If a {{Good Bad Bug|s}} is particularly liked by fans of a game, it might be upgraded to the status of a legitimate 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, bugs that [[GameBreaker break the game balance]] usually aren't eligible for this, unless the game is rebalanced to accommodate them. {{Game Breaking Bug}}s are ''never'' eligible, of course, owing to making the game {{unwinnable}}. No-one likes those bugs.

'''See also:'''
* GoodBadBugs, where glitches can be used for gaining an advantage of the game or just pure entertainment.
* AscendedMeme, where those related to the source material of the meme recognize it.
* AscendedFanon, where fan-suggested ideas and stories are written into the {{Canon}}.
* ThrowItIn, which is like this trope, but happens when the work is in development stages.
* ViolationOfCommonSense, which most of these bugs tend to rely upon.



[[folder:Action Adventure]]

* ''VideoGame/JurassicParkTheGame'' replicates the blooper from the original movie where the security camera feed on the computers is just a video file playing in a media player if you look closely enough to see the playback position bar at the bottom. The game has these on live security camera footage too.
* ''Franchise/TheLegendOfZelda'':
** The bug catching net in ''VideoGame/TheLegendOfZeldaALinkToThePast'' was not supposed to be able to [[TennisBoss reflect Aghanim's shots]] but it's ability to do so led to a whole string of future ascensions in later games in the series, such as being able to distract Ganon with the fishing rod in ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]''.
** The 3DS version of ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' contains many of the bugs from the original N64 release, such as the ability to enter certain areas that should be locked off to you. The original plan was to fix all these bugs, but many of the developers argued that the bugs were a part of how the game played and as such should be left in. In the end, any glitch that wasn't actively harmful (such as the Deku Nut upgrade being {{Permanently Missable|Content}}) was left in as a deliberate feature.
** Being able to avoid the self-damage from the Blast Mask (which creates an explosion centered on your face) [[ViolationOfCommonSense by putting your shield up]] in ''VideoGame/TheLegendOfZeldaMajorasMask'' ''probably'' wasn't intentional, but it was kept in the remake because it was so iconic.
** In the original UsefulNotes/{{Wii}} version of ''VideoGame/TheLegendOfZeldaTwilightPrincess'', it was possible to get Green Chu Jelly if a Blue and Yellow Chu combined. Green Chu Jelly was a DummiedOut leftover from earlier builds where the game still had a magic meter, but the developers forgot the possibility of a Blue and Yellow Chu combining and providing the item, which has no text when obtained and no effect when drunk. This was fixed for the UsefulNotes/GameCube version (Blue and Yellow Chus combine to make a Purple Chu instead), but in the UsefulNotes/WiiU HD edition the glitch was embraced instead: Green Chus are encounterable and the jelly's flavor text points "It does not look all that tasty and it doesn't look like it will do much".
* In ''VideoGame/{{Phoenotopia}}'', if you mash the attack button during a charged swing, you can do up to three double-damage swings in a row. This was initially an endless amount, but when the creator decided to leave it in (as a secret technique), he capped it at three swings for balancing reasons.


[[folder:Action Game]]

* ''Franchise/DevilMayCry'':
** The series' combat system was born from a glitch that was removed during the development of ''VideoGame/{{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 Creator/{{Capcom}} decided that the glitch was [[RuleOfCool too cool]] to not use somewhere else.
** In the original release of ''Devil May Cry 3'', the player can unlock a "Super Dante" costume, which allows them to be in [[SuperMode Devil Trigger form]] as long as they want. However, while other techniques that rely on the Devil Trigger gauge (DT Explosions, Quicksilver and Doppelganger styles) were still supposed to use up its power with this costume, a glitch gave them infinite use as well. For the ''Special Edition'', while the glitches around Super Dante were fixed, a Super version of the "Legendary Dark Knight" costume was also added which kept the glitch's behavior, as an unlockable for beating the game on the hardest difficulty level.
** Enemy hiking has been around since the original game but crafty players discovered that hopping off enemies resets Dante's air state, allow him to repeat actions in the air that can only be done once. In the first game, this permitted the idea of "shotgun hiking", which involved shooting an enemy with a shotgun then jumping off of them and doing it again. By ''3'', this evolved into a full-fledged advanced strategy (in the original game it was a bit of a gimmick technique) with the addition of the Style system as Style moves and sword attacks could be repeated in the air endlessly as long as you kept bouncing off the foe (here it gained the moniker "jump cancels"). This got some genuine acknowledgement in ''VideoGame/DMCDevilMayCry'' when some of the load screen combo samples show combos involving jump canceled attacks. The original series also got around to acknowledging this when the Special Edition version of ''4'' came out and Capcom released an official video of them demonstrating the technique on their [=YouTube=] channel (which, unfortunately, has since been removed).
* In ''VideoGame/FreedomPlanet'', an exploit commonly used by Lilac speedrunners is the jump uppercut, where you jump and press up+attack within two frames of each other. In [[VideoGame/FreedomPlanet2 the sequel]], Lilac's reveal trailer shows her using a modified version where the uppercut now works in midair.
* In ''VideoGame/{{Robocraft}}'', a glitch means that players can occasionally ghost through the bottom of the build hangar, leaving them unable to get back in. Instead of patching it, the devs added a code to the back of the ship, giving a special cosmetic item to anyone who happens to pull off the glitch. What's more, they're considering adding an airlock to the hangar so you can get back in after glitching your way out.
* In the NES game ''VideoGame/NinjaGaiden'', clever players could quickly unstick and restick to a wall to climb it, even if it had no ladder. The sequels added the wall climbing skill as a default ability and adapted the game levels around it.
* [[Franchise/TombRaider Lara Croft's]] iconic BoobsOfSteel came about from a programmer accidentally slipping a decimal point and the design team deciding to ThrowItIn.


[[folder:Adventure Game]]

* During a phase in which thatgamecompany had trouble getting the ending levels of ''VideoGame/{{Journey}}'' to properly resonate with playtesters, one test ended prematurely when a glitch caused the game to seem like it was over [[spoiler:right after you die in the snowstorm]]. The playtester found this false ending so profoundly moving it brought him to tears; this inspired tgc to put in significant extra effort to turn the actual ending into something equally moving.
* ''VideoGame/MinecraftStoryMode'': The Farlands, which were just the result of a glitch in ''Minecraft'' proper, are an actual location in this world.


[[folder:Driving Game]]

* In ''VideoGame/ModnationRacers'', there was a glitch that allowed you to 3D rotate objects in track editor. This is one of the few glitches that was never patched due to the creators really enjoying the creations that were made by this glitch. It even became an available feature on the PS Vita port.
* ''VideoGame/{{Wipeout}} Pure'' is an interesting case where the glitch is acknowledged in-universe, before being patched out the for the following game. The Triakis ship had a bug in its programming that made it decelerate much slower than other crafts in spite of its weight, allowing it to navigate corners much quicker than normal. In the next game, it handles corners appropriately and it is explained that Triakis actually won the league in ''Pure'', but due to their "reverse-inertia deceleration" technology they were disqualified.


[[folder:Fighting Game]]

* ''Franchise/StreetFighter'' parented many of the glitches that also ended up redefining a whole genre of video games:
** {{Combos}}, which would become a cornerstone mechanic of not just the ''Street Fighter'' series, but the entire fighting game '''genre''', were an Ascended Glitch that was [[ThrowItIn thrown in]] by the programmers.
** Cancelling: Inputting a second command quickly before the character has finished performing the first one can lead to the second move occurring instantly, bypassing the recovery animation of the first. This technique is now the cornerstone of many fighting games, where it is possible to cancel attacks, throws, jumps and dashes into one another, to say nothing of regular combos.
** Many combo-oriented games feature a variation of "Super Cancel" which can cancel any move into any other at the cost of the special gauge.
** In a graphical glitch (initially thought so; later revealed to be a deliberately coded Easter egg according to WordOfGod) in the early installments, Ryu and Ken would occasionally throw a red-colored Hadoken instead of the normal blue. Despite no evidence that the red Hadoken did anything special (and specific WordOfGod statements to the same effect), players [[UrbanLegendOfZelda insisted]] that the red Hadoken did extra damage (or was faster or gave an extra split second of impact recoil). Capcom eventually responded by giving Ryu a flaming Hadoken in ''Super Street Fighter II'' (it sacrifices execution speed for more damage and the ability to knock down at point blank).
** Cross-ups: In games where blocking is achieved by holding "back", a cross-up is a situation where it is difficult to judge the correct direction to block your opponent's attack, such as when attacking while jumping right over the character. Needless to say that initially this was just a design oversight, but later it was polished and promoted to another aspect of mindgaming your opponent.
** Ryu's additional moves and supers in the ''[[VideoGame/CapcomVsWhatever Vs.]]'' games (changing movesets to those of Ken or Akuma[=/=]Evil Ryu, invisible/explosive/multi-hadoken) are inspired by glitches or modifications created for a pirated edition of the original ''VideoGame/StreetFighterII''[='s=] ROM board, dubbed the "Rainbow Edition." There, characters could transform into other characters by hitting the start button, and fireballs had variable speed and could have their flight paths be manually controlled or rendered invisible by player input.
** Most of Ryu and co.'s new moves in the ''Turbo: Hyper Fighting'' revision of ''[=SF2=]'' were also inspired by those hacks. It also featured a faster game speed.
** In the "Rainbow Edition" bootleg board, it was possible for Guile to [[SpamAttack cover the screen in Sonic Booms that zigzag up and down]] due to the removal of his ChargedAttack restrictions. Fast forward to ''VideoGame/StreetFighterAlpha'', where Charlie's "Sonic Break" super move had the exact same behavior as the hacked Sonic Boom trick.
** The "invisible Dhalsim" glitch (where occasionally, after doing a Yoga Fire move, the character's sprite would become invisible, unable to take or receive damage) was later incorporated into Dhalsim's Yoga Teleport.
** Cody's "Final Destruction" super move from ''Alpha 3''. The move itself looks rather weird (if it connects, he will jab his opponent twice, turn around, turn back around, jab them twice again, and do it about four times before ending with a powerful string of attacks). However, it's actually a ShoutOut to a glitch from ''VideoGame/FinalFight'' where he could do this to destroy his opponents with ease. If used in X-ISM, this move changes all his attacks into his ''Final Fight'' attack strings instead.
* Roll canceling[[note]]Inputting a roll quickly followed by a special move gives the special move invincibility for whatever the duration of roll would have been.[[/note]] in ''[[VideoGame/CapcomVsSNK2MarkOfTheMillennium Capcom vs. SNK 2]]'' has become an accepted, if not vital part of high-level play. Capcom acknowledged the behavior was a glitch while the game was still in arcades but did not code it out of the Dreamcast or [=PlayStation=] 2 releases. However the "EO" builds developed for the [=GameCube=] and Xbox do not have roll cancels.
* A couple of bugs in ''VideoGame/TheKingOfFighters'' made their way into canon. One of them is Leona's respect for Chang (she salutes him starting with ''KOF '98''; it cued some nice WildMassGuessing back in the day). Another one is Kim's midair super in ''KOF '94''; it was definitely a bug that affected other characters with midair command moves in ''KOF '94'' and ''KOF '95'', but Kim's ability to do the Ho-o-kyaku in midair has been an intentional ability in many later games. There's also Heidern in ''KOF 14'', where whiffing his Moon Slasher increases the damage of his next Storm Bringer, but nowhere near the levels of the glitch from ''KOF '94'' where it can easily OHKO.
* ''Franchise/MortalKombat'':
** Baraka's "whirling dervish" move was originally the result of a glitch, but developers liked it so much that it was eventually added to his repertoire.
** There was a glitch where Johnny Cage's uppercut fatality would decapitate the opponent twice. Developers took this a step further in ''II'', giving him his hidden ''triple decapitation'' fatality.
** Noob Saibot was DummiedOut of the arcade version of ''VideoGame/MortalKombat4'', but made unlockable (although he lacked fatalities) in the console versions, and had a couple of rather glitchy alternate costumes.
** Speaking of palette swaps, there's [[http://www.strategyinformer.com/news/11631/first-2-mortal-kombat-dlc-characters-revealed Scarlet.]]
** The legendary "Ermac" glitch, however, [[UrbanLegendOfZelda never happened]], though it became AscendedFanon in later games.
* ''[[VideoGame/CapcomVsWhatever Marvel Vs. Capcom 3]]'' has a particularly infamous infinite combo for player character [[VideoGame/MegaManX Zero]] known as "Lightning Loops", which involves using Sougenmu then repeatedly jumping and doing downwards Raikousen. It looked very stylish and was a very powerful combo, though it was hard to do, and Capcom tried removing it by changing the way Raikousen handles corners when ''Ultimate'' rolled around. Enterprising players found that it was still possible, just a little harder to do now. ''[[VideoGame/ProjectXZone Project X Zone 2]]'' then included the Lightning loops as part of X and Zero's super move.


