force Sense to eliminate the randomization in where shots will go. There are only two bosses that this is viable on but not guaranteed to work against, one being the commander of the Remnant garrison on Dosuun (since he'll at least fire at you with his concussion rifle, though with such ridiculously random accuracy that it usually works) and Rosh with [[FlunkyBoss the Kothos twins]] at Vjun (since Rosh, as a lightsaber-wielding opponent, is aggressive enough that he'll sometimes approach you on his own before you can kill off his buddies).
190** A purely visual but ''awesome'' bug in ''Jedi Academy'' is the Saber Staff Throw glitch. It is possible to gain access to a double-ended saber staff in the course of the storyline; you may choose to turn off one side of the staff and use it as a standard lightsaber, and this is normally necessary to make use of the Saber Throw ability. However, a series of frame-perfect inputs would allow you to turn off one end of the saber, use Saber Throw, and turn both ends back on before it technically left your hand. This resulted in the awesome visual effect of a double sided saber with both ends lit flying through the air like a gigantic glowing pinwheel of death. Fortunately, it was never patched out because the way the game calculated Saber Throw damage didn't make this bug into any sort of GameBreaker.
191** ''Jedi Academy'' also has a glitch relating to death by falling damage, particularly long falls or through being tossed into the ground really fast with Force Grip, where the character's animations never catch on to the fact that they stopped falling, leaving their bodies to [[https://www.youtube.com/watch?v=_A01n6qeL7A float a foot above the ground]], continuing to flail about.
192** The second part of the Hoth level punctuates the area almost immediately before the boss fight with a setpiece where you find a tauntaun being attacked by a wampa. With some skill and Force Speed you can kill the wampa before it kills the tauntaun, and promptly ride that tauntaun into the battle. Since the game didn't expect you to do this, the cutscene will work as normally except for a random tauntaun just being ''there'' next to your character during it. And for good measure, sometimes using the tauntaun in the battle will result in, if the tauntaun is killed under you while you're right next to the boss, you two clipping into each other and unable to move, leaving her almost completely defenseless as you simply whack at her head from above.
193* ''VideoGame/KillingFloor'' has a glitch with weapons that can change their fire rate. Switching to full-auto mode while firing in semi-auto can trigger a glitch where the gun will have [[https://www.youtube.com/watch?v=GC5iLNRy4Gw no recoil]]. Newly-introduced weapons with selectable fire rates benefit less from this, as they still go through their recoil animations even when firing under this glitch's effects, though at least your aim won't shift. The glitch is also impossible to perform in singleplayer.
194** The 2012 Summer update seems to have created a glitch where, at least in singleplayer, players can carry nearly double their usual maximum weight capacity.
195** ''VideoGame/KillingFloor2'' is mostly free of glitches in this manner, but sometimes something in a weapon's animations will break during Zed Time, and for the rest of the game your weapon will have its bolt/charging handle/whatever stuck midway through its firing animation. This can lead to odd results such as the M4 shotgun's bolt being locked rearward, and the chamber-checking animation having the shell pull out of the chamber slightly entirely by magic, or the SCAR rifle's bolt being locked closed, thus causing the bullet in the chamber to clip through it during a chamber-checking animation. It can be fixed by dropping and re-equipping the weapon in question, but there's not much need to do so since it doesn't break anything else.
196* There was a way to make the Witch harmless in ''VideoGame/Left4Dead2'' if you have a gas can and a propane tank or grenade launcher. When the Witch is hit by an explosion directly, she stumbles and then freaks out and attacks. However, if she stumbles and gets set on fire at the exact same time, the Witch would flail about as she burns to death while not attacking anyone since her AI still thinks it is in stumble mode. This can be a life saver on Expert and Realism.
197** While the above was fixed, it's still possible for Wandering Witches to kill themselves without any player intervention by wandering into ambient fire; they usually either get set alight and flail about at nothing until they burn to death, or they back away from the fire [[TooDumbToLive but then start wandering right back into it]], once again repeating until they burn to death.
198** Incendiary ammo can't set off car alarms, even at point blank range.
