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* On the UsefulNotes/{{Atari 2600}}, people would have fun with glitches induced by rapidly jiggling the power switch, which came to be known as "frying" the system. Stella, the Atari 2600 emulator, even offers a simulation of frying. Some of the more entertaining and useful frying glitches include:

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* On the UsefulNotes/{{Atari 2600}}, Platform/Atari2600, people would have fun with glitches induced by rapidly jiggling the power switch, which came to be known as "frying" the system. Stella, the Atari 2600 emulator, even offers a simulation of frying. Some of the more entertaining and useful frying glitches include:



** ''VideoGame/{{Combat}}'': Jet Fighters battle in Tank fields, or with solid clouds (i.e. the plane would bump the clouds instead of pass through them).

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** ''VideoGame/{{Combat}}'': ''VideoGame/{{Combat|Atari2600}}'': Jet Fighters battle in Tank fields, or with solid clouds (i.e. the plane would bump the clouds instead of pass through them).
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** Before it was patched, there was a bug in late 2022 when the game introduced a new system called Archmastery where you can generate pips for specific schools that would be worth more. The bug is the fact that the developers did not account for spells that have an effect of stealing pips, so if a spell tried to steal one, whoever it happened to was met with a game crash. This was especially a problem in the PvP scene where you could knock an unsuspecting victim offline so you could set up against them while they wait for the launcher to log them back in. PvE was also affected as some bosses also used spells that steal pips, so if a boss used one, then the player basically lost.

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** Before it was patched, there was a bug in late 2022 when the game introduced a new system called Archmastery where you can generate pips for specific schools that would be worth more. The bug is the fact that the developers did not account for spells that have an effect of stealing pips, so if a spell tried to steal one, whoever it happened to was met with a game crash. This was especially a problem in the PvP [=PvP=] scene where you could knock an unsuspecting victim offline so you could set up against them while they wait for the launcher to log them back in. PvE was also affected as some bosses also used spells that steal pips, so if a boss used one, then the player basically lost.
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* ''VideoGame/{{Taipan}}'' allows you to borrow money from Elder Brother Wu at an exorbitant interest rate, and if you don't pay it back he'll send thugs to rough you up. However, thanks to a programming oversight, you can pay back more than you owe and have ''negative'' debt... to which the exact same interest rate applies! You'll still have thugs come after you, but with the money you can make by abusing this glitch you'll be more than able to take them.
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Wizard 101 is a balanced game with no exploi—- oh who am I kidding, that's not even close to true.