[[folder:First Person Shooter ]]

* ''VideoGame/{{Quake|I}}'' had the Strafe-jumping, which was a bug at the time, but became so popular that it was later the trademark of its multiplayer component. An uproar went through the community as the mechanic was removed in one patch of ''VideoGame/QuakeIIIArena'', so a new patch featured it as... well... a [[DepartmentOfRedundancyDepartment feature]], which was part of its success, along with a lot of other stuff. ''Quake Live'' even has a tutorial with many courses which rely on this.
** Taken to a ridiculous extreme in ''VideoGame/{{Warsow}}'', wherein the game engine was built from the ground up to accommodate movement tricks that started as glitches in ''Quake''.
** There's also the "RocketJump". Point the rocket launcher straight down, jump, and fire immediately after the start. The player will take an assload of damage, but will also be flung much farther than otherwise possible by jumping. When exactly this ascended is unclear, as the third episode of ''VideoGame/{{Doom}}'' had a secret exit that was designed to only be accessible by launching yourself sideways off a wall with a rocket (other ways have since been found), and in VideoGame/QuakeII, there's a secret spot which can only be reached by rocket jumping. In the latter, when you land, the text, "You crazy rocket jumpers!", appears.
*** One of the single player maps in ''Quake'' had a secret area accessed by a teleporter hanging from the wall. In order to reach the teleporter, you had to fire a grenade into a small hole in the ground beneath it, and jump over it just as it explodes. So [[Creator/IdSoftware id]] ''did'' have some knowledge of this technique in mind when designing the game.
*** The ExpansionPack ''Quake II: The Reckoning'' mocked it in one of their levels. In it, you would see an Invulnerability which vanished after a certain distance. A message would show up later saying "No prize for you, rocketman." The expansion is also infamous for having increased the Rocket Jump damage and distance very much.
*** ''VideoGame/{{Marathon}}'' actually had grenade jumping similar to "modern" rocket jumping, about the same time as ''Doom''. It became an ascended glitch, too, with secret areas requiring it. In lower-gravity stages, you could even use the flamethrower as a makeshift jetpack. Although you could use the ''recoil'' from the rocket launcher to propel yourself, trying to use a point-blank blast to launch you upward would instead kill you instantly. The recoil physics were nerfed in the second game's engine, precluding the "jetpack flamethrower".
*** ''VideoGame/TeamFortress2'''s Soldier was designed with rocket jumping in mind, and can acquire boots that, in exchange for losing a shotgun, improve his rocket jumping ability. The "Gunboats" reduce damage taken from rocket jumps, and the "Mantreads" turn rocket jumps [[GoombaStomp into an attack]]. Now there are also weapons for both Soldier ''and'' Demoman solely designed for rocket jumping: They do no damage to anyone, but still allow rocket/sticky jumping.
*** ''VideoGame/RiseOfTheTriad'' had rocket jumping back in 1994. The "Firebomb" missile launcher, when fired at the floor, would bounce the player backwards and upwards. This was actually necessary to complete the game's final level.
* In the update that added "King of the Hill" to ''VideoGame/TeamFortress2'', when the round went into Overtime, the announcer would [[http://www.youtube.com/watch?v=QkbN0Y1yktU repeat her proclamation of "Overtime!" over and over]] every time the point's status changed ''at all'', including whenever a player stepped on or off of it. This one was so popular that [[http://store.steampowered.com/news/2738/ when Valve fixed it in the next update a day later, they added a server option that allowed admins to keep the buggy speech if they so desire]].
** Further, an October 13th, 2011 patch added a server option to re-enable a popular bug, "Taunt Switching", wherein players could press the inputs for taunting and switching weapons at the same time to have the first weapon's taunt animation play while holding the second weapon - for example, a Spy could pretend to fence with a revolver rather than his butterfly knife, or a Demoman could take a drink from his grenade launcher.
** The Sniper Vs. Spy update canonized the disguise kit+crouch+look up "Spycrab" pose (in which the spy's model stretches beyond his animation skeleton) by having approximately 1 out of 10 taunts with the disguise kit use an alternate animation with the spy dropping into a crouch and making claw motions with his hands.
** The Spy class itself was inspired by a bug in the original ''Team Fortress'', where players would sometimes see other players with the wrong team's color.
** Before the Uber Update, there was an exploit for Demoman to allow him to turn sharply with the Chargin' Targe; this exploit was later turned into an item called "Ali Baba's Wee Booties". The only downside is that you don't have a Grenade Launcher.
** The Demoman's melee taunt, originally, could have him drink from anything ''but'' a bottle of scrumpy; i-ghost, a contributor to ''Team Fortress 2'', removed most of these taunts as part of a cleanup project, except when drinking from the Frying Pan, as it was deemed 'too funny' to remove.
* Early in ''VideoGame/HalfLife2: Episode One'', Alyx asks her robotic companion dog "You ''did'' do the math, right?", right before being flung across a bottomless pit into the citadel. DOG originally wasn't supposed to do anything, but during a run-through of the scene before the animations were finished, DOG inserted his head-shaking idle animation ''right after that line'', and the playtesters loved it so much it was worked into the actual script.
** ''Episode Two'' has a bug with a dumpster in which a fast headcrab zombie is hiding. If the player tosses a grenade in a dumpster, the grenade will [[GrenadeHotPotato be tossed back out]]. According to the commentary, this happened by chance in playtesting (the player is subtly warned of the zombie's presence by an event in the physics engine disturbing loose garbage in the dumpster; one playtester thought to toss a grenade in before the zombie ambushed him, and it was a one in million chance that the disturbance happened to bounce the grenade back out), and they liked it so much that they patched it so it would happen every time.
** The Combine gunships had an AI glitch during testing which caused them to shoot at rockets fired from the laser-guided rocket launchers. Gunships are programmed to focus their fire on the greatest threat they can see, which the developers expected to always be the player. However, [[ArtificialBrilliance the AI decided all on its own]] that rocket-propelled grenades fired ''by'' the player, the things which actually damage them, were an even bigger threat, forcing playtesters to guide their rockets [[{{Roboteching}} in all manner of odd paths]] in order to confuse the AI and hit the vehicle. This proved to be so popular that it was left in as a feature.
** In a similar act of serendipity that ended up making the game more interesting, during the airboat vs. helicopter battle, the "mine spam" dropped on the player was originally due to one of the programmers accidentally making the helicopter shoot mines out of its machine gun instead of bullets. This was toned down and added in deliberately as the helicopter's DesperationAttack near the end of the battle.
* As players experimented with ''VideoGame/CounterStrike'', players messing around on level editors noticed that if a server's gravity and friction are set a certain way, the angled rooftops acted like slick hillsides when your player was walking "up" them. Looking along the plane and strafing "up", then looking slightly "downslope" and then back along it, the character would ski/surf along the plane. This lead to specialized maps, and didn't change in ''CS: Source''. A small but devoted set of servers still operate these maps.
* One sequence in ''VideoGame/Left4Dead2'' involves making your way through an abandoned sugar mill. An odd glitch caused a larger-than-usual number of Witches to spawn in the building; the testers thought this was a stroke of genius, so Valve left the glitch in and wrote the Witch's fondness for the smell of sugar into the backstory.
* A bug with jumping inertia in ''[[{{VideoGame/Tribes}} Starsiege: Tribes]]'' let skilled players reliably "ski" downhill at high speed to build up speed. When it was fixed, not only after player feedback was it quickly put back in, skiing became a trademark feature of the sequels, even being required at various points in the campaign of ''VideoGame/TribesVengeance''.
** Lampshaded by [[http://web.archive.org/web/20120403165447/http://www.hirezstudios.com/hirezwp/?p=1900 this]] AprilFoolsDay post, which claims to have "fixed" the bug for ''VideoGame/TribesAscend'' even though by this point it was an absolutely critical gameplay mechanic.
** Deserving of special note is the fact Skiing went from a glitch to the core game mechanic the entire franchise is built around. ''Ascend'' has wide-open, hilly arenas that would be unplayable on almost any other engine.
* ''Franchise/{{Halo}}'':
** ''VideoGame/HaloCombatEvolved'' had a bug in which, when the player looked all the way down, the character model's head would instead look straight forward. This got used heavily in machinima (most notably ''Machinima/RedVsBlue''), since, particularly when used with pistols, it looked as though the character was at ease rather than constantly pointing his gun at other people. For later installments in the franchise, Creator/{{Bungie}} fixed the glitch, but added a feature that allowed a character to put his gun at a "rest" position by tapping down on the D-Pad, while the original glitch returned for the ''Anniversary'' remake of the original (as it's running on the original game's engine).
** In ''VideoGame/{{Halo 3}}'''s map editor Forge, people used glitches and tricks in order to place objects in order to make cool new maps. In ''VideoGame/HaloReach'' Bungie changed these tricks into features of the new map editor.
** Possibly inspired by the Honor Guard Councillor glitch in ''VideoGame/{{Halo 2}}'', one of the two types of hidden "BOB" Elites in ''Halo: Reach'' is white with a random armor type.
** "Grenade jumping" is the only way to reach at least a couple of the unlockables in some of the later games, as well as the only way to get the "How Pedestrian" achievement in ''Halo CE: Anniversary''.
* Among other things, ''VideoGame/{{Painkiller}}'' pays homage to the traditional quirks in FPS physics and some secrets are hidden in ways that require you to take advantage of these. You need to be able to exploit the way the hitbox reacts to almost invisible protrusions in walls to climb them with constant jumping (Asylum). You must at times resort to bunnyhopping (even in circles!) in order to gain enough momentum to leap somewhere else (Castle, Colosseum). You must remember that doing a U-turn in midair is a perfectly plausible thing to do (City on Water). Even rocket jumping has ''its own hotkey.''
* Any number of weird bugs have been adopted by the ''VideoGame/{{Doom}}'' community in order to add bits of interest to their custom levels. Among these: making floors look like water, making enemies nearly invincible, and making "voodoo dolls" of the player character whose deaths will also kill the player (this was used in the final level of the ''TNT: Evilution'' half of Final Doom). Notably, several more modern limit-removing source ports fix these bugs, but also have options to re-enable them for use with mapsets that took advantage of them.
** Fans managed to hack ''Videogame/{{Wolfenstein 3D}}'' in order to design their own levels. When id Software developed ''Doom'', they specifically wrote it to be more modular and thus making custom levels much easier.
*** And then they made loading custom levels and debugging them even ''easier'' in ''VideoGame/{{Quake}}'' by adding a [[MasterConsole Developer's Console]] that could be opened by pressing the "~" key!
* ''VideoGame/{{Borderlands}}'':
** In the first game, Bloodwing won't attack if Mordecai can't see any enemies, even if they're otherwise in range. In ''VideoGame/{{Borderlands 2}}'', dialogue from Lilith indicates that Bloodwing wanted Mordecai to watch her in action.
** In ''Borderlands 2'', Axton was originally intended to act flirtatious with Maya when reviving her, but due to a bug his flirtatious dialogue triggered regardless of who he was reviving. Gearbox responded by [[WordOfGay confirming]] in both publicity material and DLC dialogue that he's bisexual.
* Update 11 for ''VideoGame/{{PAYDAY 2}}'' introduced a glitch where street cops dealt three times as much damage as they were supposed to, which could easily shred a player even on Normal difficulty (especially bad since it was concurrent with a glitch that [[ArmorIsUseless broke armor values entirely]]). However, enough players liked the challenge the bug presented that sometime after the bug was fixed, the devs then introduced a rarer, more dangerous variation of the street cop armed with the much more powerful [[HandCannon Bronco .44 revolver]].
* Slimes stacking up to escape their corrals in ''VideoGame/SlimeRancher'' was a "happy accident" that resulted of the game's AI telling slimes to seek out food when hungry combined with the game's collision mechanics while being in a confined space, according to the game's developer.

