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* The retail PC version of ''VideoGame/{{Rogue}}'' (which came out in TheEighties):
** 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.
*** 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.
** 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.)
** 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.
** 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.
* Other versions of ''VideoGame/{{Rogue}}'':
** 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.
** 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.

to:


* The retail PC version In ''[[VideoGame/AncientDomainsOfMystery ADOM]]'', it used to be possible to pick up an unlimited amount of ''VideoGame/{{Rogue}}'' (which came out in TheEighties):
** 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 there were enough of them to begin with. When you try to pick up a weapon. Most pile of items in that will take you way over your weight limit, the game have these internal fields initialized will ask how many you wish to 0, but pick up. It used to be the food ration case that there was no upper limit at this point. So you could start the game by amassing a huge pile of large rations, seeds gathered with does not. Thus, if Survival, etc., and pick up even more of them, then sell those until you wield 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 food as a weapon, you will never miss when you swing at a monster, and one hit will instantly kill anything.
*** 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.
god's champion. You can use the "wield food" trick just had 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 be careful not 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, pick up so much stuff you'll start missing and soon won't be able to hit anything at all.
** Level 20 was supposed to be
crushed by the highest experience level your character can attain. So what happens weight of it.
** 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 drink a potion of raise level when you're at level 20? Your level cycles back down to 1. ''However'', like. This speed would slowly decline once you don't lose any hit points when this happens. You then have left the opportunity tower, but it was still enough to gain levels back up to 20 again, and let 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.)
** 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.
** Saving
win the game consists of, basically, dumping core to a file. Every variable in by taking 50 actions for every one NPC action.
* ''VideoGame/{{Balatro}}'':
** A certain infamous seed (7LB2WVPK) is associated with an oversight with
the game gets saved and will later be restored, ''including the game's 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.
* Other versions of ''VideoGame/{{Rogue}}'':
** In later editions, there's a feature
generator where throwing a potion can affect a monster -- but it also works when wielding it, and when doing so picking the potion Erratic Deck will never break or get used up, making a paralysis potion the most valuable item cause every card in the game.
** In
deck to default to the Unix version, the "identify" scroll is split up into "identify potion", "identify ring, wand, or staff", etc. but 10 of Spades, allowing you to produce a Flush Five every type of identify scroll can identify hand and guaranteeing certain synergies that make it insanely overpowered. The bugged RNG was eventually patched out, however.
** The Certificate generates
a staff, although random card with a seal upon starting the staff is round, and for some reason, that card's not listed as an item it can be applied to.debuffed by the Boss Blind. However, this was patched out in the v1.0.1 update.



* ''VideoGame/{{Noita}}'':
** 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.
** 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.
** 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.
** 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.
** 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.



** In the 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.

to:

** In the 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.



* 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.
** 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.
* ''VideoGame/{{Noita}}'':
** 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.
** 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.
** 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.
** 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.
** 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.

to:

* In ''[[VideoGame/AncientDomainsOfMystery ADOM]]'', it used to be possible to pick up The retail PC version of ''VideoGame/{{Rogue}}'' (which came out in TheEighties):
** Every item has
an unlimited amount of 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 there were enough of them to begin with. When you try to pick up it's not a pile of weapon. Most items that will take you way over your weight limit, in the game will ask how many have these internal fields initialized to 0, but the food ration 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 the game with Survival, etc., does not. Thus, if you wield your food as a weapon, you will never miss when you swing at a monster, and pick up one hit will instantly kill anything.
*** 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 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 a food ration isn't completely invincible. At around level 1000, it starts taking 2 hits to sacrifice to be crowned your god's champion. You just had to be careful not to pick up so much stuff 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 crushed by able to hit anything at all.
** Level 20 was supposed to be
the weight of it.
** 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.
* ''VideoGame/{{Noita}}'':
** 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.
** 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.
** 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.
** The Nullifying Altar removes your perks from
highest experience level your character and makes new versions of them to pick up, so can attain. So what happens when you can get rid drink a potion of ones raise level when you're at level 20? Your level cycles back down to 1. ''However'', you don't want. Players discovered that being polymorphed lose any hit points when this happens. You then have the altar activates spawns 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 perks hit points up into the ''thousands''. (Provided you don't get your hit points permanently drained by a vampire in the meantime.)
** Once you pick up the Amulet of Yendor on level 26, you are allowed
to select but 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 remove them keep track of what is and is not on any dungeon levels other than the one you're currently on; when you ascend from your character. 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.
** 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 effectively allows means that for duplication an enterprising gamer who is willing to make copies of perks the saved-game file, and a way to bypass limits on stacking certain perks. It's also [[SaveScumming restore those copies if they died]], it's possible to bring a Perk Reroll machine here to change any unwanted perks. This was know ''exactly what will happen next'' so long as you make exactly the same moves you did the previous time.
* Other versions of ''VideoGame/{{Rogue}}'':
** In
later nerfed by spawning Stevari or Skoude if you polymorph at 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 altar, though there are ways around this.
** Sacrificing
potion will never break or get used up, making a chest at paralysis potion the mountaintop altar summons a rain of chests at most valuable item in the player's location which lasts for five seconds. Players discovered that reloading game.
** In
the game or using polymorphine before Unix version, the timer ran out would reset its duration, allowing potentially "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 infinite amount of chests to item it can be created.
applied to.

Added: 2777

Changed: 26

Is there an issue? Send a MessageReason:
None



to:

* ''VideoGame/{{Noita}}'':
** 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.
** 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.
** 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.
** 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.
** 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.

Added: 633

Changed: 399

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* In ''VideoGame/PokemonMysteryDungeon'', 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.

to:

* In ''VideoGame/PokemonMysteryDungeon'', you ''VideoGame/PokemonMysteryDungeon'':
** 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.


Added DiffLines:

** 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.

Changed: 54

Removed: 2945

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None


* ''VideoGame/TheBindingOfIsaac'' has plenty of these:
** Brimsnapping: By rapidly tapping the fire keys when firing a Brimstone shot, you can score up to three more hits, over doubling the damage. This glitch completely breaks if you also pick up Chocolate Milk, however.
** Pausing the game at the right time can do strange things. In a Challenge Room, pausing right as you touch the chest or item causes all of the waves to spawn at once, which can be followed up by a use of the Death card or some similar room-clearing attack. With the High Priestess card, pausing at the right time causes the foot stomp to repeat itself. Very devastating considering that this is one of the most damaging attacks in the entire game.
** Speaking of The High Priestess, using it in a room with no other non-Mom enemies causes the attack to hit Isaac instead. It also pushes Isaac a significant distance, due to the large hitbox. Far enough, in fact, that it can shove him through doors even if the door isn't open. Even if '''you can't see the door''', like the Devil Room door.
** The active use of the Pony item is a charging attack. Upon activating it, you become invincible until you press one of the directional keys to initiate the charge. However, by pressing nothing and instead using the mouse to fire, you keep this invincibility. You cannot re-position, but having homing or Epic Fetus can help address this.
** Luck's main effects are influencing drops and the tooth rate of Tough Love. While gaining Luck does give a slight drop boost, due to a math error you can actually gain a larger effect by getting sufficient amounts of ''negative'' luck. With sufficient negative Luck, you'll be getting normal chests all the time, giving you tons of collectibles and greatly increasing the EleventhHourSuperpower effect of The Chest.
** Be very careful with Devil Deals at low health. One moment you could be dead while still having soul hearts[[note]]caused by taking the Pact or Mark with only two {{Heart Container}}s and no soul hearts; this reduces you to 0 HP and kills you before giving the soul hearts[[/note]] and the next moment you could be taking a deal and surviving with literally no health[[note]]If you take a deal that puts you into negative max HP, you get hit for a massive amount of damage that should kill you. However, since overkill damage to soul hearts doesn't flow into red hearts, the damage can't quite trigger CriticalExistenceFailure. The same happens if you're invincible while taking a deal that would put you to zero HP or less, with similar logic to stealing soul heart deals[[/note]].
** The Kamikaze spacebar item turns Isaac into an ActionBomb. However, by pressing against a wall and then using Kamikaze, Isaac doesn't take damage, giving him instantly exploding and spammable bomb attacks as long as his target comes to him. With enough caution, this can also be used to safely [[DungeonBypass blow open doors]], including the hidden paths to the Secret and Top Secret Room.