199** Because of how the navigation meshes (determines how the AI can move around the map) are made, sometimes they aren't perfect. Depending on where you stand, you can cause the infected to suddenly become oblivious to you, even if you are only a few feet away from them. This is because AI zombies are programmed to chase and attack on you sight but they will suddenly just stop and flail about if they think they can't physically reach you. This can happen on the most mundane objects such as a table. Conversely, the way they're designed to simply rush straight towards you also means they have a tendency to try climbing over any object they're coded as being able to climb over if that object is anywhere in the general area of a straight line between you and them. You can even see it in the trailer/opening cinematic, in a shot where several infected are barreling down on the survivors, and one of said infected starts climbing up a light pole for no reason even though it would be infinitely faster to just run around it.
200** There's also a few glitches regarding dialogue from the [=L4D=] survivors in the sequel:
201*** Sometimes if Francis causes friendly fire damage to Bill, Bill's voice when he scolds Francis will come from Francis' model instead, making it look and sound like Francis is channeling Bill.
202*** When Zoey heals someone other than Louis and they give her their thanks, Zoey may say "Anything for you, Louis."
203*** When Louis deals the final blow to a Tank, he may say "That was for Bill!" even if Bill is alive. This line is supposed to be used in the finale of The Passing campaign, since chronologically at that point, Bill is dead, but the programming for it seems to be incapable of telling the difference between his unique NPC routines from that campaign (where he's invariably non-playable, and on a turret as well) and normal gameplay with him.
204** Throwing boomer bile into the safehouse at the start of a level, then having all but one person leave the saferoom, will cause all the infected to go for the bile as usual. After the bile has disappeared, though, the infected will then try to kill the person inside, which they can't. With the massive group of infected gathered around the saferoom door, the game is unable to spawn any more of them, allowing the remaining survivors to run through the rest of the level with only special infected opposing them, providing the person in the saferoom does not go idle. This makes every non-finale level pathetically easy.
205* In the manor house level in ''VideoGame/MedalOfHonorFrontline'', you can sometimes get past the entry guard (typically by sneaking to a particular angle and shooting him before he spots you) without blowing your disguise, allowing a StealthRun of the level, or at least most of it.
206** The previous level ends with you knocking over some beer mugs to create a distraction. However, the animation for doing so is incredibly simple, tossing the mug in an arc upwards and forwards so it lands on a table below - but nothing is done to prevent you from hitting the button again before the animation finishes, at which point it will reset and have the mug move in that arc again, starting over from wherever it was in the last arc. Mash the button and the mug will be constantly sent higher and higher into the sky until you eventually can't see it. And then it will break in mid-air anyway as soon as it falls as far as it was supposed to from where it was when you last pressed the button, the people below you still reacting as though they could see and hear it happening.
207* ''VideoGame/PAYDAYTheHeist'' has the Cloaker, a special SWAT unit that can instantly down you, who is quite buggy (to the point they had to delay adding him to [[VideoGame/Payday2 the sequel]] because his kick would ''crash your game''). Normally, the Cloaker is supposed to fire at you and chase you down should you attempt to run away. However, there are times where the Cloaker is just frozen in place and is oblivious to your presence, even if you're right next to him.
208* ''VideoGame/PAYDAY3'':
209** In the technical playtest of the game, if you get caught in a private area, a guard will escort you out. While it’s already a good strategy to distract them, players quickly noticed that the guard plays an animation of getting pushed back when they close the door on him. Since he will never notice the player doing this so long as they’re in a public area, this was naturally abused to stall the guard returning to his regular patrol for way longer than the game intended. This was fixed in the full release to have the guard attempt to arrest you if the door slams in his face more than a couple times.
210** Just like in the previous game, players have to deal with the security guard monitoring the cameras in order to disable them. You can shoot him in the back of the head to permanently shut them off if you got a pager to spare...or you can just throw a suspicious bag in his line of sight and pick it up when he notices. If the security room is a private area instead of a secure area, you can also intentionally let him spot and escort you out. Due to an oversight, the cameras will permanently remain disabled even though the guard is alive, saving you a pager.
