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* The Blue Moon update released early in 2018 came with a bug where throwing Mad Milk and picking it up granted the Scout infinite mid-air jumps, in exchange for getting them stuck in the Civillian pose and not letting them fire weapons. Cue the occasional sight of a birdscout infinite double-jumping away from danger and into the skybox.

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* The Blue Moon update released early in 2018 came with a bug where throwing Mad Milk and picking it up granted the Scout infinite mid-air jumps, in exchange for getting them stuck in the Civillian Civilian pose and not letting them fire weapons. Cue the occasional sight of a birdscout infinite double-jumping away from danger and into the skybox.



** Attack/Defend maps had this exploit at it's worst: an Engineer who escapes their spawn during setup time using this exploit could then go on to cap the first point, which if pulled off would result in the setup time being increased by whatever extra time is awarded when the point is capped. In the worst-case scenario, on maps with multiple stages (ex. Dustbowl), fast capping both points on the first stage would sometimes result in the BLU spawn gates being locked and never opening during the second stage, giving RED an easy win.

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** Attack/Defend maps had this exploit at it's its worst: an Engineer who escapes their spawn during setup time using this exploit could then go on to cap the first point, which if pulled off would result in the setup time being increased by whatever extra time is awarded when the point is capped. In the worst-case scenario, on maps with multiple stages (ex. Dustbowl), fast capping both points on the first stage would sometimes result in the BLU spawn gates being locked and never opening during the second stage, giving RED an easy win.


* Mann vs Machine had a glitch where, if you buy a canteen to grant somethign like ubercharge or crits, go outside of spawn, unequip it, go back to spawn, use your canteen, then purchase another boost, your ubercharge/crits/whatever become permanent until round failure.

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* Mann vs Machine had a glitch where, if you buy a canteen to grant somethign something like ubercharge or crits, go outside of spawn, unequip it, go back to spawn, use your canteen, then purchase another boost, your ubercharge/crits/whatever become permanent until round failure.

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* An amusing glitch occurs in ''VideoGame/Borderlands3'' when fighting Lavender Crawley, the first of Hammerlock's optional creature hunts. Hitting her with something that causes knockback like a grenade or powerful shotgun can cause her ragdolling body to rise high into the air and shoot off into the distance. After about 15 seconds, Hammerlock will chime in to congratulate you on the kill, which you only got because Lavender evidently reached the boundary of the map and died.

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** The "Yellow Sniper" glitch, only obtainable in the ''Claptastic Voyage'' DLC, occurs when wielding (appropriately enough) a glitch-type weapon found in this campaign. By using a glitch Jakobs sniper rifle a reloading it until it switches to yellow mode (auto-firing, chance to not consume ammo), then switching to another weapon applies this effect to ALL your weapons. Combine this with a fast firing Jakobs pistol and you can shoot faster than with any other gun in the game, akin to using a turbo button. Combined with Nisha who specialises in pistols and can wield two at once and you can wreck absolutely everything in the game in seconds.


* Rareware's legendary UsefulNotes/{{Nintendo 64}} shooter ''VideoGame/{{GoldenEye|1997}}'' has a particularly hilarious glitch that, when triggered, makes the character models fidget erratically, along with the vehicle models. [[https://www.youtube.com/watch?v=AQIeTjUbqFI&feature=kp Combine this with some catchy dance music]], and you've got some serious MemeticMutation going on. '''''[[https://www.youtube.com/watch?v=h3quTc2-GyM GET]] [[https://www.youtube.com/watch?v=FDW3jXcOBzo DOWN!]]'''''
** That was a result of cartridge tilting, which is where you lift one side of the N64 cartridge out of the slot, screwing with the communication between the cartridge and N64. This can cause damage to either the game or the console, but common side effects are often amusing, including screwing up object/character part orientations, scrambling text, and garbling sound. Do a search on Youtube.

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* Rareware's legendary UsefulNotes/{{Nintendo 64}} shooter ''VideoGame/{{GoldenEye|1997}}'' has a particularly hilarious glitch that, when triggered, makes the character models fidget erratically, along with the vehicle models. [[https://www.youtube.com/watch?v=AQIeTjUbqFI&feature=kp Combine this with some catchy dance music]], and you've got some serious MemeticMutation going on. '''''[[https://www.youtube.com/watch?v=h3quTc2-GyM GET]] [[https://www.youtube.com/watch?v=FDW3jXcOBzo DOWN!]]'''''
** That
DOWN!]]''''' This was a result of cartridge tilting, which is where you lift achieved by slightly lifting one side of the N64 game cartridge out of the slot, screwing with the causing a communication error between the cartridge game and N64.console. This can cause damage to either the game or the console, but common side effects are often amusing, including screwing up object/character part orientations, scrambling text, and garbling sound. Do a search on Youtube.


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** ''Goldeneye'' also had a cool glitch involving the "All Guns" cheat. If you cycle between your weapons in a certain way, it was possible to dual wield two completely different weapons. This even includes the Watch Laser where you can use that and a second weapon, showing Bond holding a weapon in his left hand while the right hand with the laser magically has two hands.

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*** Furthermore, this glitch works on all guns with a reload effect. Including talking guns, including one that talks on every single shot fired but has a unique line for reloading. Marvel as none of your guns shut up until you save and quit.


** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise, the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die instantly''.[[note]]600 Anarchy stacks gives you a ''1,050 %'' damage increase.[[/note]] You can go one step further, as one of the earliest of her skills you can unlock makes rounds fire sometimes hit even if they miss, although at half damage. Fully upgraded, each shot has a 50% chance of hitting no matter where it lands. Half damage is pretty meaningless with a 1050% damage boost, so you can just endlessly fire and unleash a storm of death on everything in the area.

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** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise, the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die instantly''.[[note]]600 Anarchy stacks gives you a ''1,050 %'' damage increase.[[/note]] You can go one step further, as one of the earliest of her skills you can unlock makes rounds fire fired sometimes hit even if they miss, although at half damage. Fully upgraded, each shot has a 50% chance of hitting no matter where it lands. Half damage is pretty meaningless with a 1050% damage boost, so you can just endlessly fire and unleash a storm of death on everything in the area.


** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise, the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die instantly''.[[note]]600 Anarchy stacks gives you a ''1,050 %'' damage increase.[[/note]]

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** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise, the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die instantly''.[[note]]600 Anarchy stacks gives you a ''1,050 %'' damage increase.[[/note]][[/note]] You can go one step further, as one of the earliest of her skills you can unlock makes rounds fire sometimes hit even if they miss, although at half damage. Fully upgraded, each shot has a 50% chance of hitting no matter where it lands. Half damage is pretty meaningless with a 1050% damage boost, so you can just endlessly fire and unleash a storm of death on everything in the area.