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* ''VideoGame/Wizard101'' has quite a few of these
** Before it was patched, there was a bug in late 2022 when the game introduced a new system called Archmastery where you can generate pips for specific schools that would be worth more. The bug is the fact that the developers did not account for spells that have an effect of stealing pips, so if a spell tried to steal one, whoever it happened to was met with a game crash. This was especially a problem in the PvP scene where you could knock an unsuspecting victim offline so you could set up against them while they wait for the launcher to log them back in. PvE was also affected as some bosses also used spells that steal pips, so if a boss used one, then the player basically lost.
** To this very day, there are quite a few bugs that are actually beneficial. One quality of life change makes it so if a player joins during the spell selection phase, then they would be allowed to take an action, unlike the past where they would have to wait another turn. However, this also breaks the logic in many boss fights that have boss cheats (special actions bosses can take to make the fight harder). For example, Malistaire in the Darkmoor instance has 2 phases where he heals back to full health after being defeated. By joining like this, the fight logic breaks and he is defeated after the first phase. Lots of teams use this strategy to optimize gear farming as the gear is very useful even to the endgame. This isn't always a good thing though because some bosses can also break in a way that's harmful to the player, like punishing people for being late even if they weren't.
** There are also boss respawning glitches to respawn many bosses so they can be attempted many times indefinitely as long as the player(s) have mana. With most dungeons, you are intended to beat them once, then play through the entire dungeon against for a chance at gear. The method can vary by the boss, but typically involves going through a nearby door available twice. Glitches like this are very much welcomed when the intended route for the boss is designed to take 2 hours, whereas a boss respawned could be farmed optimally once not even every 5 minutes, allowing lots of attempts.
** Some bosses also can have oddities in their fights in general. There's a side quest boss known as the Shedder where he has 2 phases. The first phase has only 15 health, but he only takes 1 damage from attacks (at this point in the game, you'll have attacks that easily do several thousand damage), so it's recommended to whittle him down with weak attacks because a rank 1 attack will function the same as a rank 11 attack. Once he is low on health, he changes forms to have much more health, but now takes "normal" damage. However, it's bugged and made so weak attacks would still do thousands of damage, even if they weren't meant to (like one that would normally do around 65 could do around 3000 instead).
** At the same time where an underground expansion was added, they also added some enchants known as Daybreaker and Nightbringer. The idea is that they could be used to make it so 2 spells could be used on the same turn, similar to Goombella's Rally Wink ability in Paper Mario: The Thousand Year Door (allowing the player character to take 2 actions during 1 turn). It isn't utilized much, but there are times where it can break boss fights wide open. For example, some bosses use a global spell that puts a cap on how much damage you or it can deal, usually considerably lower than their health so you can't just 1 hit kill it. Additionally, they'll usually change it back instantly if you try to use your own global spell to remove it. However, if you prepare an attack with nightbringer, and use a global yourself, the boss won't have a chance to change it back and you can hit for full damage.
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* ''Secret Writer's Society'' is infamous for swearing like a sailor at the user under certain conditions. While long claimed by anti-corporate activists [=RTMark=] to be an act of sabotage on their part (allegedly to punish parents for taking a hands-off approach to their children's education), it was [[https://obscuritory.com/educational/secret-writers-society/ made clear by The Obscuritory]] that it really is just an unfortunate bug involving the program's profanity filter.
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* In ''[[VideoGame/TheYukonTrail]]'', it's possible to have negative food stolen by a thief, such that your food supply goes up.

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* In ''[[VideoGame/TheYukonTrail]]'', ''VideoGame/TheYukonTrail'', it's possible to have negative food stolen by a thief, such that your food supply goes up.
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VideoGame.Mad TV has been moved to VideoGame.Mad TV 1991 for disambiguation reasons.


* In ''VideoGame/MadTV'', the value of your studio increases each time you sell it. If you keep buying and selling the studio, you'll eventually end up in such a colossal debt (represented by having negative money) that the minus sign will not fit into memory... thus getting you billions of dollars.

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* In ''VideoGame/MadTV'', ''VideoGame/MadTV1991'', the value of your studio increases each time you sell it. If you keep buying and selling the studio, you'll eventually end up in such a colossal debt (represented by having negative money) that the minus sign will not fit into memory... thus getting you billions of dollars.
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Added an example from the new work page.

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* ''VideoGame/RotaZion'': Holding space while selecting a mode makes the game rapidly produce points while keeping it paused. Letting go of the button spawns a wall of mines the game has been storing off-screen up to that point, leading to your inevitable demise, but it's one way to get a decent score.
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* In ''[[VideoGame/TheYukonTrail]]'', it's possible to have negative food stolen by a thief, such that your food supply goes up.
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* ''VideoGame/{{Arknights}}'', for all its complicated mechanics, contains a rather funny bug that hasn't been patched, not even in the original Chinese instance of the game. The bug concerns the boss in an event, Jayston Williams. If he is defeated for the first time, he simply transitions into a second phase. However, if he is pushed during this transition, he will shift indefinately as he is pushed. When this happens, he will also ignore all obstacles in his way, including ''the very edge of the map itself''. If done 'right', he'll eventually moonwalk out of the map entirely. [[https://youtu.be/KE3D6moIf_A Observe]]!