to:

* ''VideoGame/TheBindingOfIsaac'' has plenty of these:
** Brimsnapping: By rapidly tapping the fire keys when firing a Brimstone shot, you can score up to three more hits, over doubling the damage. This glitch completely breaks if you also pick up Chocolate Milk, however.
** Pausing the game at the right time can do strange things. In a Challenge Room, pausing right as you touch the chest or item causes all of the waves to spawn at once, which can be followed up by a use of the Death card or some similar room-clearing attack. With the High Priestess card, pausing at the right time causes the foot stomp to repeat itself. Very devastating considering that this is one of the most damaging attacks in the entire game.
** Speaking of The High Priestess, using it in a room with no other non-Mom enemies causes the attack to hit Isaac instead. It also pushes Isaac a significant distance, due to the large hitbox. Far enough, in fact, that it can shove him through doors even if the door isn't open. Even if '''you can't see the door''', like the Devil Room door.
** The active use of the Pony item is a charging attack. Upon activating it, you become invincible until you press one of the directional keys to initiate the charge. However, by pressing nothing and instead using the mouse to fire, you keep this invincibility. You cannot re-position, but having homing or Epic Fetus can help address this.
** Luck's main effects are influencing drops and the tooth rate of Tough Love. While gaining Luck does give a slight drop boost, due to a math error you can actually gain a larger effect by getting sufficient amounts of ''negative'' luck. With sufficient negative Luck, you'll be getting normal chests all the time, giving you tons of collectibles and greatly increasing the EleventhHourSuperpower effect of The Chest.
** Be very careful with Devil Deals at low health. One moment you could be dead while still having soul hearts[[note]]caused by taking the Pact or Mark with only two {{Heart Container}}s and no soul hearts; this reduces you to 0 HP and kills you before giving the soul hearts[[/note]] and the next moment you could be taking a deal and surviving with literally no health[[note]]If you take a deal that puts you into negative max HP, you get hit for a massive amount of damage that should kill you. However, since overkill damage to soul hearts doesn't flow into red hearts, the damage can't quite trigger CriticalExistenceFailure. The same happens if you're invincible while taking a deal that would put you to zero HP or less, with similar logic to stealing soul heart deals[[/note]].
** The Kamikaze spacebar item turns Isaac into an ActionBomb. However, by pressing against a wall and then using Kamikaze, Isaac doesn't take damage, giving him instantly exploding and spammable bomb attacks as long as his target comes to him. With enough caution, this can also be used to safely [[DungeonBypass blow open doors]], including the hidden paths to the Secret and Top Secret Room.
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Added DiffLines:

[[index]]
* ''GoodBadBugs/TheBindingOfIsaac''
[[/index]]
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Fix


** Be very careful with Devil Deals at low health. One moment you could be dead while still having soul hearts[[note]]caused by taking the Pact or Mark with only two HeartContainers and no soul hearts; this reduces you to 0 HP and kills you before giving the soul hearts[[/note]] and the next moment you could be taking a deal and surviving with literally no health[[note]]If you take a deal that puts you into negative max HP, you get hit for a massive amount of damage that should kill you. However, since overkill damage to soul hearts doesn't flow into red hearts, the damage can't quite trigger CriticalExistenceFailure. The same happens if you're invincible while taking a deal that would put you to zero HP or less, with similar logic to stealing soul heart deals[[/note]].

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** Be very careful with Devil Deals at low health. One moment you could be dead while still having soul hearts[[note]]caused by taking the Pact or Mark with only two HeartContainers {{Heart Container}}s and no soul hearts; this reduces you to 0 HP and kills you before giving the soul hearts[[/note]] and the next moment you could be taking a deal and surviving with literally no health[[note]]If you take a deal that puts you into negative max HP, you get hit for a massive amount of damage that should kill you. However, since overkill damage to soul hearts doesn't flow into red hearts, the damage can't quite trigger CriticalExistenceFailure. The same happens if you're invincible while taking a deal that would put you to zero HP or less, with similar logic to stealing soul heart deals[[/note]].
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** Level 20 was supposed to be the highest experience level your character could 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 mean time.)
** 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 didn't keep track of what was and was not on any dungeon levels other than the one you were currently on; when you ascended 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'd 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.