211** In ''Road Rage,'' going to the south-side of the bridge and camping on the scaffolding where Bile can possibly be waiting will result in the police strangely leaving you alone. They won't attack your position at all except for Snipers, which can be a life-saver for some players, ''especially'' on Overkill.
212** After you complete the ''99 Boxes'' heist in stealth, you are prompted to escape like usual. However, on this specific heist, constantly going in and out of the escape point keeps adding more EXP to your weapons. Doing it for long enough will gain you enough EXP for max level in one heist, significantly cutting down on the grind.
213** The security room in ''99 Boxes'' is behind a door that requires a keycard from one of the guards who spawn in the crate yards... At least, that was the intention. In reality the door isn't locked at all and you can take the camera operator out way earlier than you were supposed to.
214** On Very Hard or higher, the [[EliteMook Lead Guard]] is your biggest threat during stealth and can't simply be killed. If a player does so, his pager will endlessly activate around every minute, putting them on a time limit for the rest of stealth...unless they have the ''Cover-Up'' skill that instantly answers a pager when they do a takedown. When the Lead Guard is taken down via takedown with this skill, his pager will only activate once like the other guards.
215** When caught in a private area, the guard will escort you back to a public area. If you try to leave the circle, the guard will stop in his tracks, warn you to keep following him, and will attempt to detain you if you ignore him after five seconds. This timer resets when you re-enters the circle and since you can do this as much as you like, [[ArtificialStupidity you can lead the guard away from your fellow heisters for much longer than intended and even leave him stuck in a loop at the end of the escort]] by simply walking in and out of the circle.
216* ''VideoGame/PerfectDark'' has a notorious glitch in the very first level that can allow the player to skip entire sections of the level, and if one is playing on Agent, it is possible to finish the level in [[https://www.youtube.com/watch?v=zsDkv8IOBEI less than 7 seconds]].
217** In the Carrington Institute: Defense mission, one of your objectives on the higher difficulties is to laser open Carrington's safe and destroy his sensitive files. Normally this isn't revealed to you (and the safe door isn't destroyable) until after completing several other objectives, by which time the building has probably been overrun with respawning shielded enemies with nasty guns that tear through your health. However, you can take a small detour during the hostage rescue objective and shoot a grenade at the safe to blow up the files early, saving yourself a lot of headache later. For some reason this was the ''only'' bug removed from the HD version on Xbox 360 and Rare Replay, though...
218* ''Videogame/PlanetSide 2'' has a variety of entertaining glitches, most pertaining to the goofy physics and animations:
219** A broken update caused the natural animation blending of players movements such as sprinting or reacting to recoil to become grotesquely exaggerated, resulting in the recoil from guns causing player's arms to go flailing wildly through their head, or while sprinting cause legs to twirl about like Sonic the Hedgehog while their arms twirl around at random. It was quickly fixed, but can still occur when a Light Assault player uses his JumpJetPack, causing his skeleton to disassociate with his body as he contorts into a flailing ball of limbs and guns.
220** One broken update caused the Vanu Sovereignty's PPA (an AntiInfantry vehicle weapon) projectile effects to become larger than entire bases, resulting in a stream of blue plasma balls completely filling player's screens when a PPA vehicle was in the area.
221* The ''VideoGame/Postal2'' mod "A Week in Paradise" adds a {{katana|sAreJustBetter}}, which has a secondary fire that allows you to [[ThrowingYourSwordAlwaysWorks throw it at people]] for a single long-range kill, after which you have to pick it back up. Attempting to throw it at someone who is right next to you causes it to duplicate, allowing you to keep your first sword while impaling the guy with a second one.
222** The unmodified game still allows for a few silly and helpful bugs, particularly that instant-death fire, in situations such as escaping the library on Tuesday, can be rendered harmless (well, still harmful, but not instant-death harmful) by setting yourself on fire in a normal manner like a Molotov.
