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* ''VideoGame/DwarfFortress'', [[PerpetualBeta due to its nature]], has numerous, numerous GoodBadBugs in its current release and has had many more in previous versions. Special mention goes to the following (some may be patched):
** The Mad Hammerer, one of the creator's favorite bugs. A Hammerer carries out death sentences by striking the prisoner with a hammer. If unable to wield a hammer (due to both arms being broken, for example), he would instead ''bite the subject to death'' and walk around with the man's bitten-off limbs in his mouth forever, until they start to rot.
** Toady's other favorite bug involved a farmer walking to a furniture stockpile, picking up a bed, then walking to a farm plot and '''planting the bed''' as if it were a seed. This was patched before release.
** Other bugs that tend to be mentioned nostalgically: infinite magma floods, serial killer elephants, the dwarves' utter indifference to being on fire. Note that all of these were part of the legendary ''{{LetsPlay/Boatmurdered}}''.
*** The "on fire" bug was particularly dangerous/hilarious when combined with a fortress's highly volatile booze stockpile, which dwarves would regularly visit for a drink.
** You could also site your fortress overlapping with a human town... then proceed to undermine their buildings, causing them to collapse, and raid the rubble for fortress materials. Where this enters Good Bad Bug territory is the fact that the humans ''didn't care'', and you could massacre their population, destroy their city, and steal the shattered remnants of their belongings without their losing the "Friendly" status.
** The absurdly overpowered throwing. A character could mangle a body part and brutalize enemies' internal organs with a pebble, a coin, or even vomit. A thrown [[RidiculouslyCuteCritter Fluffy Wambler]] once decapitated a [[HumongousMecha Bronze Colossus]]. Throwing was nerfed in 2011... which added the ability to pinch people's heads off.
** They can also bash enemies to death with their own pants, or fell someone with a well-thrown sock.
** "Tamed" animals that have killed dwarves in past... aren't. They spend their time gleefully slaughtering the hairy ones, who ''still believe them to be tamed''. The main way to stop this is to order the critter butchered as soon as you tame it, which gets you a lot of raw materials if it's something like a dragon or titan.
** There were also (sadly removed) bugs involving individuals ''ordering'' someone to hurt them -- fortress mayors sentencing themselves to be beaten when ''their own mandates'' failed, and assorted folk in Adventure Mode requesting their own assassinations. The former was frequently exploited by players to [[DeadlyEuphemism eliminate]] mayors and nobles who made demands the fort had no way of fulfilling.
** The [[LegendaryCarp carp]]. Sweet Armok, [[DemonicSpiders the carp...]] A bug in the skill system meant anyone could buff up their stats by swimming. Seeing as they do that all the time, the carp became invincible monsters.
--->'''[[WordOfGod ToadyOne]]:''' "I think I made the fish too hardcore."
*** While the carp have stepped down, [[http://www.bay12forums.com/smf/index.php?topic=101243.0 giant sponges have taken up their mantle.]] Since the engine can't handle an unmoving animal properly and has some issues with determining the death of creatures without body parts or blood, they'll push your dwarves to death and are immune to normal weaponry. Even more ridiculously, examination of their raws indicates that they can be ''ridden on as war beasts'', though nobody has reported any invaders using spongy mounts. The hilarious nature of the threat, along with its nigh-invulnerability, have made them nearly as famous as the carp of old. In later versions, the changes to blunt force mechanics renders them easily quashed with a few swings of a hammer, although they're still ludicrously overpowered.
---> Without a nervous system, the only thing they can feel is ANGER.
** You can make magma-powered smelters [[ConvectionSchmonvection out of ice]].
*** Similarly, constructions of any type are completely invulnerable. Not only does this allow you to hold magma back with ice walls and wait out a forest fire inside a wooden building, it also means that a rampaging hellbeast that can smash whatever doors, floodgates, and bridges you put in its way will be stopped dead by a wall made of glass.