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* Especially thanks to the many aforementioned bugs, a video on youtube explains how [[https://www.youtube.com/watch?v=o78DzBJ4Rv8 it is possible to win the entire original Doom without firing a single shot]].


*** Another bug with the gunship is how they decide what to shoot at with their auto-turret. They're programmed to target what they consider the most dangerous threat they can see, and the player is supposed to be the biggest threat they can possibly see - what the devs hadn't expected was for [[ArtificialBrilliance the gunship's AI to decide]] that a rocket-propelled grenade fired ''by'' the player is an even ''bigger'' threat, and actually try to shoot it down. This was left in to add to the challenge in fighting them, forcing players to take advantage of the RPG's [[{{Roboteching}} guidance system by circling their rockets around and taking other odd paths]] to keep them from being shot down.

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*** Another bug with the gunship is how they decide what to shoot at with their auto-turret. They're programmed in a rather simple fashion, simply to target what they consider the most dangerous threat they can see, and the see. The player is supposed to be the biggest threat they can possibly see - see, but what the devs hadn't expected was for [[ArtificialBrilliance the gunship's AI to decide]] that a rocket-propelled grenade fired ''by'' the player getting in closer than the player could to it is an even ''bigger'' threat, and actually try to shoot it down. This was left in to add to the challenge in fighting them, forcing players to fire while the gunship is facing away and/or take advantage of the RPG's [[{{Roboteching}} guidance system by circling their rockets around and taking other odd paths]] to keep them from being shot down.



** In the version of the Source Engine that games in the Orange Box run on, Valve added a feature that was intended to nerf bunny hopping by applying force to slow you down whenever you're moving too fast. However, it's possible to trick the engine into applying the force in the wrong direction. And due to the fact that you're now moving even faster than before, the next time you hop engine applies a stronger force. Which lead to the creation of [[https://www.youtube.com/watch?v=pBql39nXmno&t=37s Accelerated Back Hopping]], which allows players to get [[{{Irony}} more speed than they could ever hope to get with bunny hopping]] alone. [[NiceJobBreakingItHero Nice job fixing that, Valve.]]

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** In the version of the Source Engine that games in the Orange Box run on, Valve added a feature that was intended to nerf bunny hopping by applying force to slow you down whenever you're moving too fast. However, it's possible to trick the engine into applying the force in the wrong direction. And due to the fact that you're now moving even faster than before, the next time you hop engine applies a stronger force. Which lead to the creation of [[https://www.youtube.com/watch?v=pBql39nXmno&t=37s Accelerated Back Hopping]], which allows players to get [[{{Irony}} more speed than they could ever hope to get get]] with bunny hopping]] hopping alone. [[NiceJobBreakingItHero Nice job fixing that, Valve.]]



** It was also possible to beat one level in three seconds. When you spawned, you could see the map's goal (The Eye) twinkling off in the distance. Down two speed potions, run like hell towards it, and jump with a mighty jump. Then walk out the exit, located about twelve steps away. Since the level also had those damn zombies you couldn't hide from (or kill without holy water or fire arrows) this was a hell of a lot more fun.

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** It was also possible to beat one level in three seconds. When you spawned, you could see the map's goal (The Eye) twinkling off in the distance. Down two speed potions, run like hell towards it, and jump with a mighty jump. Then walk out the exit, located about twelve steps away. Since the level also had those damn zombies you couldn't hide from (or kill without holy water or fire arrows) this was a hell of a lot more fun.fun, too.



* ''VideoGame/JediKnightJediAcademy'' has the same issue. It's entirely possible to kill about half of the game's bosses by standing where you start the battle, using Sense, and firing an automatic weapon at their face until they die. The only boss this is viable on but not guaranteed to work against are the Kothos twins who accompany Rosh, since the latter is, as a lightsaber-wielding opponent, aggressive enough that he'll sometimes approach you on his own before you can kill off his buddies.

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* ''VideoGame/JediKnightJediAcademy'' has the same issue. It's entirely possible to kill about half of the game's bosses by standing where you start the battle, using Sense, and firing an automatic weapon at their face until they die. The There are only boss two bosses that this is viable on but not guaranteed to work against are against, one being the commander of the Remnant garrison on Dosuun (since he'll at least fire at you with his concussion rifle, though with such ridiculously bad accuracy that it usually works) and Rosh with [[FlunkyBoss the Kothos twins who accompany twins]] at Vjun (since Rosh, since the latter is, as a lightsaber-wielding opponent, is aggressive enough that he'll sometimes approach you on his own before you can kill off his buddies.buddies).



** ''Jedi Academy'' also has a glitch relating to Force Grip, where on rare occasions, enemies killed with it will [[http://img502.imageshack.us/img502/9431/stormtrooper.gif float a foot above the ground, flailing about as though they're falling to their death]] until their body fades. [[https://www.youtube.com/watch?v=_A01n6qeL7A Can happen to the player too]], if they die from falling a really long way.

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** ''Jedi Academy'' also has a glitch relating to death by falling damage, particularly long falls or through being tossed into the ground really fast with Force Grip, where on rare occasions, enemies killed with it will [[http://img502.imageshack.us/img502/9431/stormtrooper.gif float a foot above the ground, flailing about as though they're falling character's animations never catch on to the fact that they stopped falling, leaving their death]] until their body fades. bodies to [[https://www.youtube.com/watch?v=_A01n6qeL7A Can happen to float a foot above the player too]], if they die from falling a really long way.ground]], continuing to flail about.



* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' is coded so that picking up a new weapon gives a lot more ammunition than picking up a second copy of a weapon you already have as a refill (generally two or three full mags for a completely new weapon, versus at most one full mag for copies left around the map and half or less of one for copies dropped by an enemy). However, that amount if determined when you pick up the weapon and remains the same even if you drop it and pick it up again. A sneaky player can, with a nearly empty SMG and three more on the ground, drop his currently equipped SMG, then pick up one of those three [=SMGs=] to force the game to consider it a "new weapon" with more ammo in it. Then pick the first SMG back up to combine their ammo and repeat the process for the other [=SMGs=], until you've picked up every gun. This results in a lot more ammunition for the player than was intended by the developer. The glitch still works in ''F.E.A.R. 2'', though is much harder to take advantage of between the fact that the ability to just drop weapons without picking up a new one was removed, and there are fewer separate weapon pickups overall with the addition of actual separate ammo pickups.