[[folder:Four X ]]
* In ''[[Videogame/{{X}} X3: Reunion]]'', ejecting your shield generators then scooping them back up instantly recharges them. It was then kept in ''X3: Terran Conflict'' and its ExpansionPack because the trick is useless in combat (you have to stop maneuvering and back up in order to scoop up things you ejected from the cargo bay), and nobody wants to wait half an hour for their heavy capitals' shields to recharge on their own.
* In the ''VideoGame/{{Civilization}}'' series, the early games had an [[{{Cap}} underflow glitch]] that would cause [[UsefulNotes/MahatmaGandhi Gandhi]] to suddenly become hyper-aggressive after adopting peaceful forms of government. His aggressiveness rating was supposed to drop by 2 upon adopting Democracy, but since it was already 1, it "dropped" to 255. He would usually adopt this form of government around the time that nukes became available, and would subsequently nuke other civilizations. In [[http://civilization.wikia.com/wiki/Gandhi_%28Civ5%29 later installments]], sanity checks were put in to prevent such an integer underflow again, but Gandhi was intentionally given a fondness for nukes, which makes him a [[BadassPacifist formidable foe]] if you wait too long to go after him for your Domination victory.
* ''VideoGame/CrusaderKingsII'': The ''Conclave'' DLC modifies the preexisting CaligulasHorse event with Lunatic rulers to make the horse an actual NonPlayerCharacter with "Horse" culture. Though Glitterhoof's "Horse" trait is supposed to both make him/her infertile and prevent him/her from being granted titles, players quickly discovered a variety of [[https://kotaku.com/that-time-a-horse-conquered-the-ancient-world-1757913762 exploits]] to switch their dynasty to Horse culture (along with a whole lot of other nonsensical-in-context oddities, such as Glitterhoof plotting a murder or [[BestialityIsDepraved being made a concubine]], that usually end up in the forum's Strange Screenshots thread). Upon realizing how funny the players thought the whole thing was, Paradox first announced they would not [[ObviousRulePatch patch the bugs around Glitterhoof]], then in ''Reaper's Due'' they added an additional horse and an event chain where you could make either of them immortal (which may lead to you being attacked by an immortal stallion, named Incitatus after Caligula's actual horse). ''Jade Dragon'' added cat and bear [=NPCs=] with whom you can do many of the same things.

[[folder:Hack And Slash ]]

* ''VideoGame/DiabloII'''s Hammerdins. Basically, Blessed Hammer is a nigh-useless spell on the non-spellcaster Paladin. Due to some bug, the Concentration aura (which should only be boosting physical attacks) boosted Blessed Hammer's damage. This created the Hammerdin, making a Blessed Hammer/Concentration combo a viable character build (with the right equipment, of course). Blizzard made sure it would continue to work properly in subsequent patches. Incidentally, this made Hammerdins into one of the strongest builds in the game (some would argue the strongest) and is a huge gamebreaker. Technically the bug was fixed in the expansion, then ''put back in'' on purpose.
* In ''{{Magicka}}'', the Teleport spell is normally only obtainable at the beginning of level 7, but it can be gotten (in multiplayer) in level 1 by laying mines at your feet and blowing yourself up and over a wall. The developers thought this was so clever they opted to leave it in.


[[folder:[=MMORPGs=] ]]

* In ''VideoGame/WorldOfWarcraft'':
** The [[http://en.wikipedia.org/wiki/Corrupted_Blood_incident Corrupted Blood incident]] later inspired an actual in-game event, the [[ZombieApocalypse Plague Outbreak]].
** In Vanilla [=WoW=], the paladin talent Reckoning gave the paladin an extra melee attack every time he received a critical hit, stacking up to four times (i.e. at four stacks, the next melee attack the paladin perform would result in 5 simultaneous weapon swings). Originally, there was NO limit to how many times this ability could stack, resulting in a famous case where a paladin duelled a rogue 'til he'd been crit 10,000 times, then attacked and one-shot killed a World Boss. (Having to resolve 10,001 swings at once also brought the server to its knees for several seconds.) This incident became known as "the reckoning bomb." The talent was quickly nerfed, but when the Wrath of the Lich King expansion came out a few years later, it included a quest in which you fired a cannon at scourge invaders in southeast Icecrown and could occasionally shoot an enormous area-effect weapon. The name they gave the enormous area-effect weapon? "Reckoning Bomb."
** Hearthstones are devices which teleport you to your home base. They have a 10 second casting time, and taking any direct-damage ''at all'' during that time completely interrupts its use -- this was done to prevent players from using it to get out of trouble. However, until the Cataclysm expansion, the paladin's ability Divine Shield gave him total immunity to all damage for 12 seconds, allowing the paladin to use his Hearthstone uninterrupted ''even while under attack''. Since Divine Shield projected a transparent bubble around the paladin's body, this trick became known as the "Bubble Hearth." The duration of Divine Shield was reduced to 8 seconds in Cataclysm, however, taking the Bubble Hearth ability away and "fixing" this long-standing "bug" -- but this caused such an outcry among paladins that, in the subsequent Mists of Pandaria expansion, a minor paladin glyph was added to the game that cut the casting time of your Hearthstone in half while you were under the effect of Divine Shield.
** The ''Mists of Pandaria'' expansion added a glyph that allowed druids in stag form to be mounted by other players. Including... other druids in stag form, which allowed players to form [[https://www.youtube.com/watch?v=n-j71cuigtM whole stacks of stags]] standing atop one another. The bug was quickly fixed, but in a later patch Blizzard released the "Stackable Stag" item as a tribute, allowing players idle stacks of stags nearby in a similar fashion.
* The bank robbery/mayhem missions in ''[[VideoGame/CityOfHeroes City of Villains]]'' were originally intended to have the destructible environment scale with the player, however on initial release all the objects were unintentionally locked at fixed, low, levels. This bug became wildly popular because players now had a way of showing their characters becoming more powerful: the car that took forever to destroy at low levels disintegrated with a single attack at a higher level, and area of effect attacks caused massive destruction. The development team realized they'd accidentally hit on a good thing and have left it in.
* When swimsuits were introduced as equipment in ''VideoGame/PhantasyStarUniverse'', they took up all three clothing slots. A bug allowed characters to equip two layers of clothing at once, which was mostly pointless, but allowed a few would-be fashionistas to wear a swimsuit top with normal pants (or, if their character was male, go shirtless with normal pants). A later patch made swimsuit tops, bottoms, and sandals separate items, making the mix-and-match easier.
* In ''VideoGame/RuneScape'', certain members-only items of clothing were made available. It was discovered that some of those items ([[http://runescape.wikia.com/wiki/Gloves_%28Canifis%29 the gloves]]) were actually usable on freeplay worlds (instead of being displayed as "member's objects" they were still wearable gloves). Because they could not be obtained on free worlds, some members would obtain them for low prices on their worlds and sell them to non-members for higher prices. They became a symbol of wealth on freeplay worlds, eventually forcing Jagex to keep it in.
** An extremely early example (2001 or so) would be the now taken-for-granted feature that makes items only visible to the player who dropped them for about a minute before being visible to everyone else. It was originally a bug, but after it was removed, public demand brought it back.
** The Falador Massacre of 2006, caused by an error causing kicked partygoers to be flagged for PVP in non-PVP areas, became part of the game's ''lore'' during the 2015 Invasion of Falador event.
* Done since early development in ''VideoGame/WarhammerOnline''. Since exploiting collision glitches, finding ways around an InvisibleWall, figuring out ways to survive [[NotTheFallThatKillsYou incredibly long drops]] or just discovering "holes in the world" had long been established as a hobby of MMO players, Mythic had their testing teams specifically look for these things. Instead of blocking them off in one way or another, they would instead put in little secrets and achievements. Which often involved things like [[SchmuckBait detonation plungers]] that would give you a shiny achievement badge when clicked. [[StuffBlowingUp As well as explode]] with enough force to land your corpse somewhere around the graveyard, but at least you didn't need to use your Book of Recall!
* Almost from the get go in ''VideoGame/GunZ'', ultimately becoming the basis for two widely popular combat styles that make use of a bug in the Sword/dagger that cancels animations, allowing for actions as simple as climbing a wall via dashing at it to multi-key combo moves. However, because of its wide acceptance by the community, many people will look down on or outright kick players who choose to play the game as it was originally intended. The developers opted to leave it in the game, as it was the cornerstone of its gameplay; it's become an official feature in ''Gunz: The Duel 2''.
* In the same vein as ''[=GunZ=]'', there's a number of techniques that have been created through player discoveries in ''VideoGame/SDGundamCapsuleFighter''. The most prominent one is MCA, or "Movement Cancel Action", which allows a player to cancel out a melee dash (where if a player is far enough from an opponent when they use their weapon 1, they'll dash to them) by quickly switching to another weapon, then back to the melee weapon. This results in a unit that quickly slashes at his opponent, but denies him a knock down and, thus, can kill him with ease. This has been left in the game ever since it was discovered on the Korean servers and, when the game updated to Generation 6, added parts that allowed units to earn bonuses for performing this.
* ''VideoGame/StarTrekOnline'' had one with the duty officer assignment "Investigate Rumors of <your faction> Intelligence", as in your faction's intelligence service is rumored to be infiltrating your crew. Due to the word "infiltration" being left out of the title, this led to many jokes about your faction being rumored to be intelligent. Cryptic fixed the typo, then ''put it back in'' when people complained.

