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6* ''GoodBadBugs/TheBindingOfIsaac''
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9* In ''[[VideoGame/AncientDomainsOfMystery ADOM]]'', it used to be possible to pick up an unlimited amount of any item if there were enough of them to begin with. When you try to pick up a pile of items that will take you way over your weight limit, the game will ask how many you wish to pick up. It used to be the case that there was no upper limit at this point. So you could start by amassing a huge pile of large rations, seeds gathered with Survival, etc., and pick up even more of them, then sell those until you had so much ''gold'' you could do the same thing, and then, well, you could do pretty much whatever you wanted. It was particularly effective for getting enough material to sacrifice to be crowned your god's champion. You just had to be careful not to pick up so much stuff you'll be crushed by the weight of it.
10** In earlier versions, drakelings' speed would increase without bound when they were affected by heat. Drakeling + fire immunity + temple of elemental fire + time == a base speed as high as you like. This speed would slowly decline once you left the tower, but it was still enough to let you win the game by taking 50 actions for every one NPC action.
11* ''VideoGame/{{Balatro}}'':
12** A certain infamous seed (7LB2WVPK) is associated with an oversight with the game's random number generator where picking the Erratic Deck will cause every card in the deck to default to the 10 of Spades, allowing you to produce a Flush Five every hand and guaranteeing certain synergies that make it insanely overpowered. The bugged RNG was eventually patched out, however.
13** The Certificate generates a random card with a seal upon starting the round, and for some reason, that card's not debuffed by the Boss Blind. However, this was patched out in the v1.0.1 update.
14* ''VideoGame/CastleOfTheWinds'' has a couple of interesting bugs:
15** When you start a new game, you get to assign your stats. If you minimize your Constitution, you'll get enough points to max out your other stats. If you then pick Magic Arrow as your starting spell and use it continually, even once you run out of mana--an action that drains your constitution if you do it too much--you will eventually run out of constitution. Normally, this would also cause you to run out of hit points, but for some reason, at level 1 you will stay alive. If you then cast Magic Arrow again, your Constitution will underflow, and roll over to the absolute maximum (which is far above the max you can assign in character creation). Suddenly, you go from having 2 HP to 34. Combined with your other, maxed out stats, you become nearly indestructible.
16*** Watch out for enemies that can drain your stats, including constitution, in the second half of the game. If they drain constitution from you while you're exploiting this bug, you won't be able to have it restored until your current constitution wraps back around and drops below the level you originally set it to.
17** Shops are implemented in the same interface as your normal inventory, with the shop's inventory replacing the "Floor" inventory. However, if you cast a movement spell (Phase Door, Teleport, etc) while in a shop, the game will glitch slightly and cause the shop's inventory to appear as a pile of items on the map on the shop's tile. Now, normally you would not be able to access this pile, as the shop appears as soon as you step on to the tile. However, if you use Phase Door to teleport onto the tile, you bypass this, and can now pick up the shop's entire inventory for free, which you can then sell back to him.
18** If you make sure there are no monsters left on a dungeon map before leaving it, you can Rune of Return and rest/sleep on the village/castle to your heart's content and no new monster will appear in that map. You actually have to return to the map in question and rest/sleep there for new monsters to appear. [[BoringButPractical This is most useful in the final dungeon, but makes it less exciting.]]
19* The Quest Mode of ''VideoGame/{{Ehrgeiz}}'' has two characters that have to be leveled up separately. Even if you just decide to focus on one of the characters, he/she dies permanently just before the final boss. Instead of spending hours leveling up the second character, you can just go to the room where the first character died and repeatedly kick his/her corpse. Since the body doesn't disappear, every hit counts as a kill. Also since the character is at a high level, every time it's kicked it raises your level as soon as you leave the room.
20* ''VideoGame/{{Noita}}'':
21** Cloud spells recalculate and apply a stain to any entity inside them for every frame the game processes. Players discovered that adding a damage increasing modifier to the cloud would cause it to tick for damage with each frame, causing massive damage to enemies. By adding additional modifiers, players could create a spell that would fly across the screen and apply 60+ ticks of damage ''per second'' to any enemy, often clearing an entire room on its own. A {{Nerf}} was eventually patched to make the damage more reasonable, but the spell combo remains extremely useful due to its efficiency at tracking down and eliminating enemies.
22** Projectiles and objects which move fast enough can glitch through terrain. Each frame, the game processes whether a moving object will enter a solid, which will cause it to bounce off the surface. However, a sufficiently fast object will move so far in a single frame that between frames it will move from one side of the wall to another. Long-lasting projectiles at this speed can potentially clear entire levels.
23** The Perk Reroll machine can be "broken" by raising its price high to trigger an overflow error. Whenever a Reroll machine is used, it doubles the global cost of the next Reroll. However, the price for using an individual Reroll machine will be locked at the global cost at the moment it is loaded into the game and will only update when actually used. As such, a player can visit multiple Parallel Worlds and "lock" several dozen Reroll machines at a low cost by visiting the Holy Mountains and then not taking a Perk or using the machine. The player then uses each of the "locked" machines once, updating the global cost until it overflows and reduces the cost to near nothing. While this eventually fixes itself to an appropriately unaffordable level, it allows for nearly a thousand near-free rerolls until then.