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* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' is coded so that picking up a new weapon gives a lot more ammunition than picking up a second copy of a weapon you already have as a refill (generally two or three full mags for a completely new weapon, versus at most one full mag for copies left around the map and half or less of one for copies dropped by an enemy). However, that amount if determined when you pick up the weapon and remains the same even if you drop it and pick it up again. A sneaky player can, with a nearly empty SMG and three more on the ground, drop his currently equipped SMG, then pick up one of those three [=SMGs=] to force the game to consider it a "new weapon" with more ammo in it. Then pick the first SMG back up to combine their ammo and repeat the process for the other [=SMGs=], until you've picked up every gun. This results in a lot more ammunition for the player than was intended by the developer. The glitch still works in ''F.E.A.R. 2'', though is much harder to take advantage of between the fact that the ability to just drop weapons without picking up a new one was removed, and there are fewer separate weapon pickups overall with the addition of actual separate ammo pickups.



** The dev team behind the expansions wasn't quite as up to snuff with what the engine was capable of as the team behind the original game, and it shows in some places, particularly in the way you can break some scare sequences. For instance, a section in ''Extraction Point'' where Alma appears from behind a window has a very specific trigger point for playing the sound clip it's supposed to play and causing her to fade away, so if you come up to that part of the room from the wrong angle you can just watch her stare out at you. Another sequence in ''Perseus Mandate'' where Paxton Fettel explains some of his past to you likewise assumes you will open the doors in a specific order from left to right - go out of order and you'll see what you're supposed to see, without any of Fettel's dialogue until you go back to the point you were supposed to start from.



** Because of how the navigation meshes (determines how the AI can move around the map) are made, sometimes they aren't perfect. Depending on where you stand, you can cause the infected to suddenly become oblivious to you, even if you are only a few feet away from them. This is because AI zombies are programmed to chase and attack on you sight but they will suddenly just stop and flail about if they think they can't physically reach you. This can happen on the most mundane objects such as a table.

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** Because of how the navigation meshes (determines how the AI can move around the map) are made, sometimes they aren't perfect. Depending on where you stand, you can cause the infected to suddenly become oblivious to you, even if you are only a few feet away from them. This is because AI zombies are programmed to chase and attack on you sight but they will suddenly just stop and flail about if they think they can't physically reach you. This can happen on the most mundane objects such as a table. Conversely, the way they're designed to simply rush straight towards you also means they have a tendency to try climbing over any object they're coded as being able to climb over if that object is anywhere in the general area of a straight line between you and them. You can even see it in the trailer/opening cinematic, in a shot where several infected are barreling down on the survivors, and one of said infected starts climbing up a ''light pole'' for no reason.



** ''VideoGame/KillingFloor2'' is mostly free of glitches in this manner, but sometimes something in a weapon's animations will break during Zed Time, and for the rest of the game your weapon will have bolt/charging handle/whatever stuck midway through its firing animation. This can lead to odd results such as the M4 shotgun's bolt being locked rearward, and the chamber-checking animation having the shell pull out of the chamber slightly entirely by magic, or the SCAR rifle's bolt being locked closed, thus causing the bullet in the chamber to clip through it during a chamber-checking animation.

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** ''VideoGame/KillingFloor2'' is mostly free of glitches in this manner, but sometimes something in a weapon's animations will break during Zed Time, and for the rest of the game your weapon will have its bolt/charging handle/whatever stuck midway through its firing animation. This can lead to odd results such as the M4 shotgun's bolt being locked rearward, and the chamber-checking animation having the shell pull out of the chamber slightly entirely by magic, or the SCAR rifle's bolt being locked closed, thus causing the bullet in the chamber to clip through it during a chamber-checking animation.



** The unmodified game still allows for a few silly and helpful bugs, particularly that instant-death fire, in situations such as escaping the library on Tuesday, can be rendered harmless (well, still harmful, but not instant-death harmful) by setting yourself on fire in a normal manner like a Molotov.



** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise, the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die instantly''. [[note]] 600 Anarchy stacks gives you a ''1,050 %'' damage increase. [[/note]]

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** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise, the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die instantly''. [[note]] 600 [[note]]600 Anarchy stacks gives you a ''1,050 %'' damage increase. increase.[[/note]]


* Another MookMaker enemy introduced in Doom 2 is the Pain Elemental, which can't hurt the player directly; it floats around spitting out Lost Souls, flaming skull enemies from the original game, and releases three when it dies. However, if there are too many Lost Souls already active (about 20), the Pain Elemental won't be able to spawn any more Lost Souls; it just floats around doing its spitting animation but not achieving anything. In some cases players will exploit this by intentionally killing as few Lost Souls as possible along the way to a tricky area with many Pain Elementals, rendering the area much easier by making it impossible for them to spawn more. This is also useful in 100% kill runs in the console versions[[note]]PC versions as of ''Doom'' v1.666 don't count Lost Souls towards the kill percentage, but the console versions are based on the code for the UsefulNotes/AtariJaguar port, which still does as it predates the release of ''Doom II'') to reduce the number of 'extra' Lost Souls the player has to hunt down and kill.

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* Another MookMaker enemy introduced in Doom 2 is the Pain Elemental, which can't hurt the player directly; it floats around spitting out Lost Souls, flaming skull enemies from the original game, and releases three when it dies. However, if there are too many Lost Souls already active (about 20), the Pain Elemental won't be able to spawn any more Lost Souls; it just floats around doing its spitting animation but not achieving anything. In some cases players will exploit this by intentionally killing as few Lost Souls as possible along the way to a tricky area with many Pain Elementals, rendering the area much easier by making it impossible for them to spawn more. This is also useful in 100% kill runs in the console versions[[note]]PC versions as of ''Doom'' v1.666 don't count Lost Souls towards the kill percentage, but the console versions are based on the code for the UsefulNotes/AtariJaguar port, which still does as it predates the release of ''Doom II'') II''[[/note]] to reduce the number of 'extra' Lost Souls the player has to hunt down and kill.



* Valve's Achievements have their fair share of bugs, but one in particular stands out the Identity Theft Achievement is a Spy Achievement that is given for backstabbing the enemy you're disguised as. Stabbing someone with the Your Eternal Reward awards you this Achievement instantly.

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* Valve's Achievements achievements have their fair share of bugs, but one in particular stands out the Identity Theft Achievement achievement is a Spy Achievement achievement that is given for backstabbing the enemy you're disguised as. Stabbing someone with the Your Eternal Reward Reward, which instantly disguises you as your victim, awards you this Achievement achievement instantly.