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* ''VideoGame/{{Arknights}}'', for all its complicated mechanics, contains a rather funny bug that hasn't been patched, not even in the original Chinese instance of the game. The bug concerns the boss in an event, Jayston Williams. If he is defeated for the first time, he simply transitions into a second phase. However, if he is pushed during this transition, he will shift indefinately as in the direction he is pushed.was pushed towards. When this happens, he will also ignore all obstacles in his way, including ''the very edge of the map itself''. If done 'right', he'll eventually moonwalk out of the map entirely. [[https://youtu.be/KE3D6moIf_A Observe]]!
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* ''VideoGame/{{Arknights}}'', for all its complicated mechanics, contains a rather funny bug that hasn't been patched, not even in the original Chinese instance of the game. The bug concerns the boss in an event, Jayston Williams. If he is defeated for the first time, he simply transitions into a second phase. However, if he is pushed during this transition, he will shift indefinately as he is pushed. When this happens, he will also ignore all obstacles in his way, including ''the very edge of the map itself''. If done 'right', he'll eventually moonwalk out of the map entirely. [[https://youtu.be/KE3D6moIf_A Observe]]!
** The reason this is happening lies behind the mechanics of his revival. Normally, reviving enemies cannot be targeted while they are reviving, and anything that'd shift them will lose their target since it has 0 HP. However, Jayston ''immediately'' retrieves all HP. [[https://www.reddit.com/r/arknights/comments/o4k2yk/nga_translation_explaining_mansfield_breaks_bugs/ There is also a shifting part playing]].
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Linked to the new page.


* In ''VideoGame/DuckTales: The Quest for Gold'', one of Launchpad's possible lines of dialogue after crashing in a flying stage "The ground was harder than I thought!" can come up even if you crash into the sea. He can also say it at the end of the game, where it makes even less sense.

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* In ''VideoGame/DuckTales: The Quest for Gold'', ''VideoGame/DuckTalesTheQuestForGold'', one of Launchpad's possible lines of dialogue after crashing in a flying stage "The ground was harder than I thought!" can come up even if you crash into the sea. He can also say it at the end of the game, where it makes even less sense.
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* The Steam Workshop page for ''UsefulNotes/SegaGenesis Classics'' is meant for users to be able to upload their [[GameMod ROM hacks]] for the games included and play them in the compilation. The way it works is that the user uploads a ROM itself, not a patch for the ROM, and the Workshop doesn't check to make sure it's a hacked version of the game selected, allowing users to upload completely different games.

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* In ''VideoGame/{{Uplink}}'', it is possible to get a "track down the IP of the hacker who brought down our mainframe" mission in which you are the hacker. If this happens, you have an incredibly easy mission as you don't even need to use any tools: all you need to do is report 127.0.0.1 . This [[RefugeInAudacity stunt]] is treated as perfectly normal by the game and you suffer no consequences from it.
** Fixed in a later patch, so now it says "We cannot allow you to accept this mission, on the specific instructions of the employer" when you try and take the mission from the Uplink Internal Services Machine.

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* In ''VideoGame/{{Uplink}}'', it is possible to get a "track down the IP of the hacker who brought down our mainframe" mission in which you are the hacker. If this happens, you have an incredibly easy mission as you don't even need to use any tools: all you need to do is report 127.0.0.1 . This [[RefugeInAudacity stunt]] is treated as perfectly normal by the game and you suffer no consequences from it.
** Fixed
it. This was fixed in a later patch, so now it says "We cannot allow you to accept this mission, on the specific instructions of the employer" when you try and take the mission from the Uplink Internal Services Machine.
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* ''VideoGame/TheHunterCallOfTheWild:''
** On occasion, a single animal or even a whole herd of them will fail to run away and just stand there while you shoot them for easy XP. This is seen as an annoyance by some players because it's not fair if you happen to get a high-scoring animal this way, but others enjoy the glitch, especially when the game hand outs something good.
*** Similarly, animals sometimes get stuck on rocks, trees, or other objects when running away.
** The [[FirstPersonSnapshooter photography system]] is badly designed enough sometimes the game will accept something random as a "correct picture" for a mission's requirements, such as say, a deer completely concealed by vegetation when its supposed to be fully visible, or even a picture ''without a deer'' in it at all. To those lucky enough to experience it, it comes as a welcome relief because of how frustrating, time-consuming, and hard these missions can be.
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* In the original ''VideoGame/{{Worms}}'', selecting the Uzi, then hitting the button to switch to the bazooka at the same time as the fire button would result in the Uzi rapid-firing bazooka shells.