223* The original ''VideoGame/{{Quake}}'' engine had a bug where movement speed could be increased significantly by so called "strafejumping" or "circlejumping" where the play would strafe and turn while jumping. Such movement, requiring some skill, could significantly boost the running speed above the intended (by 50% or more). The bug was [[AscendedGlitch kept in the Quake III engine as a feature]], since it was by then thought of as a fun way for players to improve their skill beyond conventional tactics, through training of jump timing and muscle memory for mouse control. A vast number of "jump maps" and "trick maps" have been designed for Quake III. In the Quake III mod, Urban Terror, the concept has been extended to wall jumps (continuing a jump upwards by kicking a wall in the middle of a jump), ledge grabbing, and knee/crouch grinding, resulting in a whole jump/trick community, still meeting on jump servers and designing new maps as of 2009. ''Quake Live'', which is basically a browser version of ''Quake III'', features tutorials on strafe jumping.
224* The concept of {{Rocket Jump}}ing started off as a glitch in ''VideoGame/{{Quake}}'' that didn't get fixed before launch, but which players quickly learned to exploit to get around the map more quickly and to get to places that would otherwise be unreachable. Nowadays, [[AscendedGlitch most classic-style FPSes implement some variant of rocket jumping]], some even have items that can be equipped to reduce the player damage taken in the process.
225* ''VideoGame/RedFaction'' had a glitch in multiplayer mode when the invincibility cheat was active; the flamethrower's alternate attack would set CPU-controlled players on fire, but never let them die. They would run around forever screaming in agony until you turned the cheat off. It was possible to inflict this cruelty on an entire level's worth of bots.
226** It's possible, on a certain deathmatch map with a large overhead walkway, to destroy the ''entire'' walkway. However, there's a spawn point on top of that walkway, with a pit beneath it. If you're unlucky enough to spawn there when the walkway has been destroyed, you spawn in midair and promptly fall to your doom.
227* The HD remakes of ''VideoGame/SeriousSam'', among other things, add ragdoll physics to some enemies. The implementation seems to be a bit off, particularly with Gnaars, where you can get dead ones who promptly ignore gravity or stand still where they died, silently snarling at you.
228* ''VideoGame/SlimeRancher2'' used to have an exploit called the plort explosion. If you filled a corral with food, threw in a ringtail largo, and then waited two minutes, it'd produce an absurd amount of plorts. This was patched out in 0.3.0.
229* The ''[[VideoGame/{{STALKER}} S.T.A.L.K.E.R.]]'' series, being [[ObviousBeta exceptionally buggy]], has a metric ton of these.
230** When pseudodogs charge towards you and attack, there is a very small chance that the physics engine will glitch and you will be [[SugarWiki/FunnyMoments propelled several hundred meters straight up at high speed]]. This has never been fixed despite having been present since the first game was released.
231** Quite notable was the infamous [[https://www.youtube.com/watch?v=Xc5rB-0ZBcI "Singularity Car"]] glitch in Shadow of Chernobyl's beta version and game mods. If you hold down the "repair car" key, the car quickly accelerates to near infinite speeds.
232** ''Clear Sky'' was especially bad with the bugs - the state of the game could change ''between quick saves''. The ''WebAnimation/ZeroPunctuation'' review noted a particular case where Yahtzee quicksaved behind cover, promptly died to a grenade, quickloaded, and the grenade-thrower completely forgot he was supposed to be hostile [[RefugeInAudacity until a couple minutes after agreeing to lead him somewhere else]].
233** There's also the knife's secondary attack; due to tons of DummiedOut content and an underflow damage bug in ''Shadow of Chernobyl'', the knife was able to kill literally everything in a single stab, including ''tanks'' and '''helicopters'''. This is particularly useful against Controllers, which don't have melee attacks and are essentially defenseless at close range.
234** If you die just as you are transitioning from one area to the next, you will spawn in dead, unable to use your weapon or access your inventory or talk to people, but mobile and completely immortal.
235** The armor repairing trick with four battery artifacts; collecting at least 4 artifacts of the flame/electricity battery type, wearing them, then jumping into a fire/electrical surge will restore your HP - and more importantly repair your armor, otherwise impossible in the unmodded ''Shadow of Chernobyl''.
236** In ''Clear Sky'', the Exoskeleton's upgraded night vision can see through the InvisibilityCloak of a bloodsucker. They're still [[LightningBruiser damn fast and tough]], but suddenly you'll be [[ViolationOfCommonSense hoping for them to attack you at night]].