** There's also the [[http://doomwiki.org/wiki/Barrel_suicide barrel suicide glitch]] in earlier versions of ''Doom''. To wit, a monster that is injured (but not killed) by an exploding barrel will retaliate against whatever caused the barrel to explode, in the first place. If it was a fellow creature, it'll attack that monster. If it ''itself'' destroyed the barrel that injured it, it'll attack ''itself'', either going berserk with their projectile attacks (with the zombie monsters) or "tearing themselves apart" with their melee attacks (with most other demons). While fixed in latter versions of the game, it brings in a new facet to the classic infighting strategies inherent to the game.
** In the final level of DOOM II, [=MAP30=]: Icon Of Sin, the final boss spawns enemies to do his dirty work. If the map is played on the ''Nightmare!'' difficulty or with the respawning enemies-flag, the monsters will respawn ''outside'' the level harmlessly. This can make the difficulty of the final level slightly easier than if the enemies actually were resurrected where they could hurt you again.
** The grand-daddy of good bad bugs in Doom is [[DiagonalSpeedBoost strafe-running]], which every Doom player ever has done since about two weeks after the game came out: due to a fairly simplistic physics engine, instead of running straight in the direction you want to go, it's faster (nearly root 2 times faster) to face at an angle away from the direction you want to go, and strafe towards your destination while running forward - for example, turn 40 degrees to the right, then run forward and strafe to the left.

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** * There's also the [[http://doomwiki.org/wiki/Barrel_suicide barrel suicide glitch]] in earlier versions of ''Doom''. To wit, a monster that is injured (but not killed) by an exploding barrel will retaliate against whatever caused the barrel to explode, in the first place. If it was a fellow creature, it'll attack that monster. If it ''itself'' destroyed the barrel that injured it, it'll attack ''itself'', either going berserk with their projectile attacks (with the zombie monsters) or "tearing themselves apart" with their melee attacks (with most other demons). While fixed in latter later versions of the game, it brings in a new facet to the classic infighting strategies inherent to the game.
** * In the final level of DOOM II, ''Doom II'', [=MAP30=]: Icon Of Sin, the final boss spawns enemies to do his dirty work. If the map is played on the ''Nightmare!'' difficulty or with the respawning enemies-flag, the monsters will respawn ''outside'' the level harmlessly. This can make the difficulty of the final level slightly easier than if the enemies actually were resurrected where they could hurt you again.
** * The grand-daddy of good bad bugs in Doom ''Doom'' is [[DiagonalSpeedBoost strafe-running]], which every Doom ''Doom'' player ever has done since about two weeks after the game came out: due to a fairly simplistic physics engine, instead of running straight in the direction you want to go, it's faster (nearly root 2 times faster) to face at an angle away from the direction you want to go, and strafe towards your destination while running forward - for example, turn 40 degrees to the right, then run forward and strafe to the left.



** The original Doom engine is intended to make it impossible for the player to pass through any gap up to 32 units in size, but in fact, any gap between two walls which is exactly 32 units in size can be glitched through with trial and error. For a long time this was thought to only be possible where one edge of the gap is made up by a corner, but in fact the trick can even be pulled off when there is no wall to 'lean' against, it's just harder. This trick is used in many speedruns, though (as with many such tricks) it sometimes reduces interesting runs to boring-yet-frustrating competitions of which runner can trigger a glitch faster.
** Similarly, there are several levels in both Doom and Doom 2 designed with the expectation that a player will not be able to grab an item on a low and quite small raised platform without finding a way to get on top of the platform, but in fact it is possible to grab the item by running into the platform at a precise alignment, or rubbing alongside it. The classic example of this is the platform in the penultimate room of Doom 2's first level, which contains a powerful weapon in multiplayer mode; the intended method of accessing this weapon is to activate an elevator platform behind it, stand on it and wait for it to rise, and then jump onto the weapon, but in fact, all moderately skilled players simply 'bump' the platform to get the weapon.

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** * The original Doom engine is intended to make it impossible for the player to pass through any gap up to 32 units in size, but in fact, any gap between two walls which is exactly 32 units in size can be glitched through with trial and error. For a long time this was thought to only be possible where one edge of the gap is made up by a corner, but in fact the trick can even be pulled off when there is no wall to 'lean' against, it's just harder. This trick is used in many speedruns, though (as with many such tricks) it sometimes reduces interesting runs to boring-yet-frustrating competitions of which runner can trigger a glitch faster.
** Similarly, there are several levels in both Doom ''Doom'' and Doom 2 ''Doom II'' designed with the expectation that a player will not be able to grab an item on a low and quite small raised platform without finding a way to get on top of the platform, but in fact it is possible to grab the item by running into the platform at a precise alignment, or rubbing alongside it. The classic example of this is the platform in the penultimate room of Doom 2's first level, which contains a powerful weapon in multiplayer mode; the intended method of accessing this weapon is to activate an elevator platform behind it, stand on it and wait for it to rise, and then jump onto the weapon, but in fact, all moderately skilled players simply 'bump' the platform to get the weapon.