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* A bug in the "Art Ending" of ''VideoGame/TheStanleyParable'' (the one reached by pressing a button for four hours while an annoying sound plays) caused a black rectangle to appear on the screen, covering up part of the text, the result of an object not vanishing properly. Most people didn't even realize it was a bug, as the ending involves Stanley meeting the embodiment of Art itself. Many assumed the rectangle to be Art, along with a possible ''Film/2001ASpaceOdyssey'' reference.

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* A bug in the "Art Ending" of ''VideoGame/TheStanleyParable'' (the one reached by pressing a button for four hours while an annoying sound plays) caused a black rectangle to appear on the screen, covering up part of the text, the result of an object not vanishing properly. Most people didn't even realize it was a bug, as the ending involves Stanley meeting the embodiment of Art itself. Many assumed the rectangle to be Art, along with a possible ''Film/2001ASpaceOdyssey'' ''Film/TwoThousandOneASpaceOdyssey'' reference.

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* In the original arcade game of VideoGame/{{Joust}}, a player's or enemy's mount will bounce across a platform if it hits the platform too low to extend its legs. For one platform positioned just below and to the right of another, a bouncing mount will squeeze through the seemingly too-small gap between the platforms, potentially surprising another player or enemy below. The squeeze was considered a bug in the game's physics logic, but when the creators realized playtesters were using the squeeze as a strategy, it became an [[AscendedGlitch Ascended Glitch]].

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* In the original arcade game of VideoGame/{{Joust}}, ''VideoGame/{{Joust}}'', a player's or enemy's mount will bounce across a platform if it hits the platform too low to extend its legs. For one platform positioned just below and to the right of another, a bouncing mount will squeeze through the seemingly too-small gap between the platforms, potentially surprising another player or enemy below. The squeeze was considered a bug in the game's physics logic, but when the creators realized playtesters were using the squeeze as a strategy, it became an [[AscendedGlitch Ascended Glitch]].Glitch]].
* A bug in the "Art Ending" of ''VideoGame/TheStanleyParable'' (the one reached by pressing a button for four hours while an annoying sound plays) caused a black rectangle to appear on the screen, covering up part of the text, the result of an object not vanishing properly. Most people didn't even realize it was a bug, as the ending involves Stanley meeting the embodiment of Art itself. Many assumed the rectangle to be Art, along with a possible ''Film/2001ASpaceOdyssey'' reference.
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* The community-driven interactive fiction game ''Webcomic/MSPaintAdventures'' contains a tribute to useful bugs. Early in the game, when the player tries to pick up a gun on the protagonist's desk, it immediately turns into a key and the text parser insists that there has never been a gun in your office. When the player picks up the key, it becomes a gun again. Subsequent attempts to use the key/gun are a crapshoot as to which item it will be at the moment. Later, the player receives a number of other objects that behave the same way, and their dual properties begin to become a benefit, like [[http://www.mspaintadventures.com/?s=4&p=001002 a tube of lipstick which is also a chainsaw]]