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** Level 20 was supposed to be the highest experience level your character could 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 mean time.meantime.)
** 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 didn't doesn't keep track of what was is and was is not on any dungeon levels other than the one you were you're currently on; when you ascended 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'd 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.



** In later editions, there was a new feature where throwing a potion could affect a monster -- but it also worked when wielding it and when doing so the potion would never break or get used up, making a paralysis potion the most valuable item in the game.
** In the Unix version the "identify" scroll was split up into "identify potion", "identify ring, wand, or staff", etc. but every type of identify scroll could identify a staff although the staff was not listed as an item it could be applied to.
* ''VideoGame/CastleOfTheWinds'' had a couple of interesting bugs:
** 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.

to:

** In later editions, there was there's a new feature where throwing a potion could can affect a monster -- but it also worked works when wielding it it, and when doing so the potion would will never break or get used up, making a paralysis potion the most valuable item in the game.
** In the Unix version version, the "identify" scroll was is split up into "identify potion", "identify ring, wand, or staff", etc. but every type of identify scroll could can identify a staff staff, although the staff was is not listed as an item it could can be applied to.
* ''VideoGame/CastleOfTheWinds'' had has a couple of interesting bugs:
** 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, spell and use it continually, even once you run out of mana, an mana--an action that drains your constitution if you do it too much, you 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.



** 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.
** If you made sure there were no monsters left on a dungeon map before leaving it, you could Rune of Return and rest/sleep on the village/castle to your heart's content and no new monster would appear in that map. You actually had to return to the map in question and rest/sleep there for new monsters to appear. [[BoringButPractical This was most useful in the final dungeon, but made it less exciting.]]
* 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 could 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.
* In ''VideoGame/PokemonMysteryDungeon'', you could completely ignore the "hunger" mechanic in late post-credits quests: only the team leader would ever get hungry, and you could switch out the leader with a teammate anytime you wanted, resetting your belly to 100. This was fixed in the second game by not allowing the switching of the team leader in mid-dungeon, but ''Gates to Infinity'' allowed you to switch the team leader again.
** In the the expansion set to the second game, ''Explorers of Sky'', a few {{Joke Item}}s were added that were spelled wrong and meant to be confused with other items. Also added to the game was a "recycling" (item-crafting) feature where you could submit a specified number of arbitrary items and receive a prize ticket for some other awesome items. Thing is, if you submitted any joke items to be traded for a prize ticket, they would not be removed from your inventory if they were selected in a certain pattern, allowing for (almost) free, infinite attempts at the prize booth.

to:

** 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, 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.
** If you made make sure there were are no monsters left on a dungeon map before leaving it, you could can Rune of Return and rest/sleep on the village/castle to your heart's content and no new monster would will appear in that map. You actually had have to return to the map in question and rest/sleep there for new monsters to appear. [[BoringButPractical This was is most useful in the final dungeon, but made makes it less exciting.]]
* 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 could 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.
* In ''VideoGame/PokemonMysteryDungeon'', you could can completely ignore the "hunger" mechanic in late post-credits quests: only the team leader would will ever get hungry, and you could can switch out the leader with a teammate anytime you wanted, want, resetting your belly to 100. This was fixed in the second game ''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.
** In the the expansion set to the second game, ''Explorers of Sky'', a few {{Joke Item}}s were are added that were are spelled wrong and meant to be confused with other items. Also added to the game was is a "recycling" (item-crafting) feature where you could can submit a specified number of arbitrary items and receive a prize ticket for some other awesome items. Thing is, if you submitted submit any joke items to be traded for a prize ticket, they would will not be removed from your inventory if they were are selected in a certain pattern, allowing for (almost) free, infinite attempts at the prize booth.