*** The same idea also allows monsters to unlock key doors that are only locked from one side - the monster bumps into the door, which allows its collision box to go through the door, causing it to open when they move away. The faster a monster is, the thicker doors they can open by this method; it's extremely rare outside of custom maps, however, as only a few doors in the original games are locked from just one side, and in almost all of these cases the locked side is within spitting distance of its key.
** The aforementioned archvile enemy can also attack the player directly; any time the player is in the archvile's line of sight it can cause a magic flame to start burning around the player. A short time later, if the player doesn't manage to get out of the archvile's line of sight, the flame 'explodes' and the player takes significant damage...and is also thrown into the air. This mechanic can be exploited to perform an 'archvile jump' to cross a gap or reach an area which would usually be inaccessible, another trick used in several speedruns.
** Another MookMaker enemy introduced in Doom 2 is the Pain Elemental, which can't hurt the player directly; it floats around spitting out Lost Souls, flaming skull enemies from the original game, and releases three when it dies. However, if there are too many Lost Souls already active (about 20), the Pain Elemental won't be able to spawn any more Lost Souls; it just floats around doing its spitting animation but not achieving anything. In some cases players will exploit this by intentionally killing as few Lost Souls as possible along the way to a tricky area with many Pain Elementals, rendering the area much easier by making it impossible for them to spawn more. This is also useful in 100% kill runs to reduce the number of 'extra' Lost Souls the player has to hunt down and kill.
** ''Doom'''s engine handles {{hitscan}} weapons in such a way that the first shot is always perfectly accurate with subsequent shots deviating, resetting after a short time with no shots fired. Skilled players can use this quirk to snipe enemies with the chaingun, a weapon that is usually horribly inaccurate at long ranges.
** The way the engine handles usable switches or doors is also ripe for exploitation. [[http://doomwiki.org/wiki/Linedefs_can_be_activated_regardless_of_player%27s_Z_position The game does not care whether the player is at the same level as the object]], so long as they can reach the wall it's on they can activate it. One level in ''VideoGame/{{Hacx}}'' in particular can be completed in one second because the exit switch is, while initially hidden, right next to where the player spawns - all they need to do is turn around and hit the use key at the air behind them, and they'll trigger it.
** The ''VideoGame/BrutalDoom'' mod has a particularly hilarious one. The invisible tracer spawned by the Offend command (used for "hit" detection when attempting to piss off demons) can trigger linedefs... which means it's possible to tell certain impact-activated doors and switches to go fuck themselves, ''[[SugarWiki/FunnyMoments and they will open]]''.
*** It gets better than that -- for all intents and purposes, the tracer is treated the exact same as firing a bullet. One that's [[CherryTapping slow to fire and deals next to no damage]], but it's still damage. This can lead to stopping a charging Lost Soul in its tracks by swearing at it, or even [[https://www.youtube.com/watch?v=Q_yv8j7JmTw killing enemies with low-enough health by flipping them off]].
* ''Doom 64'' runs on an engine that is still similar to, but noticeably distinct from, that of the original games. One of its new additions is scripting, allowing for all sorts of cool things like views through security cameras and the player's view shifting from first-person to third-person. One of the downsides to this, however, is that only one script can run at a time - until that script finishes playing out, any future scripts will simply ignore being triggered. In particular, this allows you to beat the BrutalBonusLevel, "Hectic", without fighting a single enemy. Normally, the red and blue keys trigger scripts that begin ambushes (lowering walls to reveal arachnotrons and then lowering the ceiling over almost all of the room one time once they're dead for the red key, draining the damaging liquid in the room and lowering far walls to reveal hell knights for the blue key), but there are also several pickups in the starting room that trigger inescapable deathtraps if you go for them. The green and blue armor are straight to the point, respectively just crushing you or blowing you up, but the Soulsphere takes its time trapping you in place and very slowly lowering a sequence of crushers, from the far edge of the room all the way to right on top of you, to let you know just how badly you fucked up - but if you abuse collision detection to just barely edge yourself into grabbing the Soulsphere without getting trapped when the floor around it lowers, you can take advantage of that long script to rush to grab the keys while their scripts are being preempted.

to:

*** ** The same idea also allows monsters to unlock key doors that are only locked from one side - the monster bumps into the door, which allows its collision box to go through the door, causing it to open when they move away. The faster a monster is, the thicker doors they can open by this method; it's extremely rare outside of custom maps, however, as only a few doors in the original games are locked from just one side, and in almost all of these cases the locked side is within spitting distance of its key.
** * The aforementioned archvile enemy can also attack the player directly; any time the player is in the archvile's line of sight it can cause a magic flame to start burning around the player. A short time later, if the player doesn't manage to get out of the archvile's line of sight, the flame 'explodes' and the player takes significant damage... and is also thrown into the air. This mechanic can be exploited to perform an 'archvile jump' to cross a gap or reach an area which would usually be inaccessible, another trick used in several speedruns.
** * Another MookMaker enemy introduced in Doom 2 is the Pain Elemental, which can't hurt the player directly; it floats around spitting out Lost Souls, flaming skull enemies from the original game, and releases three when it dies. However, if there are too many Lost Souls already active (about 20), the Pain Elemental won't be able to spawn any more Lost Souls; it just floats around doing its spitting animation but not achieving anything. In some cases players will exploit this by intentionally killing as few Lost Souls as possible along the way to a tricky area with many Pain Elementals, rendering the area much easier by making it impossible for them to spawn more. This is also useful in 100% kill runs in the console versions[[note]]PC versions as of ''Doom'' v1.666 don't count Lost Souls towards the kill percentage, but the console versions are based on the code for the UsefulNotes/AtariJaguar port, which still does as it predates the release of ''Doom II'') to reduce the number of 'extra' Lost Souls the player has to hunt down and kill.
** Pain Elementals also need a certain amount of free space in their immediate vicinity to spawn Lost Souls, otherwise those Lost Souls will die on spawning. Generally this just takes the form of making a Pain Elemental harmless by running directly into its face (since launching Lost Souls is its ''only'' attack) or a Pain Elemental failing to spawn live Lost Souls on death because they clip into a wall and die on spawning - but sometimes these Lost Souls can be thrown through walls or other linedefs that are supposed to block monsters if they're thrown out at an angle that is perpendicular to that wall, which can result in Lost Souls spawning ''outside'' of the map. On the PC version this isn't too much of an issue, since it doesn't screw you out of 100% kills, but their constant patrolling sounds can make it difficult to hear other monsters in the level, especially in console versions that make most of the monsters sound the same.
*
''Doom'''s engine handles {{hitscan}} weapons in such a way that the first shot is always perfectly accurate with subsequent shots deviating, resetting after a short time with no shots fired. Skilled players can use this quirk to snipe enemies with the chaingun, a weapon that is usually horribly inaccurate at long ranges.
** * The way the engine handles usable switches or doors is also ripe for exploitation. [[http://doomwiki.org/wiki/Linedefs_can_be_activated_regardless_of_player%27s_Z_position The game does not care whether the player is at the same level as the object]], so long as they can reach the wall it's on they can activate it. One level in ''VideoGame/{{Hacx}}'' in particular can be completed in one second because the exit switch is, while initially hidden, right next to where the player spawns - all they need to do is turn around and hit the use key at the air behind them, and they'll trigger it.
** * The ''VideoGame/BrutalDoom'' mod has a particularly hilarious one. The invisible tracer spawned by the Offend command (used for "hit" detection when attempting to piss off demons) can trigger linedefs... which means it's possible to tell certain impact-activated doors and switches to go fuck themselves, ''[[SugarWiki/FunnyMoments and they will open]]''.
*** ** It gets better than that -- for all intents and purposes, the tracer is treated the exact same as firing a bullet. One that's [[CherryTapping slow to fire and deals next to no damage]], but it's still damage. This can lead to stopping a charging Lost Soul in its tracks by swearing at it, or even [[https://www.youtube.com/watch?v=Q_yv8j7JmTw killing enemies with low-enough health by flipping them off]].
* ''Doom 64'' runs on an engine that is still similar to, but noticeably distinct from, that of the original games. One of its new additions is scripting, allowing for all sorts of cool things like views through security cameras and the player's view shifting from first-person to third-person. One of the downsides to this, however, is that only one script can run at a time - until that script finishes playing out, any future scripts will simply ignore being triggered. In particular, this allows you to beat the BrutalBonusLevel, "Hectic", without fighting a single enemy. Normally, the red and blue keys trigger scripts that begin ambushes (lowering walls to reveal arachnotrons and then lowering the ceiling over almost all of the room one time once they're dead for the red key, draining the damaging liquid in the room and lowering far walls to reveal hell knights for the blue key), but there are also several pickups in the starting room that trigger inescapable deathtraps if you go for them. The green and blue armor are straight to the point, respectively just crushing you or blowing you up, but the Soulsphere takes its time trapping you in place and very slowly lowering a sequence of crushers, from the far edge of the room all the way to right on top of you, to let you know just how badly you fucked up - but if you abuse collision detection to just barely edge yourself into grabbing the Soulsphere without getting trapped when the floor around it lowers, you can take advantage of that long script to rush to through the rest of the level and grab the keys while their ambush scripts are being preempted.