24** The Nullifying Altar removes your perks from your character and makes new versions of them to pick up, so you can get rid of ones you don't want. Players discovered that being polymorphed when the altar activates spawns your perks to select but doesn't remove them from your character. This effectively allows for duplication of perks and a way to bypass limits on stacking certain perks. It's also possible to bring a Perk Reroll machine here to change any unwanted perks. This was later nerfed by spawning Stevari or Skoude if you polymorph at the altar, though there are ways around this.
25** Sacrificing a chest at the mountaintop altar summons a rain of chests at the player's location which lasts for five seconds. Players discovered that reloading the game or using polymorphine before the timer ran out would reset its duration, allowing potentially an infinite amount of chests to be created.
26* ''VideoGame/PokemonMysteryDungeon'':
27** You can completely ignore the "hunger" mechanic in late post-credits quests: only the team leader will ever get hungry, and you can switch out the leader with a teammate anytime you want, resetting your belly to 100. This was fixed in the ''Explorers'' series by not allowing the switching of the team leader in mid-dungeon, but ''Gates to Infinity'' allowed you to switch the team leader again.
28** In the expansion set to the second game, ''Explorers of Sky'', a few {{Joke Item}}s are added that are spelled wrong and meant to be confused with other items. Also added to the game is a "recycling" (item-crafting) feature where you can submit a specified number of arbitrary items and receive a prize ticket for some other awesome items. Thing is, if you submit any joke items to be traded for a prize ticket, they will not be removed from your inventory if they are selected in a certain pattern, allowing for (almost) free, infinite attempts at the prize booth.
29** In the last Special Episode of ''Explorers of Sky'', the Dark Wasteland dungeon was cut by a glitch from sixteen floors to four. A long slog of a dungeon during a tense EnemyMine was rendered as short as the game-opening Beach Cave.
30* The retail PC version of ''VideoGame/{{Rogue}}'' (which came out in TheEighties):
31** Every item has an internal number for its to-hit bonus and an internal number for its damage bonus, even if it's not a weapon. And any item can be wielded, even if it's not a weapon. Most items in the game have these internal fields initialized to 0, but the food ration you start the game with does not. Thus, if you wield your food as a weapon, you will never miss when you swing at a monster, and one hit will instantly kill anything.
32*** To discourage players from descending below dungeon level 26, each level you go down adds 1d8 to every monster's hit dice and 1 point to every monster's armor class. You can use the "wield food" trick to descend VERY deeply into this tomb of horrors, but even a food ration isn't completely invincible. At around level 1000, it starts taking 2 hits to kill a monster. At level 2000, it takes 3 hits. At level 3000, it takes 4 hits. And at around level 3900 or so, you'll start missing and soon won't be able to hit anything at all.
33** Level 20 was supposed to be the highest experience level your character can attain. So what happens when you drink a potion of raise level when you're at level 20? Your level cycles back down to 1. ''However'', you don't lose any hit points when this happens. You then have the opportunity to gain levels back up to 20 again, and you gain ANOTHER 1d10 hit points with every new level you gain. It's possible to get to level 20, drink a potion of raise level, get back to level 20, drink another potion of raise level, over and over again, beefing your hit points up into the ''thousands''. (Provided you don't get your hit points permanently drained by a vampire in the meantime.)
34** Once you pick up the Amulet of Yendor on level 26, you are allowed to climb up stairs as well as down them. PC Rogue had to run on a 256K PC with only a floppy drive, so it doesn't keep track of what is and is not on any dungeon levels other than the one you're currently on; when you ascend from level 26 to level 25, an entirely new level 25 has to be randomly generated. To prevent you from "level grinding", levels above the lowest level you've visited are devoid of items, so you'll eventually starve to death. However, if you go back down to the lowest level you'd previously visited (e.g. level 26), the level WILL have items on it. Thus, you can go up and down between levels 25 and 26 indefinitely, racking up XP and weapon/armor enchantments until you're a god of sorts.
35** Saving the game consists of, basically, dumping core to a file. Every variable in the game gets saved and will later be restored, ''including the random number generator's seed value.'' This means that for an enterprising gamer who is willing to make copies of the saved-game file, and [[SaveScumming restore those copies if they died]], it's possible to know ''exactly what will happen next'' so long as you make exactly the same moves you did the previous time.
36* Other versions of ''VideoGame/{{Rogue}}'':
37** In later editions, there's a feature where throwing a potion can affect a monster -- but it also works when wielding it, and when doing so the potion will never break or get used up, making a paralysis potion the most valuable item in the game.
38** In the Unix version, the "identify" scroll is split up into "identify potion", "identify ring, wand, or staff", etc. but every type of identify scroll can identify a staff, although the staff is not listed as an item it can be applied to.
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