** The existence of [[http://df.magmawiki.com/index.php/Planepacked Planepacked]], the best artifact ever: a giant monolith decorated in fine detail with the ''entire history of the world'', including seventy-three depictions of itself! It's probably safe to say that the bugs are half the fun of ''VideoGame/DwarfFortress''.
** In the initial builds of the 2010 version, it was possible for animals and dwarfs to ''[[ImMelting melt in the rain]]''. What happened was that Dwarfs got covered in water and high temperatures will heat this water. This then caused the dwarf's fat (whose melting temperature was much lower than it should be) to melt off. Naturally, this being ''Dwarf Fortress'', this was soon [[http://www.bay12forums.com/smf/index.php?topic=55001.0 put to good use.]]
** A typical fort in the 31.10 version was less than 200 Z-levels tall. The ultimate metal, adamantine, is only found deep underground. An erratic bug in world generation resulted in a location having a 2200+ Z-level tower of adamantine shooting into the sky. [[http://www.bay12forums.com/smf/index.php?topic=61507 Forum Thread]]
** Nothing exists off the edge of the map. You can't dig out the edge squares, but you ''can'' carve them into fortifications and drain a river off the map with them.
** Certain powerful enemies are rampant building destroyers, taking out floor hatches, floodgates, workshops, and anything else they can get their appendages on. If a door they'd like to wreck is jammed open, they will politely wait for it to close before doing anything at all.
** The danger room, where military dwarves are stuck in a room with training spears used in an upright spear trap hooked to a repeater. The spears are unable to actually hurt the armored dwarves but quickly give massive boosts to blocking and dodging as well as lesser boosts to weapons and armor skills.
*** Even more hilariously overpowered, the [[http://www.bay12forums.com/smf/index.php?topic=134512.0 Shaft of Enlightenment]] glitch - any creature that falls from at least two levels above, onto an upright spike/spear, has a chance to do ''something'' that somehow gives them enough experience to make them about level 90 in several combat skills - for reference, the maximum visible level is 15 (Legendary) and the maximum achievable level in standard gameplay is 20. Players have chosen to interpret this as dwarves falling towards the earth '''and parrying it'''.
** A few materials, notably bituminous coal, lignite, and graphite, have an ignition point but no heat-damage point. Thanks to this and a quirk in the way items in containers are tracked, if you put some in a bin and light it on fire, it will burn for over 9 months and ''cannot be extinguished''. You can drain an entire ocean into a bin full of burning lignite.
** If pieces of wall/floor fall into liquid due to a cave in, liquid displacement is simulated by vertically teleporting the displaced liquid to the nearest empty space. Players have taken advantage of this to create the "magma piston": a hundred level (or more) high stone column carved out of the earth and made to fall into a pool of magma, causing the magma to teleport up a hundred levels.
*** This, along with bugs like the ability to store an infinite amount of stone on one square if you mark it as a dump site, is such a savings in time, energy, and not-killing-your-frame-rate that some players don't even consider it an exploit.
** Things get ''really'' hilarious if there are duplicate raw entries after modding. You can end up with mysterious, typeless "meat", the extinction of the turtle, and even a fortress where instead of dwarves, you start out with extremely dwarfy elves... or, perhaps, ducks.
** The [[FanNickname affectionately named]] "[[ChunkySalsaRule Dwarven Atom Smasher]]" exploit. It causes anything to disappear without a trace if it's smashed by a drawbridge when it goes down. This has become something of an AscendedGlitch, to the point where the developer has added ContractualBossImmunity to this on some of the more powerful monsters.
** Heat usually doesn't kill you by burning, it does it by melting your fat. This has lead to a bug where if all the fat is melted off of a character without them dying (surprisingly actually easier done than it sounds) they become effectively immune to fire long term.
** Vampires don't need any sleep, food or water, but they still count as members of a fortress. It only took a short amount of time for players to figure out that if you brick vampires into the walls of your fortress they make it effectively immortal, as long as they don't go insane.
