Ascended Glitch YKTTW Discussion

Ascended Glitch
(permanent link) added: 2009-08-11 07:03:56 sponsor: Majutsukai (last reply: 2009-08-11 07:03:56)

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When a Good Bad Bug is particularly liked by fans of a game, sometimes something interesting happens.

This is when a glitch is upgraded to the status of a legitimate gameplay mechanic or feature in a sequel, update, or expansion. This is a refreshing attitude from game developers, who otherwise tend to take a zero-tolerance approach to the squashing of bugs-- the exact opposite of the attitude usually taken by fans.

Of course, Game Breaking Bugs usually aren't eligible for this, unless the game is rebalanced to accommodate them.

See also Good Bad Bugs, Ascended Meme, Ascended Fanon, Throw It In.


  • Rocket Jumping, now a staple of the FPS genre, originated as a glitch.
  • In The Legend of Zelda: Link's Awakening, a glitch allowed players to launch bombs with the bow and arrow. This later returned as a gameplay mechanic in Twilight Princess.
  • Combos in Street Fighter II.
    • A graphical glitch in the early Street Fighter II versions would occasionally have Ryu throw a red fireball instead of the normal blue. Despite no evidence that the red fireball did anything special (and specific Word of God statements to the same effect), players insisted that the red fireball did extra damage (or was faster or gave an extra split second of impact recoil). Eventually, the red fireball did make it in as an actual move: a stronger fireball that took longer to throw.
    • The "invisible Dhalsim" glitch was later incorporated into Dhalsim's Yoga Teleport.
  • "Skiing" in Starsiege: Tribes.
  • Pseudo-example: Final Fantasy I's "Peninsula of Power", while technically a glitch, was popular enough to have remained in all subsequent remakes of the game.
  • The Corrupted Blood incident in World of Warcraft later inspired an actual in-game event, the Plague Outbreak.
  • Jumping against a wall in the original Super Mario Bros. with frame-perfect timing would allow one to execute a wall jump. Mario gained this ability for real in Super Mario 64.
  • The combat system in Devil May Cry was born from a glitch that was removed during the development of Onimusha. It was a glitch where you could launch people into the air and juggle them. It got cut for being out of character for the game but the glitch was so cool that Capcom decided to get some ideas from it.
  • Hotsuma's scarf in Shinobi for PS2 was a victim of a programmer's prank where he made it ridiculously long. As it turned out, everyone thought it looked better that way, and they even made it longer before the game's release.
  • Some of the puzzles in Portal were inspired by techniques used by playtesters to work around the developers' intended solutions.
  • There is some fan speculation that Deoxys in Pokémon may be based on Missingno. The ridiculously high attack and ridiculously low defense of its Normal form would appear to corroborate this, but there has been no official word on whether or not this is the case.
  • Final Fantasy VI is an interesting case. The well-known Vanish-Doom/X-Zone exploit wasn't fixed in the PSX port -- but the programmers DID change one boss to be invulnerable to vanish (Phunbaba), sort of turning it legit for other bosses.
    • This may have been done simply as a matter of necessity, since abusing the glitch would cause the battle to end too early-- thus skipping the important cutscene that is supposed to happen halfway through, and perhaps even skipping the part where Terra is added to your party. (I've never actually tried it, though.)

Desperately needs more examples. Rolling Updates in effect. Possibly Needs a Better Description, or at least a longer one.
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