* Many, ''many'' features in ''VideoGame/DefenseOfTheAncients,'' faithfully ported into ''VideoGame/Dota2'' and some on them in ''VideoGame/HeroesOfNewerth'' as well because they are considered to increase the skill cap of the game:
** In earlier versions of [=DotA=], killing your own team's lane creeps completely denied the enemy of experience and possible gold bounty, resulting in huge experience gaps between those who knew this and those who didn't. It was changed to only deny a partial amount of experience, and ever since then denying has been a very important game mechanic.
** Manipulating creep aggro is another important laning technique. You order your hero to attack an enemy hero on the other side of the creep wave so that enemy creeps aggro you instead of your allied creeps, which helps control the lane so that enemy creeps move closer to your side, near a tower, or let melee heroes get cleaner easier hits on them. Conversely, using your hero or summoned units to block incoming creeps so the creeps meet closer to your tower, allowing you to farm more easily and safely.
** Orbwalking, which is usable by heroes with autoattack enhancing skills by manually casting the skill rather than having the ability on auto-cast while normally attacking, allows users to harass enemy heroes with your autoattack without drawing creep aggro. You can move your hero in between these skill uses, allowing you to chase more effectively while attacking.
** Creep stacking -- abusing the fact that the neutral creep camps (the "jungle") respawns are not triggered by them being dead, but by the absence of units in a certain area around their spawn point. Because of this, luring a jungle camp far enough away from its spawn point that another one spawns in its place, then letting it walk back will duplicate the camp. Repeat to create a large pile of nearly-identical monsters which you can proceed to farm very quickly with area-of-effect spells. An extremely important technique to increase gold flow, it was nerfed in a few ways in [=HoN=], such as reducing creep aggro time to make stacking multiple camps more difficult and adding a hard limit of maximum stacked camps to 3.
** Creep pulling -- the long lane of each side is especially important, as there is a neutral camp close to the lane where you can lure them into your team's lane creeps, causing your creeps to aggro them until they're killed, allowing the lane to be pushed a lot further to your side and giving the heroes in your lane some more easy gold and experience.
** The various interactions between spells and spell block/spell immunity. Certain disables will go through spell immunity but ''becoming'' spell immune after the fact will dispel them, for instance. [=DotA=] is very finicky about what magic immunity does or doesn't block or remove, whereas it's much more straightforward in [=HoN=] (Blocks skill effects typed as Magic, and removes negative, removable status effects).
** When you specify a target destination for Blink Dagger or any Blink-type skill further than its maximum range, you blink only 80% of the maximum distance. It somewhat of a ScrappyMechanic, though; this used to be in full effect in Dota 2, but it was changed to work this way only for the Blink Dagger.
** Valve initially deemed the infamous fountain hooking bug (an extremely hard combo which can nearly guarantee a quick kill on almost any hero in the game) "too hilarious to fix", but changed their mind after it was used to decide a tournament match, and fixed it in the First Blood update.
* A minor example in ''VideoGame/LeagueOfLegends'': Lucian's passive ability causes him to attack his next target twice after using an ability. But it turned out that if the enemy you attacked dies before the second hit, the second hit seeks another nearby enemy. The next patch, this behavior was cleaned up a bit and was made a feature.
** Lee Sin used to be able to dash to wards. This was removed, then put back in.
** When Anivia was in egg form, anything her player typed into chat was labelled as coming from "Cryophoenix Egg". This was removed, then put back in when players complained. Now the text comes from "Eggnivia".
** Animation canceling is technically a bug in the software of the game that allows players to skip the after-animation of abilities or basic attacks, allowing them to use another ability or attack faster than if they allowed the animation to finish. Allowing the bug to continue to exist is a hotly debated topic, as some champions, such as Riven, become immensely better once players figured out how to animation cancel. Riot has not fixed the bug, and continue to allow its existence on many champions. This is viewed as unfair, because the champion is using abilities and attacks faster than it is supposed to, and is technically bug abuse.
*** It's become even more controversial at times since Riot as admitted to balancing Riven around animation cancelling and have patched Riven to make it easier for her, while removing animation cancelling from other champions.
** One of the oldest examples in League of Legends is Nunu's channeling spell ultimate, "Absolute Zero" being cast in a bush. Normally, when a spell is cast from a bush, the champion casting the spell becomes visible to everyone. However, Nunu used to remain hidden while channeling his ultimate, that could be used to completely take an opposing team by surprise. [[https://www.youtube.com/watch?v=OB8xj2QiPtY It's immortalized as the Empire play]], Riot once fixed the glitch,but by that time the glitch had become a staple of Nunu, and the resulting InternetBackdraft caused Riot to change it back.