** The ''VideoGame/BrutalDoom'' mod has a particularly hilarious one. The invisible tracer spawned by the Offend command (used for "hit" detection when attempting to piss off demons) can trigger linedefs... which means it's possible to tell certain impact-activated doors and switches to go fuck themselves, ''[[CrowningMomentOfFunny and they will open]]''.

to:

** The ''VideoGame/BrutalDoom'' mod has a particularly hilarious one. The invisible tracer spawned by the Offend command (used for "hit" detection when attempting to piss off demons) can trigger linedefs... which means it's possible to tell certain impact-activated doors and switches to go fuck themselves, ''[[CrowningMomentOfFunny ''[[SugarWiki/FunnyMoments and they will open]]''.



** When pseudodogs charge towards you and attack, there is a very small chance that the physics engine will glitch and you will be [[CrowningMomentOfFunny propelled several hundred meters straight up at high speed]]. This has never been fixed despite having been present since the first game was released.

to:

** When pseudodogs charge towards you and attack, there is a very small chance that the physics engine will glitch and you will be [[CrowningMomentOfFunny [[SugarWiki/FunnyMoments propelled several hundred meters straight up at high speed]]. This has never been fixed despite having been present since the first game was released.


** The second part of the Hoth level punctuates the area almost immediately before the boss fight with a setpiece where you find a tauntaun being attacked by a wampa. With some skill and Force Speed you can kill the wampa before it kills the tauntaun, and promptly ride that tauntaun into the battle. Since the game didn't expect you to do this, the cutscene will work as normally except for a random tauntaun just being ''there'' next to your character during it. And for good measure, sometimes using the tauntaun in the battle will result in, if the tauntaun is killed under you while you're right next to the boss, you two clipping into each other and unable to move, leaving her almost completely defenseless as you simply whack at her head from above.



* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' is coded so that picking up a new weapon gives a lot more ammunition than picking up a second copy of a weapon you already have as a refill (generally two or three full mags for a completely new weapon, versus at most one full mag for an untended copy of a weapon and half or less of one for a copy dropped by an enemy). However, that amount if determined when you pick up the weapon and remains the same even if you drop it and pick it up again. A sneaky player can, with a nearly empty SMG and three more on the ground, drop his currently equipped SMG, then pick up one of those three [=SMGs=] to force the game to consider it a "new weapon" with more ammo in it. Then pick the first SMG back up to combine their ammo and repeat the process for the other [=SMGs=], until you've picked up every gun. This results in a lot more ammunition for the player than was intended by the developer. The glitch still works in ''F.E.A.R. 2'', though is much harder to take advantage of between the fact that the ability to just drop weapons without picking up a new one was removed, and fewer separate weapon pickups overall with the addition of actual separate ammo pickups.

to:

* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' is coded so that picking up a new weapon gives a lot more ammunition than picking up a second copy of a weapon you already have as a refill (generally two or three full mags for a completely new weapon, versus at most one full mag for an untended copy of a weapon copies left around the map and half or less of one for a copy copies dropped by an enemy). However, that amount if determined when you pick up the weapon and remains the same even if you drop it and pick it up again. A sneaky player can, with a nearly empty SMG and three more on the ground, drop his currently equipped SMG, then pick up one of those three [=SMGs=] to force the game to consider it a "new weapon" with more ammo in it. Then pick the first SMG back up to combine their ammo and repeat the process for the other [=SMGs=], until you've picked up every gun. This results in a lot more ammunition for the player than was intended by the developer. The glitch still works in ''F.E.A.R. 2'', though is much harder to take advantage of between the fact that the ability to just drop weapons without picking up a new one was removed, and there are fewer separate weapon pickups overall with the addition of actual separate ammo pickups.



** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die instantly''. [[note]] 600 Anarchy stacks gives you a ''1,050 %'' damage increase. [[/note]]

to:

** If you get Gaige's Anarchy up high enough (>550, only possible with the Slayer of Terramorphous) and use a weapon that's low-accuracy to begin with (less than 30), her accuracy will apparently make a RealityBreakingParadox, break the game, and enter the territory of EpicFail. The targeting reticule (which should, at this point, be the entire screen) will shrink to a pinpoint, but instead of being incredibly precise precise, the bullets will follow no logic whatsoever. Bullets fly perpendicular, land behind you, or even zigzag in midair. Anything you hit is bound to be an accident, and also bound to ''die instantly''. [[note]] 600 Anarchy stacks gives you a ''1,050 %'' damage increase. [[/note]]



** The Jupiter factory complex in ''Call of Pripyat'' was originally supposed to be a major Monolith base. However, a spawning bug made all the Monolith troops disappear, leaving only a few pesudodogs and hidden anomalies in the (fully modeled and explorable) buildings. This also has the effect of [[NothingIsScarier making the whole area incredibly creepy and memorable]] [[ParanoiaFuel due to it being dark and deserted]]. Some mods, most notably S.M.R.T.E.R, fix this bug.

to:

** The Jupiter factory complex in ''Call of Pripyat'' was originally supposed to be a major Monolith base. However, a spawning bug made all the Monolith troops disappear, leaving only a few pesudodogs and hidden anomalies in the (fully modeled and explorable) buildings. This also has the effect of [[NothingIsScarier making the whole area incredibly creepy creepy]] and memorable]] [[ParanoiaFuel due to more memorable than it being dark and deserted]].would have been with any humans in it]]. Some mods, most notably S.M.R.T.E.R, fix this bug.


* ''Doom 64'' runs on an engine that is still similar to, but noticeably distinct from, that of the original games. One of its new additions is scripting, allowing for all sorts of cool things like views through security cameras and the player's view shifting from first-person to third-person. One of the downsides to this, however, is that only one script can run at a time - until that script finishes playing out, any future scripts will simply ignore being triggered. In particular, this allows you to beat the BrutalBonusLevel, "Hectic", without fighting a single enemy. Normally, the red and blue keys trigger scripts that begin ambushes (lowering walls to reveal arachnotrons and then lowering the ceiling over almost all of the room one time once they're dead for the red key, draining the damaging liquid in the room and lowering far walls to reveal hell knights for the blue key), but there are also several pickups in the starting room that trigger inescapable deathtraps if you go for them. The green and blue armor are straight to the point, respectively just crushing you or blowing you up, but the Soulsphere takes its time trapping you in place and very slowly lowering a sequence of crushers, from the far edge of the room all the way to right on top of you, to let you know just how badly you fucked up - but if you abuse collision detection to just barely edge yourself into grabbing the Soulsphere without getting trapped when the floor around it lowers, you can take advantage of that long script to rush to grab the keys while their scripts are being preempted.