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* The community-driven interactive fiction game ''Webcomic/MSPaintAdventures'' contains a tribute to useful bugs. Early in the game, ''Webcomic/ProblemSleuth'', when the player tries to pick up a gun on the protagonist's desk, it immediately turns into a key and the text parser insists that there has never been a gun in your office. When the player picks up the key, it becomes a gun again. Subsequent attempts to use the key/gun are a crapshoot as to which item it will be at the moment. Later, the player receives a number of other objects that behave the same way, and their dual properties begin to become a benefit, like [[http://www.mspaintadventures.com/?s=4&p=001002 a tube of lipstick which is also a chainsaw]]
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*** This gave rise to an interesting tactic in the older ''X-Tension''. Xenon destroyer ships in that game were unusual in that, despite being large capital ships, they were also extremely fast - but their agility still sucked. So a player wanting to rid the universe of some Xenon ships would park himself behind a Xenon station, putting it between himself and a destroyer. Said destroyer would come barreling at the player, notice the obstacle too late, fail to pull out of the maneuver and piledrive into the station. This would usually result in a dead destroyer and a station with downed shields. One could then wait for the shields to recharge and repeat the procedure, or cause a second destroyer collision, which would kill both the ship and the station. It's worth noting that the destroyer would bump the station a fair distance due to its sheer mass, so it was a bad idea to park one's ship directly behind it; ''X-Tension'' has to be the only game in history that allows the player to die from being rammed by a space station.

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*** This gave rise to an interesting tactic in the older ''X-Tension''. Xenon destroyer ships in that game were unusual in that, despite being large capital ships, they were also extremely fast - but their agility still sucked. So a player wanting to rid the universe of some Xenon ships would park himself behind a Xenon station, putting it between himself and a destroyer. Said destroyer would come barreling at the player, notice the obstacle too late, fail to pull out of the maneuver and piledrive into the station. This would usually result in a dead destroyer and a station with downed shields. One could then wait for the shields to recharge and repeat the procedure, or cause a second destroyer collision, which would kill both the ship and the station. It's worth noting that the The destroyer would bump the station a fair distance due to its sheer mass, so it was a bad idea to park one's ship directly behind it; ''X-Tension'' has to be the only game in history that allows the player to die from being rammed by a space station.
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Giving another Atari 2600 example.

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* And speaking of the Atari 2600, when he created ''Cosmic Ark'', developer Rob Fulop got to show off a glitch he discovered in the console hardware which resulted in a very elaborate (for the day) starfield display. Fulop was gleeful about how ''Cosmic Ark'''s graphics made other 2600 developers envious, particularly Activision's David Crane. Fulop wrote about the experience in [[http://robfulop.com/blog/2008/04/14/making-david-crane-cry-the-origin-of-cosmic-ark/ his blog]].

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Added an example in Joust, and also expanded the Atari 2600 entry.


* On the UsefulNotes/{{Atari 2600}}, people used to have fun with "on-and-off"'s - glitches induced by rapidly jiggling the power switch, some of which were quite entertaining. Examples of such include:
** ''VideoGame/{{Asteroids}}'': the Satellite and UFO (the two enemy ships that appear occasionally going from one side of the screen to the other at various heights, either moving straight or diagonally while bouncing off the top and bottom edges of the screen, all while firing in random directions), will only move along the top edge of the screen. The Satellite (the bigger of the two) is funny that it only fires upwards, resulting in its shots seemingly coming from beyond the bottom of the screen.
** ''VideoGame/{{Combat}}'': Jet fighter battles in Tank Fields, or with solid clouds (i.e. the plane would bump the clouds instead of pass through them).

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* On the UsefulNotes/{{Atari 2600}}, people used to would have fun with "on-and-off"'s - glitches induced by rapidly jiggling the power switch, some of which were quite entertaining. Examples came to be known as "frying" the system. Stella, the Atari 2600 emulator, even offers a simulation of such frying. Some of the more entertaining and useful frying glitches include:
** ''VideoGame/{{Asteroids}}'': the The asteroids are all white and move in very predictable patterns. The Satellite and UFO (the two enemy ships that appear occasionally going from one side of the screen to the other at various heights, either moving straight or diagonally while bouncing off the top and bottom edges of the screen, all while firing in random directions), will directions) move only move along the top edge of the screen. The Satellite (the bigger of the two) is funny that it only fires upwards, resulting in its shots seemingly coming from beyond the bottom of the screen.
** ''VideoGame/{{Combat}}'': Jet fighter battles Fighters battle in Tank Fields, fields, or with solid clouds (i.e. the plane would bump the clouds instead of pass through them).