** Be very careful with Devil Deals at low health. One moment you could be dead while still having soul hearts[[note]]caused by taking the Pact or Mark with only two HeartContainers and no soul hearts. The reduces you to 0 HP and kills you before giving the soul hearts[[/note]] and the next moment you could be taking a deal and surviving with literally no health[[note]]If you take a deal that puts you into negative max HP, you get hit for a massive amount of damage that should kill you. However, since overkill damage to soul hearts doesn't flow into red hearts, the damage can't quite trigger CriticalExistenceFailure. The same happens if you're invincible while taking a deal that would put you to zero HP or less, with similar logic to stealing soul heart deals[[/note]].

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** Be very careful with Devil Deals at low health. One moment you could be dead while still having soul hearts[[note]]caused by taking the Pact or Mark with only two HeartContainers and no soul hearts. The hearts; this reduces you to 0 HP and kills you before giving the soul hearts[[/note]] and the next moment you could be taking a deal and surviving with literally no health[[note]]If you take a deal that puts you into negative max HP, you get hit for a massive amount of damage that should kill you. However, since overkill damage to soul hearts doesn't flow into red hearts, the damage can't quite trigger CriticalExistenceFailure. The same happens if you're invincible while taking a deal that would put you to zero HP or less, with similar logic to stealing soul heart deals[[/note]].
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* The Quest Mode of ''{{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 could 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.

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* The Quest Mode of ''{{Ehrgeiz}}'' ''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 could 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.
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please


** 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 (s)he 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.

to:

** 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 (s)he 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.
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Moved from Fighting Game.

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* The Quest Mode of ''{{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 could 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.
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whups 2


** Be very careful with Devil Deals at low health. One moment you could be dead while still having soul hearts[[note]]caused by taking the Pact or Mark with only two [[HeartContainer]]s and no soul hearts. The reduces you to 0 HP and kills you before giving the soul hearts[[/note]] and the next moment you could be taking a deal and surviving with literally no health[[note]]If you take a deal that puts you into negative max HP, you get hit for a massive amount of damage that should kill you. However, since overkill damage to soul hearts doesn't flow into red hearts, the damage can't quite trigger CriticalExistenceFailure. The same happens if you're invincible while taking a deal that would put you to zero HP or less, with similar logic to stealing soul heart deals[[/note]].

to:

** Be very careful with Devil Deals at low health. One moment you could be dead while still having soul hearts[[note]]caused by taking the Pact or Mark with only two [[HeartContainer]]s HeartContainers and no soul hearts. The reduces you to 0 HP and kills you before giving the soul hearts[[/note]] and the next moment you could be taking a deal and surviving with literally no health[[note]]If you take a deal that puts you into negative max HP, you get hit for a massive amount of damage that should kill you. However, since overkill damage to soul hearts doesn't flow into red hearts, the damage can't quite trigger CriticalExistenceFailure. The same happens if you're invincible while taking a deal that would put you to zero HP or less, with similar logic to stealing soul heart deals[[/note]].
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whups


* ''[[VideoGame/TheBindingOfIsaac]]'' has plenty of these:

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* ''[[VideoGame/TheBindingOfIsaac]]'' ''VideoGame/TheBindingOfIsaac'' has plenty of these:
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* ''[[VideoGame/TheBindingOfIsaac]]'' has plenty of these:
** Brimsnapping: By rapidly tapping the fire keys when firing a Brimstone shot, you can score up to three more hits, over doubling the damage. This glitch completely breaks if you also pick up Chocolate Milk, however.
** Pausing the game at the right time can do strange things. In a Challenge Room, pausing right as you touch the chest or item causes all of the waves to spawn at once, which can be followed up by a use of the Death card or some similar room-clearing attack. With the High Priestess card, pausing at the right time causes the foot stomp to repeat itself. Very devastating considering that this is one of the most damaging attacks in the entire game.
** Speaking of The High Priestess, using it in a room with no other non-Mom enemies causes the attack to hit Isaac instead. It also pushes Isaac a significant distance, due to the large hitbox. Far enough, in fact, that it can shove him through doors even if the door isn't open. Even if '''you can't see the door''', like the Devil Room door.
** The active use of the Pony item is a charging attack. Upon activating it, you become invincible until you press one of the directional keys to initiate the charge. However, by pressing nothing and instead using the mouse to fire, you keep this invincibility. You cannot re-position, but having homing or Epic Fetus can help address this.
** Luck's main effects are influencing drops and the tooth rate of Tough Love. While gaining Luck does give a slight drop boost, due to a math error you can actually gain a larger effect by getting sufficient amounts of ''negative'' luck. With sufficient negative Luck, you'll be getting normal chests all the time, giving you tons of collectibles and greatly increasing the EleventhHourSuperpower effect of The Chest.
** Be very careful with Devil Deals at low health. One moment you could be dead while still having soul hearts[[note]]caused by taking the Pact or Mark with only two [[HeartContainer]]s and no soul hearts. The reduces you to 0 HP and kills you before giving the soul hearts[[/note]] and the next moment you could be taking a deal and surviving with literally no health[[note]]If you take a deal that puts you into negative max HP, you get hit for a massive amount of damage that should kill you. However, since overkill damage to soul hearts doesn't flow into red hearts, the damage can't quite trigger CriticalExistenceFailure. The same happens if you're invincible while taking a deal that would put you to zero HP or less, with similar logic to stealing soul heart deals[[/note]].
** The Kamikaze spacebar item turns Isaac into an ActionBomb. However, by pressing against a wall and then using Kamikaze, Isaac doesn't take damage, giving him instantly exploding and spammable bomb attacks as long as his target comes to him. With enough caution, this can also be used to safely [[DungeonBypass blow open doors]], including the hidden paths to the Secret and Top Secret Room.
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* In ''VideoGame/PokemonMysteryDungeon'', you could completely ignore the "hunger" mechanic in late post-credits quests: only the team leader would ever get hungry, and you could switch out the leader with a teammate anytime you wanted, resetting your belly to 100. This was fixed in the second game by not allowing the switching of the team leader in mid-dungeon.

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* In ''VideoGame/PokemonMysteryDungeon'', you could completely ignore the "hunger" mechanic in late post-credits quests: only the team leader would ever get hungry, and you could switch out the leader with a teammate anytime you wanted, resetting your belly to 100. This was fixed in the second game by not allowing the switching of the team leader in mid-dungeon.mid-dungeon, but ''Gates to Infinity'' allowed you to switch the team leader again.

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** In later editions (compared to the early Unix and retail PC versions), there was a new feature where throwing a potion could affect a monster -- but it also worked when wielding it and when doing so the potion would never break or get used up, making a paralysis potion the most valuable item in the game.

to:

* Other versions of ''VideoGame/{{Rogue}}'':
** In later editions (compared to the early Unix and retail PC versions), editions, there was a new feature where throwing a potion could affect a monster -- but it also worked when wielding it and when doing so the potion would never break or get used up, making a paralysis potion the most valuable item in the game. game.
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* 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.
** 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.
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* In ''PokemonMysteryDungeon'', you could completely ignore the "hunger" mechanic in late post-credits quests: only the team leader would ever get hungry, and you could switch out the leader with a teammate anytime you wanted, resetting your belly to 100. This was fixed in the second game by not allowing the switching of the team leader in mid-dungeon.

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* In ''PokemonMysteryDungeon'', ''VideoGame/PokemonMysteryDungeon'', you could completely ignore the "hunger" mechanic in late post-credits quests: only the team leader would ever get hungry, and you could switch out the leader with a teammate anytime you wanted, resetting your belly to 100. This was fixed in the second game by not allowing the switching of the team leader in mid-dungeon.

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* In later editions of ''VideoGame/{{Rogue}}'' (compared to the early Unix and retail PC versions), there was the new feature where throwing a potion could affect a monster--but it also worked when wielding it and when doing so the potion would never break or get used up, making a paralysis potion the most valuable item in the game.
** Let's not forget the Unix version where the "identify" scroll was split up into "identify potion", "identify ring, wand, or staff", etc. but where every type of identify scroll could identify a staff although the staff was not listed as an item it could be applied to.

to:

* ** In later editions of ''VideoGame/{{Rogue}}'' (compared to the early Unix and retail PC versions), there was the a new feature where throwing a potion could affect a monster--but monster -- but it also worked when wielding it and when doing so the potion would never break or get used up, making a paralysis potion the most valuable item in the game.
** Let's not forget In the Unix version where the "identify" scroll was split up into "identify potion", "identify ring, wand, or staff", etc. but where every type of identify scroll could identify a staff although the staff was not listed as an item it could be applied to.