** Version 0.40, while adding tons of amazing new features, also introduced a number of [[http://fuckyeahdwarffortress.tumblr.com/post/91265457489/more-fun-on-the-df-bug-tracker hilarious bugs]] along with it (some of which have already been fixed):
*** Children born throughout the world appear within your own fortress, resulting in an apparent WaveOfBabies in the unit list (and random crashes when it tries to highlight them on the minimap).
*** Talking to an unconscious (or unintelligent) creature allows you to carry on a conversation with yourself.
*** Otherwise peaceful goblins in Human marketplaces immediately start brawling once you show up.
*** If you get ambushed by a wild creature while with a companion who doesn't like you very much, said companion might decide to side with the wild animal and engage you in ''lethal combat'' (because that's what the animal was doing). In the words of Toady One, "there's a fight (scared animal)! animal? neutral. but I hate that guy! let's jump in on the side of the animal! no quarter? no problem!"
** The dev log itself is worthy of curation; some of the best bugs get fixed before release, but Toady has the grace to tell us about them anyhow. While emotions were being revised in February 2014, this log was posted: "Today's success was to have a crying mother spit on me and call me a murderer, so that's where we're at. Of course, people familiar with modding or magma crabs might guess that the first time she spit at me, the glob came out frozen and my murderous character, being handy with a sword, batted the saliva ice cube out of the park."
** With 0.42's release, and the ensuing taverns, a possible bug resulted in cats getting drenched in dwarven booze if they came anywhere near a tavern. Then the unfortunate critter cleans itself with its tongue and [[GargleBlaster dies horribly]].
** 0.42 also brought procedurally generated instruments to play music with, among which are crimes against reality that somehow have hundreds of pipes despite being perfectly portable. A regular accordion only has ''ten''.
** In 0.42, Adventurers can hand out drinks to [=NPCs=], whom are all too willing to chug anything you give them. [[ExtremeOmnivore Emphasis on anything.]] So long as it's in a mug, they'll gladly down things like vomit, whole watermelons, stacks of weapon, hell, even the corpses of their former friends. One can even put two caged cats in a sack and stuff that in a mug and they'll drink it (or if you're feeling particularly evil, you can make them drink themselves.)
** The game handles injuries to the neck rather strangely when they happen during worldgen. As in it doesn't seem to immediately realize you can't live with a missing neck. These mysteriously headless people then proceed to live their lives with no problem until they arrive at your fortress/meet your adventurer, at which point RealityEnsues, the game realizes its mistake, and they promptly [[PuffOfLogic drop dead]]. Something similar tends to happen with dwarves past their age of death, as they will die the exact second they enter your map. This bug also manifests in lesser ways with people wearing gloves or boots on limbs they lost years ago.
** It is possible for your trade posts to spontaneously explode because people turn up to trade carrying bags of ''magma''. This is possibly the dwarfiest bug known to man, elf, or short bearded alcoholic.
** Early versions of 0.42 had enormous numbers of horses, and ''only'' horses, roaming all over the place. 3600 horses in a small hamlet was fairly common, and there were several settlements that consisted of one goblin and thousands of horses.
** One that comes and goes stems from the relatively minor bug that causes contaminants to stay airborne forever if knocked into the air by anything (say, a cave-in). Problem is, sapling spawning only reads tiles for mud presence, with no regard for whether there is any floor or not. Thus, saplings start growing on the floating mud, until they grow enough for the game to actually check and realize they're floating in mid-air, and brings the tree crashing down like a ton of rock, crushing individuals and punching holes in roofs like a regular cave-in. And yet the mud stays there, letting the cycle begin again and ensuring your fort'll be bombarded with respawning meteor trees until you get rid of the mud.