** ''VideoGame/{{Adventure}}'': All objects randomly facing backwards, until the abovementioned "many objects" glitch makes them flip back and forth rapidly. Dragons would appear to be spinning around drunkenly, even when dead.
** ''VideoGame/MissileCommand'': The cities turned into objects that continuously change shape, all just random gibberish, save the one at the leftmost being the most distintive that it looks like recognizable objects such as numbers.
** ''Maze Craze'': The maze turned into the type that has more than one solution, such as a complete grid (so solving the maze simply meant moving straight to the right side of the screen). This has another effect of revealing the "lurking" mechanism the robbers used to navigate the maze (eg Red robbers lean on one direction - and in the grid glitch will simply go around in circles, while Blue and Green robbers go in completely random directions). At the same time the "victory" sound for solving the maze sounded different (a simpler cute oscillating tune instead of the usual random gibberish).
** ''VideoGame/SpaceInvaders'': Player 1's cannon can fire two bullets at a time, instead of just [[OneBulletAtATime one]].

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** ''VideoGame/{{Adventure}}'': All objects randomly facing backwards, until the abovementioned above-mentioned "many objects" glitch makes them flip back and forth rapidly. Dragons would appear to be spinning around drunkenly, even when dead.
** ''VideoGame/{{Pitfall}}'': Pitfall Harry turns into "Ninja Harry", dressed all in black and floating stealthily through the air.
** ''VideoGame/MissileCommand'': The cities turned turn into objects that continuously change shape, all just random gibberish, save the one at the leftmost being the most distintive that it looks like city which turns into recognizable objects such as like numbers.
** ''Maze Craze'': The maze turned into the a type that has more than one solution, such as a complete grid (so solving the maze simply meant means moving straight to the right side of the screen). This has another effect of revealing the "lurking" mechanism the robbers used use to navigate the maze (eg (the Red robbers lean Robber leans on one direction - direction, and in the grid glitch will simply go around in circles, while the Blue and Green robbers Robbers go in completely random directions). At the same time Also, the "victory" sound for solving the maze sounded sounds different (a simpler cute oscillating tune instead of the usual random gibberish).
** ''VideoGame/SpaceInvaders'': Player 1's cannon can fire two bullets at a time, instead of just [[OneBulletAtATime one]]. Sometimes other differences can appear, such as Player 2 scoring points when the shields are shot, even when it's Player 1's turn.


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* In the original arcade game of VideoGame/{{Joust}}, a player's or enemy's mount will bounce across a platform if it hits the platform too low to extend its legs. For one platform positioned just below and to the right of another, a bouncing mount will squeeze through the seemingly too-small gap between the platforms, potentially surprising another player or enemy below. The squeeze was considered a bug in the game's physics logic, but when the creators realized playtesters were using the squeeze as a strategy, it became an [[AscendedGlitch Ascended Glitch]].
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* In ''Bio Inc'''s Life Campaign, diagnostic tests become cheaper when your patient is in the emergency room. However, [[https://youtu.be/8LiZIlDc6o4?t=875 as Pravus discovered]], if you manage to go in and out of the emergency room several times(which is very difficult to do intentionally, since you basically have to yo-yo your patient's condition), the costs go down for every emergency room visit, to the point where several of the lower-tier tests become free.
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Please link to pages


* The building game ''Besiege'' had players discover a bug in early-access where, if you place a flaming ball on a grabber and mount the grabber on several sawblades, the resulting concoction will spin uncontrollably at speeds much higher than any spinning block or wheel in the game. Dubbed the Chaos Engine by players, it is a major component in some of the most [[https://www.youtube.com/watch?v=lZw1bn9M338 insane builds]], from helicopters to podracers to planes to giant flails. The developers, for their part, were pleasantly astonished by the players' creativity, and more than a few fans claim that patching the Chaos Engine would be a sign to quit the game altogether. Of course, it helps that the Chaos Engine just plain looks badass.