** 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. [[MadeOfIron Combined with your other, maxed out stats...]]

to:

** 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. [[MadeOfIron Combined with your other, maxed out stats...]]stats, you become nearly indestructible.



** In the the expansion set to the second game, ''Explorers of Sky'', a few {{Joke Item}}s were added that were spelled wrong and meant to be confused with other items. Also added to the game was a "recycling" (item-crafting) feature where you could submit a specified number of arbitrary items and receive a prize ticket for some other awesome items. Thing is, if you submitted any joke items to be traded for a prize ticket, they would not be removed from your inventory if they were selected in a certain pattern, allowing for (almost) free, infinite attempts at the prize booth.

to:

** In the the expansion set to the second game, ''Explorers of Sky'', a few {{Joke Item}}s were added that were spelled wrong and meant to be confused with other items. Also added to the game was a "recycling" (item-crafting) feature where you could submit a specified number of arbitrary items and receive a prize ticket for some other awesome items. Thing is, if you submitted any joke items to be traded for a prize ticket, they would not be removed from your inventory if they were selected in a certain pattern, allowing for (almost) free, infinite attempts at the prize booth.booth.
----
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*** 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.

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* In the retail PC version of ''VideoGame/{{Rogue}}'' (which came out in TheEighties), 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.
** 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.

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* In the The retail PC version of ''VideoGame/{{Rogue}}'' (which came out in TheEighties), every TheEighties):
** 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.
** *** 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.
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** 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 restore those copies if (s)he 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.

to:

** 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 (s)he died, 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.
Is there an issue? Send a MessageReason:
None


** Saving the game consisting of, basically, dumping core to a file. Every variable in the game was saved and would be later restored, ''including the random number generator's seed value.'' This meant that for an enterprising gamer who was willing to make copies of the saved-game file, and restore those copies if (s)he died, it was possible to know ''exactly what would happen next'' so long as you made exactly the same moves you did the previous time.

to:

** Saving the game consisting consists of, basically, dumping core to a file. Every variable in the game was gets saved and would be will later be restored, ''including the random number generator's seed value.'' This meant means that for an enterprising gamer who was is willing to make copies of the saved-game file, and restore those copies if (s)he died, it was it's possible to know ''exactly what would will happen next'' so long as you made make exactly the same moves you did the previous time.
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** Saving the game consisting of, basically, dumping core to a file. Every variable in the game was saved and would be later restored, ''including the random number generator's seed value.'' This meant that for an enterprising gamer who was willing to make copies of the saved-game file, and restore those copies if (s)he died, it was possible to know ''exactly what would happen next'' so long as you made exactly the same moves you did the previous time.
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* In the retail PC version of {{Rogue}} (which came out in TheEighties), 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.

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* In the retail PC version of {{Rogue}} ''VideoGame/{{Rogue}}'' (which came out in TheEighties), 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.



* In later editions of {{Rogue}} (compared to the early Unix and retail PC versions), there was the new feature where throwing a potion could affect a monster--but it also worked when wielding it and when doing so the potion would never break or get used up, making a paralysis potion the most valuable item in the game.

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* In later editions of {{Rogue}} ''VideoGame/{{Rogue}}'' (compared to the early Unix and retail PC versions), there was the new feature where throwing a potion could affect a monster--but it also worked when wielding it and when doing so the potion would never break or get used up, making a paralysis potion the most valuable item in the game.
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** If you made sure there were no monsters left on a dungeon map before leaving it, you could Rune of Return and rest/sleep on the village/castle to your heart's content and no new monster would appear in that map. You actually had to return to the map in question and rest/sleep there for new monsters to appear. [[BoringButPractical This was most useful in the final dungeon, but made it less exciting.]]

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