** If, at any point, a minecart actually falls rather than just descending, an odd effect will happen in that the minecart will follow the expected trajectory without a problem, but [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=6068 the actual impact will be taken on the floor right below the impacted one, no matter what was on it]]. The community quickly used this as a sort of phantom-force piston trap, with constant falling minecarts on the floor above a hallway constantly striking trespassers below.
** While the 0.4x versions have made sparring work properly and has made training dwarves a lot easier, it also added a particularly strange bug where sparring dwarves (and ''only'' sparring, regular battles don't have this) occasionally dodge in ways reality shouldn't allow and end up teleporting through walls and floors (which does mean dwarves can [[EpicFail accidentally dive through a wall and into a volcano]]). While annoying, there's something a little amusing about it.
** For a time, animals were given a few too many sentient traits without actual sentience, and as such you had animals that had needs, which went unfulfilled because they're ''animals'' and thus they got terminally distracted and slowed down all activities because of it. Worse, some of their needs revealed the animals worship Gods of their civilization, and try to pray to them in temples but realize they're animals and can't pray, thus being unable to fulfill that need. Even worse, animals in your tavern could actually reveal the location of various artifacts around the world and in the fortress to visitors, somehow getting their locations across without speaking. And worst of all, in Worldgen, any animal that becomes a historical figure can actually ''start acting like a sentient'' under certain circumstances, so you can occasionally spot Saltwater Crocodile Recruits going around cities, getting bursts of civilized behavior before remembering they're ''animals'' and going savage again, including mauling residents of the cities they just civilizedly moved into.
** Certain bugs with citizen petitions (specifically, accepting petitions post-mortem) can lead to unusually interactive ghosts that can even be ''recruited into squadrons'' and try to spar with the other soldiers but keep finding out it's pointless when you're completely intangible, and since they aren't programmed to actually fight just tend to hang around the enemy being harmlessly spooky while any attacks made against them do absolutely nothing. Sending them on raids, however, will actually turn them into deadly threats to the enemy, as the game forgets ghosts can't attack.
** While certain civilizations deciding leaders through contests is intended, and weapon-throwing contests being among these was also very much intended, a minor oversight caused some of these to include ''crossbow-throwing'' contests to decide who gets to lead a nation.
** The Necrobacon bug/exploit, which takes advantage of how strength buffs translate directly to muscle mass and how corpses risen by necromancers tend to get pretty hefty strength buffs. It's like a dwarf-made GMO.
** Falling items are calculated strangely, in that density and surface matters in ways that interact in strange manners. Large objects falling don't cause as much harm as they should at certain weight brackets, such as lighter stones and anvils, work normally at bigger weights (such as whole corpses), and become ''absurdly'' harmful at smaller amounts, such as picked plants, clothing, ''coins and seeds''. While annoying when a dwarf falls into your garbage chute and dies because they got their lungs busted by a falling -cave spider silk sock-, if you have a whole stack of coins and seeds and a retracting bridge on a repeater to scatter them around you can generate a large killzone where any foes will be pelted to death by tiny items that somehow hit them like shrapnel.

to:

!!Example Subpages
* ''VideoGame/DwarfFortress'', [[PerpetualBeta due to its nature]], has numerous, numerous GoodBadBugs in its current release and has had many more in previous versions. Special mention goes to the following (some may be patched):
** The Mad Hammerer, one of the creator's favorite bugs. A Hammerer carries out death sentences by striking the prisoner with a hammer. If unable to wield a hammer (due to both arms being broken, for example), he would instead ''bite the subject to death'' and walk around with the man's bitten-off limbs in his mouth forever, until they start to rot.
** Toady's other favorite bug involved a farmer walking to a furniture stockpile, picking up a bed, then walking to a farm plot and '''planting the bed''' as if it were a seed. This was patched before release.
** Other bugs that tend to be mentioned nostalgically: infinite magma floods, serial killer elephants, the dwarves' utter indifference to being on fire. Note that all of these were part of the legendary ''{{LetsPlay/Boatmurdered}}''.