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* The building game ''Besiege'' ''VideoGame/{{Besiege}}'' had players discover a bug in early-access where, if you place a flaming ball on a grabber and mount the grabber on several sawblades, the resulting concoction will spin uncontrollably at speeds much higher than any spinning block or wheel in the game. Dubbed the Chaos Engine by players, it is a major component in some of the most [[https://www.youtube.com/watch?v=lZw1bn9M338 insane builds]], from helicopters to podracers to planes to giant flails. The developers, for their part, were pleasantly astonished by the players' creativity, and more than a few fans claim that patching the Chaos Engine would be a sign to quit the game altogether. Of course, it helps that the Chaos Engine just plain looks badass.
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* In ''{{Uplink}}'', it is possible to get a "track down the IP of the hacker who brought down our mainframe" mission in which you are the hacker. If this happens, you have an incredibly easy mission as you don't even need to use any tools: all you need to do is report 127.0.0.1 . This [[RefugeInAudacity stunt]] is treated as perfectly normal by the game and you suffer no consequences from it.

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* In ''{{Uplink}}'', ''VideoGame/{{Uplink}}'', it is possible to get a "track down the IP of the hacker who brought down our mainframe" mission in which you are the hacker. If this happens, you have an incredibly easy mission as you don't even need to use any tools: all you need to do is report 127.0.0.1 . This [[RefugeInAudacity stunt]] is treated as perfectly normal by the game and you suffer no consequences from it.
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** ''VideoGame/CastlevaniaSymphonyOfTheNight'' [[http://worldbeyondwalls.free.fr/ actually has a community]] devoted to finding nifty glitches and bugs in the game. Among the ones found are ways to prevent Death from taking your Alucard Equipment, the Swords Brothers trick to go beyond 200.6% map coverage, and the Librarian glitch that gives you infinite money. Even now, after a decade, people are still finding new glitches, such as a method to get an infinite amount of Life and Heart Maxes in the Underground Caverns.

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** ''VideoGame/CastlevaniaSymphonyOfTheNight'' [[http://worldbeyondwalls.free.fr/ actually has a community]] devoted to finding nifty glitches and bugs in the game. Among the ones found are ways to prevent Death from taking your Alucard Equipment, the Swords Brothers trick to go beyond 200.6% map coverage, and the Librarian glitch that gives you infinite money. Even now, after a decade, people are still finding new glitches, such as [[https://www.youtube.com/watch?v=Vg5kBJxsu80 a method method]] to get an infinite amount of Life and Heart Maxes in the Underground Caverns.
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* The Japanese-only NES game based on ''SamuraiPizzaCats'' has pretty tough bosses; that is, unless you use the main character's Level 3 Ninpo attack immediately as you enter the boss chamber. For some reason this causes the boss to immediately die before even entering the chamber, possibly because the boss' HP counts up from nothing at the start of the fight instead of starting off full, allowing the Ninpo to hit them instantly when they're at 0 or 1 HP.

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* The Japanese-only NES game based on ''SamuraiPizzaCats'' ''Anime/SamuraiPizzaCats'' has pretty tough bosses; that is, unless you use the main character's Level 3 Ninpo attack immediately as you enter the boss chamber. For some reason this causes the boss to immediately die before even entering the chamber, possibly because the boss' HP counts up from nothing at the start of the fight instead of starting off full, allowing the Ninpo to hit them instantly when they're at 0 or 1 HP.

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