* Mann vs Machine had a glitch where, if you buy an ubercharge canteen, go outside of spawn, unequip it, go back to spawn, use your canteen, then purchase another ubercharge, the ubercharge becomes permanent until round failure! This can also be done with crits.
** Before an update, Mann vs Machine only had 8 of the 9 classes given a robotic counterpart (the Engineer was left out) - but sometimes the game would spawn robot Engineers anyway, simply giving them the BLU team model for the regular human Engie.
** And now, with the new Crusader's Crossbow, Fully upgrading it results in a every single syringe loaded being fired out in a Spread Shot minus the spread.

to:

* Mann vs Machine had a glitch where, if you buy an a canteen to grant somethign like ubercharge canteen, or crits, go outside of spawn, unequip it, go back to spawn, use your canteen, then purchase another ubercharge, the ubercharge becomes boost, your ubercharge/crits/whatever become permanent until round failure! This can also be done with crits.
failure.
** Before an update, Mann vs Machine only had 8 of the 9 classes given a did not have any robotic counterpart (the for the Engineer was left out) - but sometimes the game would spawn robot "robot" Engineers anyway, simply giving them the BLU team model for the regular human Engie.
** And now, with the new Crusader's Crossbow, Fully fully upgrading it results in a every single syringe loaded being fired out in a Spread Shot SpreadShot, minus the spread.



* Ladies and gentlemen: [[https://www.youtube.com/watch?v=c1WpcxgCsCQ The Breadbomb]]. In case you can't watch the video, it seems that, in Upward, any kind of prop aside from player-related ones will trigger the Payload blast. This includes the various kinds of bread that spawn when someone teleports. So, someone had the idea to place the teleporter exit right above the pit, and have the bread fall in, which would ''always'' result in a gigantic explosion. This causes the final point to be capped for BLU and turns the cart invisible. The cart can still be pushed, and the game continues normally until the cart reaches the second-to-last point, where BLU wins, or if RED successfully defends (if they're not too dumbstruck by the explosion.) Sadly, this glitch no longer works.

to:

* Ladies and gentlemen: [[https://www.youtube.com/watch?v=c1WpcxgCsCQ The Breadbomb]]. In case you can't watch the video, it seems that, in Upward, any kind of prop aside from player-related ones will trigger the Payload blast. This includes the various kinds of bread that spawn when someone teleports. So, someone had the idea to place the teleporter exit right above the pit, and have the bread fall in, which would ''always'' result in a gigantic explosion. This causes the final point to be capped for BLU and turns the cart invisible. The cart can still be pushed, and the game continues normally until the cart reaches the second-to-last point, where BLU wins, or if RED successfully defends (if they're not too dumbstruck by the explosion.) explosion). Sadly, this glitch no longer works.



** It's known in the ''[[Franchise/TheLegendOfZelda Zelda]]'' community as the Crooked Cartridge trick, where it enabled massive sequence breaking in ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' by preventing hit collision detection on removable barriers. Its direct sequel ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' also had a Crooked Cartridge effect on game creation or copying, where it produced the "Second Hero" and "Third Hero" glitched new games where Link obtained items he otherwise wouldn't have at that point of the game and where he died if he was attacked or healed due to having no hearts at all. The later could be somewhat fixed by collecting a full heart container, giving the player one measly heart instead of the default three.

to:

** It's known in the ''[[Franchise/TheLegendOfZelda Zelda]]'' community as the Crooked Cartridge trick, where it enabled massive sequence breaking in ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' by preventing hit collision detection on removable barriers. Its direct sequel ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' also had a Crooked Cartridge effect on game creation or copying, where it produced the "Second Hero" and "Third Hero" glitched new games where Link obtained items he otherwise wouldn't have at that point of the game and where he died [[OneHitpointWonder if he was attacked attacked]] or healed due to having no hearts at all. The later latter could be somewhat fixed by collecting a full heart container, giving the player one measly heart instead of the default three.



* In ''VideoGame/{{BioShock|1}}'', attacking Sander Cohen's masterpiece will cause the lights to dim and music to play before he attacks you. This can happen any time after you complete his masterpiece, including after you (optionally) kill him in his apartment. Thus, this artist will ''come back from the dead'' to defend his work.

to:

* In ''VideoGame/{{BioShock|1}}'', attacking Sander Cohen's masterpiece will cause the lights to dim and music to play before he attacks you. This can happen any time after you complete his masterpiece, masterpiece - including after you (optionally) kill him in his apartment. Thus, this artist will ''come back from the dead'' to defend his work.



** An infinite ammo glitch, which allowed players to fire unlimited rounds without reloading. Doubly ridiculous because it applied to killstreaks, meaning there were '''AC-130's''' flying around with '''infinite, rapid-fire artillery-sized guns''' mounted on the side that were balanced entirely by their need to reload after a certain number of shots. Potentially the MoreDakka champion of video gaming.

to:

** An infinite ammo glitch, which allowed players to fire unlimited rounds without reloading. Doubly ridiculous because it applied to killstreaks, meaning there were '''AC-130's''' '''AC-130s''' flying around with '''infinite, rapid-fire artillery-sized guns''' mounted on the side that were balanced entirely by their need to reload after a certain number of shots. Potentially the MoreDakka champion of video gaming.



*** In general, ''Halo 2'' was less a game with glitches and more a glitch with a lot of gameplay. Many of the maps were surprisingly easy to escape, sometimes with easter eggs located in these areas. Online combat was (and still is with ''Anniversary'') made of glitches; [=BxR=] (which allowed one to melee and fire almost instantly, meaning an almost instant kill from no damage) being the most infamous, and more time was likely spent in the maps looking for exploits than killing each other. It even spawned one of the prototypes for gaming creepypasta: The Ghosts of Halo, of which there's still no firm explanation, just a lot of confusion. The general theory is that they're the half-deleted prototypes for matchmaking bots, which still have yet to appear in the franchise. This is supported by ''VideoGame/{{Halo 3}}'' also containing them on maps known to have had bots used for playtesting in-house. However, as the only way to get them to spawn is to create lag so massive it screws things up, it's extremely hard to really study them.

to:

*** In general, ''Halo 2'' was less a game with glitches and more a one big glitch with a lot of gameplay.gameplay strung together. Many of the maps were surprisingly easy to escape, sometimes with easter eggs located in these areas. Online combat was (and still is with ''Anniversary'') made of glitches; [=BxR=] (which allowed one to melee and fire almost instantly, meaning an almost instant kill from no damage) being the most infamous, and more time was likely spent in the maps looking for exploits than killing each other. It even spawned one of the prototypes for gaming creepypasta: The Ghosts of Halo, of which there's still no firm explanation, just a lot of confusion. The general theory is that they're the half-deleted prototypes for matchmaking bots, which still have yet to appear in the franchise. This is supported by ''VideoGame/{{Halo 3}}'' also containing them on maps known to have had bots used for playtesting in-house. However, as the only way to get them to spawn is to create lag so massive it screws things up, it's extremely hard to really study them.