[[folder:Platform Game]]
* ''Franchise/SuperMarioBros''
** Most of the NES and SNES games have slightly wonky collision detection which allows dedicated (or lucky) players to jump off walls if hit from the right angle. ''VideoGame/SuperMario64'' (and all of the 2D and 3D installments afterwards) canonize this as the WallJump and include puzzles or levels built around scaling two vertical surfaces.
** The MinusWorld in the original game was a programming error; however, there are many intentionally hidden stages that are unlocked via similar methods in later games.
** Not quite a gameplay mechanic, but another nod to the glitch - When Mario arrives in the Underwhere in ''VideoGame/SuperPaperMario'', a Shayde tells him that some call it "World -1".
** Also in ''VideoGame/SuperPaperMario'', pinning a Koopa shell against a wall and continually jumping on it would (eventually) make you ''lose points'', a nod to the classic InfiniteOneUps instance.
** Speaking of such, InfiniteOneUps were included in the ''VideoGame/NewSuperMarioBros'' games, to the point that one of the Hint Movies in ''VideoGame/NewSuperMarioBrosWii'' shows Mario executing the technique (the World 2-3 Infinite 1-Ups video, to be exact).
** Heck, the infinite one-ups bug was so popular in ''Super Mario Bros.'' that the designers made the glitch possible to do in the very beginning of World 1-1 in the difficult [[VideoGame/SuperMarioBrosTheLostLevels Japanese version of Super Mario Bros. 2]].
** Again, also in ''VideoGame/SuperPaperMario'', one of the Sammer Guys is named "Over the Flagpole" and talks about cheating. This is regarding a glitch in ''Super Mario Bros.'' where you... well, go over the flagpole.
** Another Sammer Guy in ''Super Paper Mario'' is named The Negative One, which could be referencing, once again, World -1.
** Though less of a bug and more of just an oddity, holding an item in ''VideoGame/SuperMarioWorld'' made the swimming physics change drastically, inexplicably giving the player constant forward momentum and allowing them to swim ''down'' instead of up. This was nodded to in ''VideoGame/SuperMario64'' and ''VideoGame/SuperMarioGalaxy'', as holding a Koopa shell underwater acted like an underwater jet ski and constantly propelled the player forward; in addition, ''VideoGame/NewSuperMarioBros'' lets Mario swim slightly faster if he's wearing a blue Koopa shell.
** Not particularly something added into other games per se, but the Small Fire Mario glitch from the original game is the focus of one of the later challenges in the UsefulNotes/WiiU game ''VideoGame/NESRemix''.
** In the original ''Super Mario 64'', by using the reverse long jump method, Mario can pass through the mirror in the mirror room and explore the area behind it. However, only emptiness waits beyond the mirrored door. In the DS remake, Luigi can use a Power Flower to turn into Vanish Luigi and walk through the mirror to enter the mirrored room, which is required to fight Chief Chilly and unlock Wario. If he passes through the mirrored door, Luigi ends up in complete emptiness, with the exception of himself, the door, and [[spoiler:one of the castle's secret Power Stars]].
** A number of entries in the ''VideoGame/NewSuperMarioBros'' series canonized a glitch in the original ''VideoGame/SuperMarioBros'' where having more than 10 lives prefixed the player's lives count with a crown. Said games max out the player's lives at triple crown, which equates to 1110 lives. Doing so grants the player an award icon on their save file.
** ''VideoGame/SuperMarioMaker'' allows the end-of-level flagpole in the ''Super Mario Bros.'' theme to be jumped over, which, as mentioned above, was a well-known exploit in that game (though you don't need any fancy tricks to do it here). There's also one from the development of the game; the team working on ''Super Mario Maker'' found a glitch where Mario became extremely thin upon picking up a mushroom power-up. They liked this enough to make a new power-up exclusive to this game; the Weird Mushroom, which makes Mario's limbs long and thin, gives him the trademark physics of Luigi (high jumps, low traction), and adds some bizarre sound effects. It can appear in place of normal mushrooms in the ''Super Mario Bros.'' theme, but can be directly placed in levels if you [[spoiler:unlock and clear the levels featured in the 2015 Nintendo World Championships]].
** The Double Cherry powerup from ''VideoGame/SuperMario3DWorld'', which gives you another of your character to control, owes its existence to a mistake made by a developer, where the game would spawn two player characters. Instead of just scrapping it entirely, the development team liked it and thought this would be an interesting concept for a powerup.
* ''VideoGame/SuperMetroid'' became exceedingly well-known (and loved) for speedrunning and {{Self Imposed Challenge}}s based on [[GoodBadBugs utilizing glitches]] and [[SequenceBreaking circumventing the designers' intentions in the level design]]. In retaliation, the developers were dead sure to [[RailRoading keep the player on a fixed path]] in the sequel, ''Metroid Fusion''. This caused such an uproar among fans that, for the next game in the series, the developers slid all the way to the other end of the scale and designed the game around giving the player unprecedented freedom. ''Metroid Zero Mission'' featured: rewards for beating the game with minimal items (a classic self-imposed challenge), secret passages which allowed the skipping of "necessary" items, the ability to bomb jump and WallJump indefinitely, and the ability to use a charged shinespark in morph ball mode (based on a glitch in ''Super Metroid'' dubbed by fans as the "mockball").
* A large amount of ArtificialStupidity and other tricks had to be exploited to win ''Championship VideoGame/LodeRunner''. That and the difficulty of this game made it feel similar to some of the very hard ROM hacks.
* In the first ''VideoGame/ChipNDaleRescueRangers'' for the NES, on rare occasions thrown blocks would fly in a zigzag. It became a chargeable attack in the sequel.
* The Famicom Disk System version of ''VideoGame/{{Castlevania|I}}'' had a glitch that allowed Simon to keep climbing the famous staircase in the final level past where it ends. This became the route to an actual secret in ''VideoGame/CastlevaniaRondoOfBlood'' and ''VideoGame/CastlevaniaSymphonyOfTheNight''.
* In ''VideoGame/IWannaBeTheGuy'', the Kraidgeif glitch was deliberately left in, though not intentionally programmed. It ''was'' tweaked to require shot counting and perfect timing or a lot of luck.
* In ''VideoGame/{{Transformice}}'' after a player has jumped, they can not jump again until the running animation has triggered. Due to a bug, the running animation triggers if a player runs into a wall if they are also descending, thus allowing the player to jump again and climb vertical walls. The glitch was so popular that walljumping quickly became an essential part of the game, especially in the much later addition of boot camp mode.
* In ''VideoGame/{{Spelunky}}'', there is a part where to continue to the bonus levels you need to intentionally die, where you respawn inside a statue. This statue is walled off with blocks resistant to explosions, with the intended penalty being that you cannot take any items with you. This is especially problematic for [[SelfImposedChallenge Eggplant Runs]], which requires the player to carry an eggplant through the entire game and use it on the final boss - since a single player cannot take items through the statue, the intention is that multiple characters will have to carry the eggplant between them in co-op play. However, it IS possible to complete a solo eggplant run using the Ball and Chain item, a penalty item obtained by blowing up two of Kali's shrines - due to it being an obscure penalty for something most players would never do, it wasn't tested properly, and the developers forgot to mark the blocks around the statue as being immune to the Ball as well. As a result, a single player with the Ball and Chain can break the blocks around the statue, leave it, pick up the Eggplant, and go back into the statue. Since this is a lot harder than the intended way of doing it, the developers announced that they would ''not'' be patching the bug and had, in fact, added an additional animation to it for when it breaks.
* In ''VideoGame/LittleBigPlanet'', there was a bug which allowed players to put objects in the background and foreground. Players used this glitch to create full 3D games of all kinds. This later became a feature in [=LBP3=].
* ''Franchise/SonicTheHedgehog'':
** In ''VideoGame/SonicTheHedgehog2'', the flickies that appear when the player destroys a badnik share the same palette as Sonic, so when Sonic transforms into [[GoldenSuperMode Super Sonic]], any flickies on the screen are also golden. While this extends to ''VideoGame/Sonic3AndKnuckles'' for the same reasons (and also applies to Knuckles if he's chosen as the player character), it is acknowledged when Tails collects the seven Super Emeralds and becomes Super Tails. Upon him doing so, four golden Super Flickies immediately appear onscreen and follow him everywhere, attack any enemy on screen, and turn back to their usual default blue when Tails loses his power.
** There were glitches that let you turn Tails into Super Tails in ''Sonic 2'' and the first-released half of ''Sonic 3'' before the combined ''Sonic 3 & Knuckles'' added an official version of this form.
** In a cross-medium example, [[ComicBook/ArchieComicsSonicTheHedgehog Scourge the Hedgehog]]'s coloration is based on the [[http://sonic.wikia.com/wiki/Ashura "Ashura"]] [[TheMissingno glitch]] in ''Sonic 2''. Later, a morphing animation glitch from Sonic & Knuckles, resulting in a purple hedgehog/echidna sprite, inspired the appearance of [[WellIntentionedExtremist Thrash the Tasmanian Devil]].
* ''VideoGame/MegaManX4'' had a trick involving Zero's dash and slash. Unlike X, Zero's dash stops prematurely if he attacks during it. Rapidly alternating Dash and Attack really fast makes Zero not dash at all and instead repeatedly do his basic starter slash, as opposed to following up with different 2nd and 3rd slashes for a 3 hit combo. The high attack rate made it very useful for being able to rack up damage and stop attacking any time instead of committing to the full combo. When Zero made an appearance alongside X as a pair unit in ''VideoGame/ProjectXZone'' the rapid slash, with the same animation as the glitch, becomes one of his normal attacks.
** Due to the way the animation for Zero's Kuuenzan works (Zero somersaults with his sword out creating a circular slash attack), many players essentially followed up on a Kuuenzan attack with the later part of the same attack by turning around during the move, so that Zero hits an enemy as the sword goes down then hits them again as the sword goes up by turning around. When Zero made a playable appearance in ''VideoGame/MarvelVsCapcom3'' he has both Kuuenzan and a reverse Kuuenzan in his moveset with the former able to cancel into the latter, recreating the turnaround trick.
* In the Tiny Tiger boss fight from ''VideoGame/CrashBandicoot3Warped'', you could cheese your way through the more difficult parts of the battle (in which Tiny sics a bunch of lions on you) by hiding out in the upper left corner of the arena. In ''VideoGame/CrashBandicootNSaneTrilogy'', not only is this left intact, but the audience throws [[VisualPun cheese]] at you whenever you do it.

[[folder:Puzzle Game ]]

* In the original ''VideoGame/{{Tetris}}'', the maneuver known as a T-Spin[[note]]A maneuver where you spin a T block into a hole without having enough space to physically do it (see [[http://www.tetrisfriends.com/help/tips_advanced.php here]])[[/note]] was a bug. It has been included as a feature in all subsequent remakes, and is considered a basic move by Tetris tournament players. It has even been expanded with "double t-spins" and "triple t-spins".

[[folder:Real Time Strategy ]]
* ''VideoGame/WarCraft II'' had a bug that allowed a player to get 100 extra lumber at the start of any game; this was so liked (due to allowing games to get going more quickly) that it became standard tournament practice to use it every game. When Blizzard remade the Battle.net version of the game, they fixed the bug but also had it start each player off with 100 extra lumber.
** Also in ''Warcraft II'' was the ability to build buildings faster by assigning workers to repair the under construction building. This was included in the sequel, but only for the human faction.
* Blizzard recreated Mutalisk stacking in ''VideoGame/StarCraftII'', where mutalisks and other air units would be stackable given the right conditions, helping them become harder to focus down. They have acknowledged it as far back as Brood War -- rather than get rid of it, they instead added new units to each race whose '''sole purpose''' is to deal with stacked air units, through AreaOfEffect air-to-air weapons. It's not the only one either. They seem to have intentionally included every interface bug that ever became an element of strategy in the pro circuit, including a few parts of the dodgy unit AI.
* The way air units move in ''Warcraft III'' is descended from this - the units clump together in a single [[BuffySpeak un-focus-fire-able]] formation, then explode outwards when they reach their destination or are given attack orders.
* The Salvage Corvette from ''VideoGame/{{Homeworld}}'' was only supposed to work on enemy ships that had been heavily damaged, but thanks to a programming error it ended up capable of capturing ''any'' ship. It didn't hurt gameplay balance in single-player and the multiplayer community loved it, so it was left in, though it was fixed in ''[[VideoGame/HomeworldCataclysm Cataclysm]]'', and [[VideoGame/{{Homeworld 2}} HW2]] went with a different mechanic altogether.
* "The Beach" in ''VideoGame/{{Achron}}'' is an unusual mechanical version of the PlaceBeyondTime - a gap between two "time waves" which is outside causality. Instead of removing it, the developers kept it, as it's hard to reach if you don't know the secrets and offers advanced strategic possibilities (you can use the Beach to smuggle units through hostile borders).
* ''VideoGame/DawnOfWar II'' has the occasional physics glitch in the base game where an enemy corpse will go spiraling violently off into the stratosphere. It's most noticeable with orks. So, in later expansions Relic decided to make that a feature of how the ork psyker unit, the Wyrd Boy, always dies. It even became part of how the Wyrd Boy dies in ''VideoGame/Warhammer40000SpaceMarine''.
* ''VideoGame/AgeOfMythology'' had a bug with the the Egyptian's late game Osiris abilities and technologies. One "Second Kingdom" let them have two pharaohs at once and his and Miracle 'son of Osiris' allowed transforming a Pharaoh into a powerful demigod. There was a bug in the original that caused it to occasionally result in getting two pharaohs and one son of Osiris. This was fixed in the expansion by making that combo always trigger.

[[folder:Rhythm Game ]]
* The song "GAMBOL" in ''VideoGame/BeatmaniaIIDX'' has one of the easiest charts in the game; however a bizarre bug caused it to have much tighter timing windows than any other song in earlier versions of the game, making it easy to clear but extremely hard to score well on it. On Happy Sky, the bug was finally fixed: the glitched version was moved up to the Hyper difficulty, while Normal now contained a fixed version. But then on the UsefulNotes/PlayStation2 version of IIDX 11, the developers decided to troll players further by adding an Another chart; it's exactly the same as the other difficulties, except the timing windows were shrunk to the point where it's pretty much impossible to score well on it ''at all.'' Even worse, DJ Troopers' home version introduced EasterEgg codes that let players [[SelfImposedChallenge use the Gambol Hyper and Another timing windows on any song.]]
* In ''[[VideoGame/BitTrip Bit.Trip Beat]]'', hitting the pong ball with the corners of Player 2's paddle will cause the ball to gain way too much momentum and go haywire, making the final boss trivial to beat. When the game was patched, the developers specifically didn't fix the bug because "it was a cool advanced technique".
* ''VideoGame/StepMania'' (''especially'' 3.9 and "3.95" - the version used for ''VideoGame/InTheGroove'' 2) had the infamous "negative BPM" bug which could be exploited to cause "warps" in a chart, which could be used for all sorts of interesting effects. The 4.0 branch unfortunately fixed this bug, but the fork sm-ssc (later merged back in as "[=StepMania=] 5") adds a new element called a "Warp" (along with "fake" arrows) which can be used for emulating this behavior in a more future-proof manner.