237** Most of the MemeticMutation among the fans of the series is based on the numerous funny bugs throughout the three games, to the point that a common fan joke/caption for them is "Such is life in the Zone."
238*** The "You see Ivan" meme is based on a very funny glitch where [=NPCs=] use the wrong animation for holding a weapon, most famously holding their left hand in front of the barrel of a pistol as if it's a rifle.
239*** Both the "GET OUT OF HERE STALKER" and "I SAID COME IN, DON'T STAND THERE" memes were created due to a humorous dialogue looping bug where the characters in question would [[WelcomeToCorneria repeat the lines over and over again]].
240*** The lesser known "Campfires" meme is based on a spawning bug in the unpatched ''Shadow of Chernobyl'' where many [=NPCs=] would accidentally spawn inside bonfires in some of the settlements. Sometimes ''entire villages of [=NPCs=]'' could be found dead around campfires.
241** The Jupiter factory complex in ''Call of Pripyat'' was originally supposed to be a major Monolith base. However, a spawning bug made all the Monolith troops disappear, leaving only a few pesudodogs and hidden anomalies in the (fully modeled and explorable) buildings. This also has the effect of [[NothingIsScarier making the whole area incredibly creepy]] and [[ParanoiaFuel more memorable than it would have been with any humans in it]]. Some mods, most notably S.M.R.T.E.R, fix this bug.
242** In one quest in ''Call Of Pripyat'', you need to help Vano take out some Monolith in a bookstore. As he stands outside the store, he is likely to be attacked by wild animals, so to prevent the quest from failing before you even start, the developers made him invulnerable and had him ignore enemies while he waits for you. [[NightmareFuel The result]], [[https://www.youtube.com/watch?v=YCaLlV57kP4 well...]]
243** Also from ''Call of Pripyat'', a character named Crab is scripted to stay laying in a bed on the Skadovsk until you complete a particular side quest midway into the game. Sometimes when you load a game where you saved on the Skadovsk, Crab can be found out of bed. [[https://www.youtube.com/watch?v=WikVYjAw7Hs He then starts living up to his name]]. It's as hysterical as it is [[NightmareFuel terrifying]].
244* In ''VideoGame/SystemShock'' the Riot Gun is normally a useless weapon, firing rubber bullets that do virtually no damage. If you empty its initial magazine and then reload it with the keyboard-bound reload key, however, the game gets confused and loads it with Magnum rounds instead, letting you fire hollow points as fast as you can mash the fire key. If at any point you reload it using the mouse-clickable button on the HUD, though, it will be locked into using rubber bullets permanently.
245* In ''VideoGame/SystemShock2'', the assault rifle you find in the Med/Sci armory would degrade with use, but never actually break completely. It also has significantly reduced recoil compared to others you find, making what is already the best weapon in the game even better. This seems to have been patched in version 2.46, though.
246** Soma Transference normally isn't that great a Psi power, just doing a mediocre amount of damage for the cost and healing you the same amount. However, it has the unintended property of completely bypassing a Metacreative Barrier, leading to a rather silly tactic of putting one between you and your enemies, then draining them to death while they stand there completely helpless. It also greatly simplifies the boss battle against the Brain of the Many - rather than having to shoot down the tiny revolving stars while avoiding attack from all angles, just target the brain, click a few times, and boom, fight over.
247* In the original ''VideoGame/{{Thief}}'' the player could reach ludicrous speeds by "bunny hopping", or jumping repeatedly. This would cause the second jump to keep the momentum of the first, ad nauseam. Using this trick, the player could zoom by any guard. He could also kill himself by running into a wall or furniture at 200mph, or send himself into low orbit by bunny-hopping up stairs. Game physics are fun.
248** It was also possible to beat one level in three seconds. When you spawned, you could see the map's goal (The Eye) twinkling off in the distance. Down two speed potions, run like hell towards it, and jump with a mighty jump. Then walk out the exit, located about twelve steps away. Since the level also had those damn zombies you couldn't hide from (or kill without holy water or fire arrows) this was a hell of a lot more fun, too.