*** The "on fire" bug was particularly dangerous/hilarious when combined with a fortress's highly volatile booze stockpile, which dwarves would regularly visit for a drink.
** You could also site your fortress overlapping with a human town... then proceed to undermine their buildings, causing them to collapse, and raid the rubble for fortress materials. Where this enters Good Bad Bug territory is the fact that the humans ''didn't care'', and you could massacre their population, destroy their city, and steal the shattered remnants of their belongings without their losing the "Friendly" status.
** The absurdly overpowered throwing. A character could mangle a body part and brutalize enemies' internal organs with a pebble, a coin, or even vomit. A thrown [[RidiculouslyCuteCritter Fluffy Wambler]] once decapitated a [[HumongousMecha Bronze Colossus]]. Throwing was nerfed in 2011... which added the ability to pinch people's heads off.
** They can also bash enemies to death with their own pants, or fell someone with a well-thrown sock.
** "Tamed" animals that have killed dwarves in past... aren't. They spend their time gleefully slaughtering the hairy ones, who ''still believe them to be tamed''. The main way to stop this is to order the critter butchered as soon as you tame it, which gets you a lot of raw materials if it's something like a dragon or titan.
** There were also (sadly removed) bugs involving individuals ''ordering'' someone to hurt them -- fortress mayors sentencing themselves to be beaten when ''their own mandates'' failed, and assorted folk in Adventure Mode requesting their own assassinations. The former was frequently exploited by players to [[DeadlyEuphemism eliminate]] mayors and nobles who made demands the fort had no way of fulfilling.
** The [[LegendaryCarp carp]]. Sweet Armok, [[DemonicSpiders the carp...]] A bug in the skill system meant anyone could buff up their stats by swimming. Seeing as they do that all the time, the carp became invincible monsters.
--->'''[[WordOfGod ToadyOne]]:''' "I think I made the fish too hardcore."
*** While the carp have stepped down, [[http://www.bay12forums.com/smf/index.php?topic=101243.0 giant sponges have taken up their mantle.]] Since the engine can't handle an unmoving animal properly and has some issues with determining the death of creatures without body parts or blood, they'll push your dwarves to death and are immune to normal weaponry. Even more ridiculously, examination of their raws indicates that they can be ''ridden on as war beasts'', though nobody has reported any invaders using spongy mounts. The hilarious nature of the threat, along with its nigh-invulnerability, have made them nearly as famous as the carp of old. In later versions, the changes to blunt force mechanics renders them easily quashed with a few swings of a hammer, although they're still ludicrously overpowered.
---> Without a nervous system, the only thing they can feel is ANGER.
** You can make magma-powered smelters [[ConvectionSchmonvection out of ice]].
*** Similarly, constructions of any type are completely invulnerable. Not only does this allow you to hold magma back with ice walls and wait out a forest fire inside a wooden building, it also means that a rampaging hellbeast that can smash whatever doors, floodgates, and bridges you put in its way will be stopped dead by a wall made of glass.
** The existence of [[http://df.magmawiki.com/index.php/Planepacked Planepacked]], the best artifact ever: a giant monolith decorated in fine detail with the ''entire history of the world'', including seventy-three depictions of itself! It's probably safe to say that the bugs are half the fun of ''VideoGame/DwarfFortress''.
** In the initial builds of the 2010 version, it was possible for animals and dwarfs to ''[[ImMelting melt in the rain]]''. What happened was that Dwarfs got covered in water and high temperatures will heat this water. This then caused the dwarf's fat (whose melting temperature was much lower than it should be) to melt off. Naturally, this being ''Dwarf Fortress'', this was soon [[http://www.bay12forums.com/smf/index.php?topic=55001.0 put to good use.]]