[[folder:Role Playing Game ]]

* ''VideoGame/FinalFantasyI'':
** The "[[PeninsulaOfPowerLeveling Peninsula of Power]]", in the original game, was a small, four-tile tip of a [[ExactlyWhatItSaysOnTheTin peninsula]] on the world map that was placed such that it protruded into an encounter zone meant for much later in the game, allowing players to fight much stronger monsters than they would normally be able to when they could first reach it. This one area was incredibly useful for early-game LevelGrinding, and has proved so popular the glitch has remained in all subsequent remakes of the game. Other ''Final Fantasy'' titles also had small "Peninsulas" of their own due to similar oversights.
** Similarly, the Critical Hit Glitch. In the original NES release, each weapon had a dedicated critical hit rate in its code, but the combat engine would use the weapon's index number as the critical hit rate instead of the intended critical rate. For example, Thor's Hammer was intended to have a crit rate of 0.5%, but in practice had a crit rate of 18%. For whatever reason, the developers have chosen to keep this error in all remakes of the game.
* It's possible that the "Mime" job class introduced in ''VideoGame/FinalFantasyV'' was based on a fun glitch in ''VideoGame/FinalFantasyIV'' that caused Kain to copy the previous character's actions in battle. This is also possibly an origin for the Augment system in the VideoGameRemake.
* ''VideoGame/FinalFantasyVI'' 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. That said, Phunbaba could crash the game when being Vanish-Doomed, and they didn't even get the "invulnerable to vanish" part quite right. However, the Game Boy Advance version of the game ''thoroughly'' squashed the glitch, at least on anything immune under normal circumstances.
** ''VideoGame/DissidiaFinalFantasy'' references it with the Banish/Death Skill which allows you to instantly win a fight with any enemy whose level is lower than yours.
** The Phantom Train wasn't even supposed to be Suplex-able - the game has a hidden value where enemies that are flying or too heavy could not be suplexed, but someone forgot to set this variable on the train. Even in later versions where a lot of bugs were fixed, they left this one as is.
** In the original Super Famicom version of ''Final Fantasy VI'', a bug rendered any item as being equippable as a helmet, with Edgar's [[ThisIsADrill drill]] tool being the best option. ''Dissidia'', already rife with {{Mythology Gag}}s, saw fit to include a drill as being the headset equip for the 'Machine' equipment set. ''VideoGame/FinalFantasyCrystalChronicles'' references this as well with the Drill being an artifact who's sole purpose is to raise defense.
* ''Franchise/{{Pokemon}}'':
** There is some [[EpilepticTrees fan speculation]] that the Pokémon Deoxys may be based on [[TheMissingno Missingno]]. The [[GlassCannon 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. Considering that the (intentionally placed) Generation III glitch Pokémon have the exact same stats as Deoxys, this theory is fairly plausible.
** What ''isn't'' speculation, however, is that due to the popularity of Missingno, Game Freak implemented a few intentional glitch Pokémon in the ensuing generations, such as "[[MyNameIsQuestionMarks ?????]]" in ''[[VideoGame/PokemonGoldAndSilver Gold/Silver/Crystal]]'' (four with the same name), "??????????"/"[[FanNickname Decamarks]]" and "?" from ''[[VideoGame/PokemonRubyAndSapphire Ruby/Sapphire/Emerald]]'', "Bad EGG" in ''[[VideoGame/PokemonDiamondAndPearl Diamond/Pearl/Platinum]]'' and "[=-----=]" in ''[[VideoGame/PokemonBlackAndWhite Black/White]]''. Other, non-intentional (and in some cases, dangerous) glitch Pokémon do also appear, but these are repeatable, given intentional names, and are completely benign.
** Yet another (potential) glitch reference. In ''Red/Blue/Yellow'', the Pokédex number for 'M (likely the second-most-known glitch Pokémon) is "000". Fast forward several years later to ''Black/White'', and Victini's Unova Dex number is "000".
** There were a pair of Pokémon cards from early in [[TabletopGame/{{Pokemon}} the TCG]], "Flying Pikachu" and "Surfing Pikachu". Obviously, neither Fly nor Surf could be learned by the famous Electric Mouse Pokémon... until ''VideoGame/PokemonStadium'' allowed the player to obtain a Surfing Pikachu, and ''Pokémon Yellow'' included a mini-game which could only be played if you had a Pikachu which Surfed. While it has never been possible to teach or breed a Pikachu with either Surf or Fly, both moves are a legal part of its moveset, and Surfing Pikachu and Flying Pikachu are now common promos in the video games. In ''[=HeartGold/SoulSilver=]'', a event for the game's gadget allowed you to go to the Pikachu Forest, allowing players to capture Pikachu who knew Surf and/or Fly.
** For some reason, female Nidoran lose their ability to breed when they evolve. This seems to have been a glitch from ''Gold and Silver'' when breeding was introduced, but it was kept in future installments for consistency.
* Smith is a talking horse in the main ''VideoGame/{{Ultima}}'' series and ''VideoGame/UltimaWorldsOfAdventure2MartianDreams''. Originally, Smith was included in ''VideoGame/UltimaIV: Quest of the Avatar'' and was to give a clue on how to beat that game, but the programmers forgot to add it into his conversation tree. In ''VideoGame/UltimaV: Warriors of Destiny'', Smith was given back his full dialogue and, up to ''VideoGame/UltimaVIIPartII: Serpent Isle'' (where he almost gives a clue about the actual game), Smith has been giving out clues in the form of untimely information -- he tells the player what they should have done to have beaten the ''previous'' game, not the ''current'' one.
* A very interesting pseudo-example in ''VideoGame/BaldursGate'': Whenever a key character in the first game was missing from a scene (which could happen because of glitches), they'd be automatically replaced by a debug character called "Biff the Understudy". In ''VideoGame/BaldursGateII'', Biff became an actual character with his own subplot.
* In ''VideoGame/ImprobableIsland'', at the start of a new day it gives you a message saying. "It is a new day! Strap your <weapon> to your back and head out for adventure!", but if you had no weapon it would just be fists instead. This was removed in one update, but quickly put back in due to popular demand. It now appears on the [[http://merch.improbableisland.com merchandise]].
* ''VideoGame/TheElderScrollsVSkyrim'' has a few physics quirks, one of which causes a player, companion, or random target to fly hundreds of feet into the air after being hit with with a Giant's club... in classic BlownAcrossTheRoom fashion. Though unintended, the designers decided not to patch it due to its popularity with players.
** In "Fall of The Space Core", a semi-official mod that Valve made to commemorate the opening of the Skyrim Steam Workshop, the [[VideoGame/Portal2 Space Core]] can be returned back to space by being within the impact radius of a giant's club swing. It screams "SPAAAAAAAAAAAACE" on the way back up.
** Basically any bug or glitch that [[GoodBadBugs isn't game-breaking]] is allowed to stay as long as it's funny (e.g. putting a bucket on somebody's head so they can't see you robbing them blind). The crime-reporting-chickens bug that cropped up during development didn't qualify mainly because, while [[RefugeInAudacity similarly hilarious]], it would be unfair to players who didn't know about it.
* A glitch in the Paragon resolution of the [[LoonyFan Conrad Verner]] side quest in ''VideoGame/MassEffect1'' (where Shepard gently talks Verner into going home) flags ''both'' the Paragon and Renegade resolutions in the OldSaveBonus data. ''VideoGame/MassEffect2'' ends up reading for the Renegade option first when importing the data, causing it to assume you went with the Renegade resolution (where Shepard threatens Verner into giving up on becoming a Spectre). In ''VideoGame/MassEffect3'', you can encounter Verner on the Citadel, where he apologizes to Paragon Shepard for claiming they threatened him with a gun -- he was under a lot of stress.
* In the ''VideoGame/{{Fallout}}'' series, players quickly learned that you wouldn't get blamed for killing someone if you [[GrenadeTag reverse-pickpocketed a live grenade]] onto them; in ''VideoGame/{{Fallout 2}}'', this was an easy way to get rid of those annoying child pickpockets in the Den without getting the [[VideoGameCrueltyPunishment Childkiller]] perk. Future installments canonized this as a game tactic; ''VideoGame/{{Fallout 3}}'' keeps a running tally of "Pants Exploded" every time you do it (along with an achievement for your first time) and the ShowWithinAShow calls it "the ol' Shady Sands Shuffle."
** Companions were added into the original game at a very late stage in development. As such they are they are basically {{Non Player Character}}s scripted to follow around the player. This lead to some rather idiosyncratic game behavior which has since become trademarks of the series. First off your companions, like all [=NPCs=], are incapable of getting radiation poisoning. This is useful because it means that the player only needs to worry about getting radiation suits and Rad-X drugs for themselves. This made things much simpler than having to track the health of each party member, and was kept in the games even after Bethesda took over. Another thing was that all interaction with the companions had to occur through the conversation window; this meant that you couldn't directly access their inventory, which lead to cases where a companion wouldn't equip the weapon you wanted them to, and in some cases (if you didn't use the store-interface to provide them with an item of equal or greater value) refuse you give you an item out of their inventory. The developers loved this emergent behavior, since it made it look like the companions had a mind of their own, and matched up with the way that companions worked in Wasteland. Hence they left it in, and it remains in the series to this day.
* Lilith in ''VideoGame/TalesOfDestiny'' was originally supposed to be a DummiedOut character, but a party glitch in the Japanese version allowed her to join the party at a very low level. She was immensely popular, and in the [[UsefulNotes/PlayStation2 PS2]] remake is an optional but official party member with a revamped moveset.
* In ''VideoGame/DragonAgeInquisition'', there was a bug where the model for mercenary Krem would sit on the back of the chair, stand around the chair, stand on the chair, basically do anything except sit neatly ''in'' his chair. The ''Trespasser'' DLC later canonized this by revealing he was doing it in order to better see the bard Maryden, who he had a crush on.
* ''VideoGame/Mother3'' contains a scene where after speaking to you, a Mr. Saturn would state that he was leaving, and then promptly exit off the top of the screen. While developing the game, a bug caused the Mr. Saturn to linger just off screen such that after the scene was finished you could find him waiting. They liked it so much they kept it in and added dialogue if you attempt to talk to him again. The game's creator, Itoi, said he liked the idea that Saturn was content just leaving the screen.
* In ''VideoGame/TheLegendOfHeroesTrailsInTheSky'', the translators encountered a weird text glitch that would sometimes cause random words to be blown up to two or three times their normal size, first seen in a sidequest where Estelle says, of Olivier, "He may be a total weirdo, but his gun skills are '''LEGIT!'''". The translators joked that, given [[{{Cloudcuckoolander}} who she's talking about]], "total weirdo" should've been emphasized instead. Sure enough, in the Steam release, "total weirdo" appears at three times the normal text size, causing [[ImStandingRightHere Olivier to call her out.]]