** It was also possible in one level to beat a level in three seconds. When you spawned, you could see the map's goal (The Eye) twinkling off in the distance. Down two speed potions, run like hell towards it, and jump with a mighty jump. Then walk out the exit, located about twelve steps away. Since the level also had those damn zombies you couldn't hide from (or kill without holy water or fire arrows) this was a hell of a lot more fun.

to:

** It was also possible in one level to beat a one level in three seconds. When you spawned, you could see the map's goal (The Eye) twinkling off in the distance. Down two speed potions, run like hell towards it, and jump with a mighty jump. Then walk out the exit, located about twelve steps away. Since the level also had those damn zombies you couldn't hide from (or kill without holy water or fire arrows) this was a hell of a lot more fun.



* ''VideoGame/JediKnightJediAcademy'' has the same issue. It's entirely possible to kill about half of the game's bosses by standing where you start the battle, using Sense, and firing an automatic weapon at their face until they die.

to:

* ''VideoGame/JediKnightJediAcademy'' has the same issue. It's entirely possible to kill about half of the game's bosses by standing where you start the battle, using Sense, and firing an automatic weapon at their face until they die. The only boss this is viable on but not guaranteed to work against are the Kothos twins who accompany Rosh, since the latter is, as a lightsaber-wielding opponent, aggressive enough that he'll sometimes approach you on his own before you can kill off his buddies.



* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' is coded so that picking up a new weapon gives a lot more ammunition than picking up a second copy of a weapon you already have as a refill (two or three magazines, compared to just one or even less than half of one). However, that amount if determined when you pick up the weapon and remains the same even if you drop it and pick it up again. A sneaky player can, with a nearly empty SMG and three more on the ground, drop his currently equipped SMG, then pick up one of those three [=SMGs=] to force the game to consider it a "new weapon" with more ammo in it. Then pick the first SMG back up to combine their ammo and repeat the process for the other [=SMGs=], until you've picked up every gun. This results in a lot more ammunition for the player than was intended by the developer.
** The glitch still works in ''FEAR 2'', but is much harder to pull off because the command to just drop a weapon was removed, and on top of that it's rare to find weapons themselves on the ground in more than one instance rather than separate ammo pickups.

to:

* ''[[VideoGame/FirstEncounterAssaultRecon F.E.A.R.]]'' is coded so that picking up a new weapon gives a lot more ammunition than picking up a second copy of a weapon you already have as a refill (two (generally two or three magazines, compared to just full mags for a completely new weapon, versus at most one full mag for an untended copy of a weapon and half or even less than half of one).one for a copy dropped by an enemy). However, that amount if determined when you pick up the weapon and remains the same even if you drop it and pick it up again. A sneaky player can, with a nearly empty SMG and three more on the ground, drop his currently equipped SMG, then pick up one of those three [=SMGs=] to force the game to consider it a "new weapon" with more ammo in it. Then pick the first SMG back up to combine their ammo and repeat the process for the other [=SMGs=], until you've picked up every gun. This results in a lot more ammunition for the player than was intended by the developer.
**
developer. The glitch still works in ''FEAR ''F.E.A.R. 2'', but though is much harder to pull off because take advantage of between the command fact that the ability to just drop weapons without picking up a weapon new one was removed, and on top of that it's rare to find weapons themselves on fewer separate weapon pickups overall with the ground in more than one instance rather than addition of actual separate ammo pickups.



** The previous level ends with you knocking over some beer mugs to create a distraction. However, the animation for doing so is incredibly simple, tossing the mug in an arc upwards and forwards so it lands on a table below - but nothing is done to prevent you from hitting the button again before the animation finishes, at which point it will reset and have the mug move in that arc again, starting from wherever it was in the last arc. Mash the button and the mug will be constantly sent higher and higher into the sky until you eventually can't see it. And then it will break in mid-air anyway as soon as it falls as far as it was supposed to from where it was when you last pressed the button, the people below you still reacting as though they could see and hear it happening.

to:

** The previous level ends with you knocking over some beer mugs to create a distraction. However, the animation for doing so is incredibly simple, tossing the mug in an arc upwards and forwards so it lands on a table below - but nothing is done to prevent you from hitting the button again before the animation finishes, at which point it will reset and have the mug move in that arc again, starting over from wherever it was in the last arc. Mash the button and the mug will be constantly sent higher and higher into the sky until you eventually can't see it. And then it will break in mid-air anyway as soon as it falls as far as it was supposed to from where it was when you last pressed the button, the people below you still reacting as though they could see and hear it happening.



** ''VideoGame/KillingFloor2'' is mostly free of glitches in this manner, but sometimes something in a weapon's animations will break during Zed Time, and for the rest of the game your weapon will have bolt/charging handle/whatever stuck midway through its firing animation. This can lead to odd results such as the M4 shotgun's bolt being locked rearward, and the chamber-checking animation having the shell pull out of the chamber slightly entirely by magic, or the SCAR rifle's bolt being locked closed, thus causing the bullet in the chamber to clip through it during a chamber-checking animation.



* The concept of [[RocketJump Rocket Jumping]] started off as a glitch in ''VideoGame/{{Quake}}'' that didn't get fixed before launch, but which players quickly learned to exploit to get around the map more quickly and to get to places that would otherwise be unreachable. Nowadays, [[AscendedGlitch most FPSes implement some variant of rocket jumping]], some even have items that can be equipped to reduce the player damage taken in the process.

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* The concept of [[RocketJump Rocket Jumping]] started off as a glitch in ''VideoGame/{{Quake}}'' that didn't get fixed before launch, but which players quickly learned to exploit to get around the map more quickly and to get to places that would otherwise be unreachable. Nowadays, [[AscendedGlitch most classic-style FPSes implement some variant of rocket jumping]], some even have items that can be equipped to reduce the player damage taken in the process.

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