** A typical fort in the 31.10 version was less than 200 Z-levels tall. The ultimate metal, adamantine, is only found deep underground. An erratic bug in world generation resulted in a location having a 2200+ Z-level tower of adamantine shooting into the sky. [[http://www.bay12forums.com/smf/index.php?topic=61507 Forum Thread]]
** Nothing exists off the edge of the map. You can't dig out the edge squares, but you ''can'' carve them into fortifications and drain a river off the map with them.
** Certain powerful enemies are rampant building destroyers, taking out floor hatches, floodgates, workshops, and anything else they can get their appendages on. If a door they'd like to wreck is jammed open, they will politely wait for it to close before doing anything at all.
** The danger room, where military dwarves are stuck in a room with training spears used in an upright spear trap hooked to a repeater. The spears are unable to actually hurt the armored dwarves but quickly give massive boosts to blocking and dodging as well as lesser boosts to weapons and armor skills.
*** Even more hilariously overpowered, the [[http://www.bay12forums.com/smf/index.php?topic=134512.0 Shaft of Enlightenment]] glitch - any creature that falls from at least two levels above, onto an upright spike/spear, has a chance to do ''something'' that somehow gives them enough experience to make them about level 90 in several combat skills - for reference, the maximum visible level is 15 (Legendary) and the maximum achievable level in standard gameplay is 20. Players have chosen to interpret this as dwarves falling towards the earth '''and parrying it'''.
** A few materials, notably bituminous coal, lignite, and graphite, have an ignition point but no heat-damage point. Thanks to this and a quirk in the way items in containers are tracked, if you put some in a bin and light it on fire, it will burn for over 9 months and ''cannot be extinguished''. You can drain an entire ocean into a bin full of burning lignite.
** If pieces of wall/floor fall into liquid due to a cave in, liquid displacement is simulated by vertically teleporting the displaced liquid to the nearest empty space. Players have taken advantage of this to create the "magma piston": a hundred level (or more) high stone column carved out of the earth and made to fall into a pool of magma, causing the magma to teleport up a hundred levels.
*** This, along with bugs like the ability to store an infinite amount of stone on one square if you mark it as a dump site, is such a savings in time, energy, and not-killing-your-frame-rate that some players don't even consider it an exploit.
** Things get ''really'' hilarious if there are duplicate raw entries after modding. You can end up with mysterious, typeless "meat", the extinction of the turtle, and even a fortress where instead of dwarves, you start out with extremely dwarfy elves... or, perhaps, ducks.
** The [[FanNickname affectionately named]] "[[ChunkySalsaRule Dwarven Atom Smasher]]" exploit. It causes anything to disappear without a trace if it's smashed by a drawbridge when it goes down. This has become something of an AscendedGlitch, to the point where the developer has added ContractualBossImmunity to this on some of the more powerful monsters.
** Heat usually doesn't kill you by burning, it does it by melting your fat. This has lead to a bug where if all the fat is melted off of a character without them dying (surprisingly actually easier done than it sounds) they become effectively immune to fire long term.
** Vampires don't need any sleep, food or water, but they still count as members of a fortress. It only took a short amount of time for players to figure out that if you brick vampires into the walls of your fortress they make it effectively immortal, as long as they don't go insane.
** Version 0.40, while adding tons of amazing new features, also introduced a number of [[http://fuckyeahdwarffortress.tumblr.com/post/91265457489/more-fun-on-the-df-bug-tracker hilarious bugs]] along with it (some of which have already been fixed):
*** Children born throughout the world appear within your own fortress, resulting in an apparent WaveOfBabies in the unit list (and random crashes when it tries to highlight them on the minimap).
*** Talking to an unconscious (or unintelligent) creature allows you to carry on a conversation with yourself.
*** Otherwise peaceful goblins in Human marketplaces immediately start brawling once you show up.
*** If you get ambushed by a wild creature while with a companion who doesn't like you very much, said companion might decide to side with the wild animal and engage you in ''lethal combat'' (because that's what the animal was doing). In the words of Toady One, "there's a fight (scared animal)! animal? neutral. but I hate that guy! let's jump in on the side of the animal! no quarter? no problem!"