* ''VideoGame/TheBindingOfIsaac'':
** In the original game, it was possible, with clever usage of the [[LuckManipulationMechanic D6]] and items that reduce its charge rate, to completely exhaust both "pools" the game could pull items from (a pool for the room the item spawns in, and a "general" pool if that one is empty). If another item is produced when the pools are empty, the game will freak out and create an "Undefined" item, with a sprite that scrolls through almost every item sprite in the game and does nothing upon pick-up. Come ''[[UpdatedRerelease Rebirth]]'', and one of the new activated items that can be unlocked is "Undefined", which has a sprite made up of parts of other item sprites and displays the same details the original item did when picked up. Item pools are still exhaustible in ''Rebirth'' (and, as a possible nod to the original glitch, the Undefined item is one of the easiest ways to do it), but it only results in a generic HeartContainer item. In ''Afterbrith +'', an achievement was added called "U Broke It!", which rewards the player for exploiting these tricks and receiving 50 items in a single run, which would normally be impossible.
** The "Buttless Chub" glitch; one of the possible Womb rooms of the original game contained two Larry Jrs. and a Chub. Thanks to the limitations of the game, the Chub spawned without her third segment, leaving her unable to spawn maggots from it. The room still exists in ''Rebirth'', and Chub is still missing her behind despite the new engine being able to handle it.
** One trinket, the Liberty Cap, was glitched so that it sometimes gave the effect of the Compass item (which would reveal all special rooms on a floor) for a single room, rather than act as a random mushroom item. This effect carried over to ''Rebirth''.
** Isaac's weird hitbox allowed him to walk diagonally in-between spikes and avoid taking damage from them in the original game. This is still possible in ''Rebirth'', but it requires more precision.

[[folder:Shoot-Em Up]]

* Anyone who has ever played ''VideoGame/SpaceInvaders'' will recall that the enemy ships slowly speed up as you destroy more of them. This was due to an oversight by the original programmer - the presence of so many sprites loaded down the processor, slowing the game down considerably. As the ships were destroyed, the game had less processing to do, so it ran faster. He liked it so much that he left it in, and every ''Space Invaders'' game since has done the same. The significance of this oversight extends further than merely subsequent Space Invaders games -- it introduced the entire concept of difficulty curves to video games.
* The egregiously NintendoHard ''VideoGame/{{Gradius}} III AC'' had significant slowdown when there was a lot of enemies/bullets on the screen, which was practically required to navigate these bullet storms. The [[UsefulNotes/PlayStation2 PS2]] CompilationRerelease even had an option to emulate the lag/slowdown. Similar to the ''Street Fighter II'' and ''Space Invaders'' examples, this would influence other games, as intentional, hardcoded slowdown when bullet density reaches a certain point has become a widespread feature in BulletHell games.
* The arcade version of ''[[VideoGame/DonPachi DoDonPachi Saidaioujou]]'' had a glitch where if your combo bonus exceeded [[UsefulNotes/PowersOfTwoMinusOne (2^31 - 1)]]/100, it would turn into 999,999,999 because the programmers correctly detected the overflow but used 32-bit fixed-point signed integers instead of 64-bit ones in the intermediate calculations. This would then send your score through the roof. When the game was ported to Xbox 360, the glitch was fixed, but Arcade HD Mode contains an option to restore the original glitched behavior.
* The PC-98 ''Videogame/{{Touhou}}'' games had a glitch where using a bomb ''very'' shortly after getting hit would cause you to not die. The Windows games intentionally coded this in, called it "deathbombing", gave it a more reasonable usage window, and some games like ''Imperishable Night'' actually made it a key feature.


[[folder:Simulation Game]]

* In the original ''VideoGame/ZooTycoon'' game, there was a rather odd glitch in which an emperor penguin in a proper exhibit (for penguins anyway) would kill any other non-penguin herbivore added to said exhibit. In the sequel, however, this is fixed; messing too much in the genetic lab minigame that comes with an expansion pack will result in a psychotic rockhopper penguin with teeth, red glowing eyes and a taste for dinosaur meat. Placing any other animal (or a particularly annoying guest) in the same exhibit as the creature will result in an untimely demise, even a T-Rex. And you can't sell it. EVER. If someone offers you a penguin to adopt DON'T accept!
* In the [=PlayStation=] Home house called Cutteridge Estate, it was possible to do a glitch to get into a locked room. By placing a Subway Cooler with the front against the wall in the adjacent room and sitting on it, once the player stood up, they phased through the wall. The room was empty, but soon the glitch was patched. Players who had left their Subway Coolers where they were could still sit on them to see through the wall, but now there was vibrant, green, Joker-esque paint all over the walls saying "GET OUT!" Oh, but it gets better! Eventually, the house was updated and a crap-ton of padlocks and chains were placed on the locked door, but there were also games added to get a few pieces of an incantation to blow the door open. This unlocked another game, and completing THAT game unlocked the Demonic Cutteridge Estate. [[DepartmentOfRedundancyDepartment Kinda funny considering the original Cutteridge was already meant to be spooky and scary.]]
* In ''VideoGame/{{Startopia}}'', it's possible for the [[ScrewTheRulesIHaveMoney mindblowingly rich and lazy]] [[FatBastard Gem Slugs]] to have their own private, personalised bar and bathhouse. The only reason they exist at all is because happy Gem Slugs produce SolidGoldPoop. However, it's also very much possible for a Gem Slug to glitch and get stuck in their baths and neglect their health, eventually dying. The developers caught it early, but didn't patch it, instead leaving it in and explaining it as KarmicDeath via ConspicuousConsumption. Given the price of the Slugpartments and the level of luxury you need to attract Polvakians in the first place, the death compensation ([[{{EnergyEconomy}} 1000e]]) is a paltry sum anyway.
* In ''VideoGame/StardewValley'', [=NPCs=] have a single line of dialogue per level of appreciation when given a gift. [[PerkyGoth Abigail's]] line for "liked" items is "Hey, how'd you know I was hungry? This looks delicious!", even though said items include several non-edible minerals and gemstones. Despite the developer's noted fast response to glitches, he not only left it in, but in a later update, he [[http://imgur.com/Nrctfhg added post-marriage dialogue]] to Abigail further affirming her ExtremeOmnivore tendencies.

[[folder:Sports Game]]

* In ''Tiger Woods PGA Tour '08'', there was a glitch nicknamed the "Jesus shot" which meant that in the right conditions, a ball hit into the water could still be played, complete with the golfer walking on water to hit it. Prior to the release of the 2009 edition, EA responded with a [[http://www.youtube.com/watch?v=FZ1st1Vw2kY live-action recreation]] of the shot, claiming "It's not a glitch. He's just that good." Then, in the 2010 edition, the first bonus challenge was to recreate the scene, earning the achievement "Levinator25", named after the person who discovered the glitch.


[[folder:Third-Person Shooter]]

* ''Super VideoGame/MondayNightCombat'' has Rampage Jumping. One of the playable characters, Cheston, is capable of activating a skill that caused him to pound the ground in mid-air, causing him to rocket forward quickly. The developers liked it enough that instead of removing the glitch, they added additional skill drain when [=RJing=] to balance it out. A similar physics glitch results in incredibly fast movement speeds when moving off of ledges, over jump pads, or even using mobility skills in mid-air. Consequently, the old "low mobility" label on Enforcers was removed, since only the Gunner at the time really lacked a way to zoom across the arena.


[[folder:Turn-Based Strategy]]
* ''VideoGame/FinalFantasyTactics'' had a glitch with the [[BarehandedBladeBlock Blade Grasp]] ability that allowed the character to block ''bullets'' with it, too. This glitch was kept when the game was re-released.
* In ''VideoGame/SuperRobotWars'', all other music being [[BackgroundMusicOverride overrid-]] '''''[[https://www.youtube.com/watch?v=yCmTJVew_tY TROMBE!]]'''''
** To explain this in greater detail, whenever Elzam Branstein would use an attack or do something that triggered his theme in the first game he appeared in, his theme would override anything that was playing in the background, even final boss music. The reason for this is that themes have their own priority, with higher-priority songs overriding lower-priority ones. Elzam is initially fought as a boss, thus his theme has higher priority than the player characters' - when he later joins you, a glitch causes player-theme priority to be ''added'' to his boss priority rather than ''overriding'' it as it should. The fandom found this hilarious, due in no small part to his theme being awesome, and Banpresto has deliberately included it in every SRW game where he appears since. It even overrides [[Anime/NeonGenesisEvangelion Komm, susser tod]] in the ''End of Evangelion'' route from ''Alpha 3''. It ''doesn't'', however, override SourceMusic, such as ''The Beautiful Blue Danube'' being blasted from a [[Anime/GoShogun battleship's speaker system]], or the protagonist of ''Anime/{{Macross 7}}'' performing a literal AutobotsRockOut session. Somehow, this just makes it more awesome.
* ''VideoGame/FireEmblemGaiden'': In the original game, there was an oversight pertaining to how the [[LifeDrain Nosferatu spell]]'s hard-wired 50% hit rate interacted with the programming of the FinalBoss's immunity to damage from anything other than the [[SwordOfPlotAdvancement Falchion]] after falling below a certain HP threshold. In the game's [[VideoGameRemake remake]], ''Fire Emblem Echoes: Shadows of Valentia'', this persistent vulnerability to the Nosferatu spell is retained.