249* ''[[{{VideoGame/Tribes}} Starsiege: Tribes]]'' contained a physics engine bug which allowed players to "ski" downhill at high velocities via well-timed use of the jump key. This exploit quickly became a gameplay staple, achieving such popularity that, after initially fixing it, the bug was very quickly [[AscendedGlitch deliberately integrated]] into the sequels, incorporating it into the tutorials and modifying the games' physics engines to make skiing easier.
250** ''Tribes 2'' also had a pretty hilarious bug that could get entire teams hooked on trying to trigger it. It was possible to launch a Mobile Point Base clear off into the horizon. All you had to do was park it and let it latch itself into the ground, hurl concussion grenades at it, have somebody start to drive it and unhook it from the ground, and then it would suddenly fly away suddenly spinning on all 3 axes.
251** ''VideoGame/TribesAscend'' has its own, which lets you [[https://www.youtube.com/watch?v=NmpYJXfCKCI wear an inventory station as a hat]]
252*** The class menu is also bugged, occasionally showing one class with the weapon and pose of another class.
253* ''[[VideoGame/{{Turok}} Turok 2: Seeds of Evil]]'', being made in the days before console online gaming, allowed one to access cheats during multiplayer mode. While this leads to interesting situations like infinite ammo missile launchers, the cheats also include a level skip function. This means that you and a friend can access the single-player levels, which effectively turns the game into a two-player co-operative game. In addition to that, you can play the multiplayer with just one player. This means you can play the single-player game as different characters with different speed and health settings, including the [[FragileSpeedster velociraptor,]] [[SelfImposedChallenge which can only use melee attacks]].
254* Tobias Bruckner in ''[[VideoGame/{{Turok}} Turok: Evolution]]'' became a byword for terrible final bosses when, after doing absolutely nothing for the entire span of the game, the genocidal cowboy antagonist who killed the eponymous Indian's tribe appears riding a T-Rex for no reason at all. 90% of the time he won't move unless the player moves closer to him, leading to a grand finale of unloading your gun into a completely stationary target.
255* ''VideoGame/VermintideII'':
256** Huntsman Kruber once had a hilarious (now sadly patched) bug that allowed him to stack certain skills relating to cooldown and skill use, chug a Potion of Concentration, and [[https://www.youtube.com/watch?v=XKoqArJjYIo temporarily turn a 16th century matchlock into a Kalashnikov]] by activating the ult and clicking as fast as you could.
257** Players can "block-cancel" most animations, including the various abilities that cause the character to dash along the ground like Foot Knight Kruber's FoeTossingCharge and Handmaiden Kerillian's speed burst. Using said abilities while reviving an ally also does not interrupt the reviving, though this might mean your [[OutOfTheFryingPan newly-revived ally is now surrounded with nobody to back them up]].
258** For about a week after the official release of ''Winds of Magic'', Bardin's new throwing axes ''counted as explosive barrels'' within the game engine, and so could be tossed wherever relevant when to instantly bypass the need for one. This trivialized the process of gaining some grimoires, as well as two Achievements, "Barrels of Fun" and "Demolitionist". This got patched within a week.
259** It used to be possible to cheese the [[ThatOneLevel final stage of Convocation of Decay]], by simply having one player jump down into the ritual circle and then [[UnfriendlyFire fragging him]]. Then the rest of the gang can simply camp on the much more easily-defendable ridge overlook and ride out the ball-busting LastStand without breaking a sweat. This bug stood for almost a year before it was patched, much to the chagrin of players.
260** At launch, Ranger Veteran Bardin's SmokeOut ability caused exactly 1 HP of damage to himself and other players caught in the blast radius. ''"Heheh, an old ranger tri-... [[SuicideAsComedy (Dies)]]"''
261* The iPhone port of ''VideoGame/Wolfenstein3D'' has a tendency to slow to a chugging crawl when firing weapons after playing for a length of time. This makes boss battles a lot easier as you can rapidly shoot them faster they can hit you, which makes up for the added difficulty of it being near-impossible to strafe left and right.
262[[/folder]]

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