[[folder:Wide Open Sandbox]]
* ''VideoGame/{{Crackdown}}'' sported an Agency SUV which could not only jump with super-hydraulics at the highest level, but also drive up walls. According to the dev team, this function was created completely by accident, but was left in the final game since it wasn't truly a gamebreaker. The DLC includes a Dune Buggy that is especially designed for wallclimbing.
* ''VideoGame/{{Roblox}}'' had a glitch in 2008 where you can wear 2 or 3 hats at once. It was eventually made a feature.
* In ''VideoGame/{{Minecraft}}'':
** The creeper's model was that of a failed pig model. The model failed due to Notch attempting to make the pig model longer horizontally, but he botched the coding and it made the model grow longer vertically instead, which also made the legs look weird in that position. Notch liked how creepy it looked and dubbed it the Creeper.
** When the pistons were added, people soon realized that they sometimes got stuck in an incorrect state and need to be "updated" to make then snap back to their expected state. Ingenious people managed to transform this glitch into so-called block update detectors that significantly expanded the the ways redstone mechanisms can interact with the rest of the game world. Another, unrelated glitch with the pistons made it possible to propagate redstone signals arbitrarily far within a single tick (0.1s). This enabled the players to circumvent the intended 150m/s limit. This later capacity will be expanded in the next update, making it significantly easier to transmit instantly both edges of the signal.
* The PC game ''VideoGame/{{Spore}}'' includes some glitches that have been left in, such as the ability to create invisible limbs and therefore make parts on the created creature float in midair. Another glitch made it possible to create asymmetrical creatures, and a later patch upgraded this to an actual feature, with a simple keybind to get the previously tedious effect. Though, asymmetrical ships, vehicles and outfits tend to look better than creatures themselves.
* An update added the Captain's Quarters to ''VideoGame/EveOnline'', which include various virtual screens bombarding one's avatar with videos. Some nifty people located these videos in the game folder and fiddled with them a bit, to change them to videos they liked. [[https://www.eveonline.com/article/you-just-won-a-brand-new-flat-screen-tv-ready-for-pickup-in-your-local-captains-quarter/ Eventually, CCP made it very easy to do so without needing to change any of the game data.]]
* The entire ''VideoGame/GrandTheftAuto'' franchise is one. It started life as a pretty normal racing simulator with police who pull over racers. However, the AI for the police was far too aggressive and started slamming into racers. Playtesters had much more fun dueling with the police than doing the racing, so the developers made that a core gameplay component. And a franchise was born.
* While developing necromancy for ''VideoGame/DwarfFortress'', Toady accidentally created undead from the skin and hair of a killed monster, as well as its skeleton. He figured it made as much sense as skeletons and zombies, and kept it. Nowadays undead skins and hair are among the most dangerous of all DF creatures, since they have no vitals, don't need to breathe, and don't bleed out from massive damage -- short of [[DroppedABridgeOnHim cave-in, atom-smasher]], or encasing in ice/obsidian, they ''[[ImplacableMan cannot be killed]]''. There was also one update where Toady fixed the "glitch" where meals made entirely of booze would melt below room temperature - rather than the glitch that lets you make meals entirely out of booze in the first place.
* ''[[LevelEditor Stunts/4D Sports: Driving]]'' has the sixth gear bug, invoked by racing at full tilt in the fastest car in the game and going over a ramp, accelerating to half the speed of sound and remaining that way until you let go of the throttle. Naturally this was done on purpose in many user created maps.
* ''VideoGame/GoatSimulator'' does it ''on purpose''. The game is full of deliberate bugs and glitches, probably to evoke the fun of finding physics glitches in more "serious" games. One of the selling points on its Steam store page admits that anything that doesn't crash the game is "hilarious and we're keeping it".
* In ''VideoGame/TheStanleyParable'', there were two {{Game Breaking Bug}}s in the original mod; you could close the door to your office, trapping you inside, and you can kill yourself by repeatedly jumping off of the scaffolding in the Mind Control room. Both these eventually became fully fledged endings in the HD Remake (''Reluctance'' and ''Stop Moving'', respectively).
** There's also the ability the trap yourself by stepping out of the elevator before the doors close. In HD, you can do this with the door to the boss' office, enabling another new ending.


!!Non-video game examples:
* There's a web-enabled tool for creating fonts called [[http://fontstruct.com/ Fontstruct]]. There was a glitch that enabled you to stack bricks you use to create fonts. In the version 2.0 update in 2010 they made it an actual feature.
* Traditional automatic transmissions using a fluid coupling and planetary gearset "creep" when in gear and not held against the brake. Continuously variable and dual-clutch automated manual transmissions don't have to, but are designed to anyway since that's [[CoconutEffect what drivers expect]] in a two-pedal transmission system.
** Designers have learned that without the precise low speed control from this creep or from feathering the clutch on a manual, a car becomes almost impossible to park. Even electric cars have added a creep feature despite having direct drive systems and the ability to turn power on and off at any time.
* A glitch on the adoptables site Website/UniCreatures replaced the sprite for Flarius (a standard fire-breathing dragon) with that of Caprine (a goat). Shortly afterwards, the mods released a new creature: the [[MixAndMatchCritters goat-dragon]] Capricious.
* Serious example with costly consequences: during the dark ages of early CPU designs, some [=CPUs=] either wouldn't do what they were supposed to do when fed certain instructions, or yielded completely unexpected results. This in turn forced OS programmers to anticipate those glitches to make ''their'' side of things work as designed. This phenomenon came full circle when the CPU designers were later forced to incorporate the bugs of the early [=CPUs=] just so those dubious [=OSs=] would work properly. [[ViciousCycle And so on and so forth.]] This has been one of the reasons why the x86 instruction set (used by Intel, AMD, and others) is so ludicrously huge; it contains tons and tons of Ascended Glitches.
* It doesn't stop with the {{metagame}} between CPU designer and OS programmers. Suppose you have a huge set of data stored in [[TheAllegedCar an obscure and outdated system]], the kind that has been out of production for more than a decade. You want to retrieve that data to store in a shiny new system. So you grab an instruction manual and build an emulator [[ShapedLikeItself to emulate]] the environment in which the system used to run. When you actually run it, the old system promptly crashes and lets out a strange-smelling puff of smoke (which is probably your data). Why? It's because the programmers of the old system didn't actually build their things according to the reference manual but to the behavior of the real boards-and-cables environment they had in hand. No wonder the system choked inside your environment.
* This was one of the main reasons why Windows Vista had so many problems with older software being incompatible. Vista cleaned out a lot of the bugs and glitches from previous iterations of Windows, which may have sounded great on paper, but a lot of Windows software had been built around those bugs and glitches. Most notably, Vista no longer automatically gave administrative rights to every user account -- something that many programs had taken for granted on XP and earlier versions of Windows. A lot of software needed to be patched to account for these changes.
** Compatibility mode in an operating system or browser is essentially this: turning on compatibility mode adds intentional bugs that replicate the behaviour of unintentional bugs in previous versions so software and websites designed around (or based on) those bugs works correctly.
* Just before the filming of the first regeneration on ''Series/DoctorWho'', it was discovered that a vision mixing desk was faulty in such a way that adjusting a specific control would overexpose the image. This was seized upon to create the iconic shot of William Hartnell's face dissolving into Patrick Troughton's, and by doing so, influence the visual look of almost all the other regenerations. Originally, the intention had been to have the Doctor collapse with his cloak over his face, and just pull it back to reveal he'd turned into Troughton.
* The early electro-mechanical {{pinball}} game ''Pinball/{{Contact}}'' did not include a noisemaker of any kind. As a joke at Pacific Amusement, one of the employees wired a doorbell buzzer to the Contact Switch on a demo table -- every time it was hit, owner Fred [=McClellan=] thought his phone was ringing and tried to answer it. When the bell proved to be an attention-getting device, it was added to all subsequent machines.
* In the ''TabletopGame/DungeonsAndDragons'' first edition monster manual, a typo had Mummies powered by positive energy instead of negative like other undead. This distinction was uncorrected long enough for Magazine/DragonMagazine and the fandom to pick it up and run with it, enough so that mummies being positive energy creatures was a central point in the Van Richten guide to Mummies. Many fans never knew this started as an error until it was "fixed" in 3rd Edition.
* Animation-to-fanfic example: In ''Manga/LuckyStar'', the fish that Kagami nabs at a summer festival is later shown to be living in a pond with nothing but rocks in it. Whether this was a shortcut on the animators' part or based on the assumption that such will suffice for a goldfish, it becomes a plot point in a fanfic titled ''Fanfic/{{Starbound}}''.
* In ''Disney/WreckItRalph'', Vanellope is an in-universe example. She's a glitch because [[spoiler: Turbo tried to delete her code when he became King Candy]], but through the movie she learns to control her glitching so that it's actually helpful to her. At the end, when the game resets, she actually keeps the glitch as a special character power and players in the arcade love using her because of it.
* ''Fanfic/BeatTheDrumsOfWar'' referenced a mistake by Cryptic that went {{memetic|Mutation}}. ''VideoGame/StarTrekOnline'' has long had a mistake in the title of a doff assignment, "Investigate Rumors of Klingon Intelligence". This was meant as "Klingon Intelligence has infiltrated your ship" but led to jokes about Klingons being rumored to be intelligent. Including one made by Eleya on Lae'nas III in-story.
* In ''WebVideo/VinesauceTomodachiLife'', the live-streamed nature of the series means that several errors the game has caused have been incorporated into the narrative in some way.
** In Episode 30, Vinny is watching [[NonIronicClown Clown]] hang out with a few other islanders, and sees him appear to walk through one of them. He decides that this means Clown is actually [[PosthumousCharacter a ghost]], and it's since become the most well-known aspect of his character.
** Twice, once in Episode 28 and again in Episode 54, [[spoiler:the game ends up crashing while Vinny is playing, [[ResetButton before he was able to save]]]]. Vinny has implemented this into the story by saying [[spoiler:those crashes are actually "[[AlternateUniverse dimensional splits]]" that divide the island into separate continuities]]. This also fleshed out one character, as [[spoiler:both times, [[VideoGame/TheBindingOfIsaac Isaac]] was connected to the crashes in some way, which has caused him to be characterized as a chaotic RealityWarper with an allegiance to Jesus (who has also been connected to the crashes)]].
* The 1980s game show ''Series/PressYourLuck'' had a game board with eighteen screens with values that almost always changed at the same time, but half of the screens would occasionally change out of sync with the other half. Its revival, ''Series/{{Whammy}}'', actually implements—and even amplifies—this behavior. While the screen values always change at the same time during ''[=Whammy=]''[='=]s first round, the screens change independently from each other at semi-random intervals in the second.
* When Subaru tried to put their EJ engine into the [[CoolCar Impreza WRX]] model they noticed they did not have enough room for a proper, equal length exhaust header setup. Having no choice they decided to use a less optimal unequal length headers. This reduced power and torque, but produced a very distinct burbling sound. WRX became a CultClassic among car enthusiasts for its performance, rallying achievements and of course the sound. After Subaru moved to the next generation FA engine, it finally had room for equal length headers and decided to use them. Cue cries of RuinedForever for the fandom and aftermarket companies selling (way less efficient) unequal length headers for the FA.
* A certain early IBM monitor-based terminal had an interesting bug: When downloading a new symbol set, the screen would flash green streaks, sometimes called "Green Lightning". This was intentionally not fixed, and in fact later versions of the terminal had that feature designed into it, because it served a useful purpose: telling the user that the terminal was not frozen, merely engaged in work that the user could not immediately see.
* Glitches in video game consoles that resulted from hardware limitations tend to be replicated in Video Game Emulators, often optionally, for fans who believe such glitches enhance the game or for purists who wish to emulate the game as closely as possible to how it worked on the actual console. Things like sprite flickering, slowdown when too many sprites are on the screen (which could serve as an impromptu BulletTime), and scanlines from old CRT televisions (which somewhat blurred pixels like a primitive form of anti-aliasing and is often preferred to the crisp blocky pixels on newer LCD monitors) are found in almost all emulators.