** The dev log itself is worthy of curation; some of the best bugs get fixed before release, but Toady has the grace to tell us about them anyhow. While emotions were being revised in February 2014, this log was posted: "Today's success was to have a crying mother spit on me and call me a murderer, so that's where we're at. Of course, people familiar with modding or magma crabs might guess that the first time she spit at me, the glob came out frozen and my murderous character, being handy with a sword, batted the saliva ice cube out of the park."
** With 0.42's release, and the ensuing taverns, a possible bug resulted in cats getting drenched in dwarven booze if they came anywhere near a tavern. Then the unfortunate critter cleans itself with its tongue and [[GargleBlaster dies horribly]].
** 0.42 also brought procedurally generated instruments to play music with, among which are crimes against reality that somehow have hundreds of pipes despite being perfectly portable. A regular accordion only has ''ten''.
** In 0.42, Adventurers can hand out drinks to [=NPCs=], whom are all too willing to chug anything you give them. [[ExtremeOmnivore Emphasis on anything.]] So long as it's in a mug, they'll gladly down things like vomit, whole watermelons, stacks of weapon, hell, even the corpses of their former friends. One can even put two caged cats in a sack and stuff that in a mug and they'll drink it (or if you're feeling particularly evil, you can make them drink themselves.)
** The game handles injuries to the neck rather strangely when they happen during worldgen. As in it doesn't seem to immediately realize you can't live with a missing neck. These mysteriously headless people then proceed to live their lives with no problem until they arrive at your fortress/meet your adventurer, at which point RealityEnsues, the game realizes its mistake, and they promptly [[PuffOfLogic drop dead]]. Something similar tends to happen with dwarves past their age of death, as they will die the exact second they enter your map. This bug also manifests in lesser ways with people wearing gloves or boots on limbs they lost years ago.
** It is possible for your trade posts to spontaneously explode because people turn up to trade carrying bags of ''magma''. This is possibly the dwarfiest bug known to man, elf, or short bearded alcoholic.
** Early versions of 0.42 had enormous numbers of horses, and ''only'' horses, roaming all over the place. 3600 horses in a small hamlet was fairly common, and there were several settlements that consisted of one goblin and thousands of horses.
** One that comes and goes stems from the relatively minor bug that causes contaminants to stay airborne forever if knocked into the air by anything (say, a cave-in). Problem is, sapling spawning only reads tiles for mud presence, with no regard for whether there is any floor or not. Thus, saplings start growing on the floating mud, until they grow enough for the game to actually check and realize they're floating in mid-air, and brings the tree crashing down like a ton of rock, crushing individuals and punching holes in roofs like a regular cave-in. And yet the mud stays there, letting the cycle begin again and ensuring your fort'll be bombarded with respawning meteor trees until you get rid of the mud.
** If, at any point, a minecart actually falls rather than just descending, an odd effect will happen in that the minecart will follow the expected trajectory without a problem, but [[http://www.bay12games.com/dwarves/mantisbt/view.php?id=6068 the actual impact will be taken on the floor right below the impacted one, no matter what was on it]]. The community quickly used this as a sort of phantom-force piston trap, with constant falling minecarts on the floor above a hallway constantly striking trespassers below.
** While the 0.4x versions have made sparring work properly and has made training dwarves a lot easier, it also added a particularly strange bug where sparring dwarves (and ''only'' sparring, regular battles don't have this) occasionally dodge in ways reality shouldn't allow and end up teleporting through walls and floors (which does mean dwarves can [[EpicFail accidentally dive through a wall and into a volcano]]). While annoying, there's something a little amusing about it.
** For a time, animals were given a few too many sentient traits without actual sentience, and as such you had animals that had needs, which went unfulfilled because they're ''animals'' and thus they got terminally distracted and slowed down all activities because of it. Worse, some of their needs revealed the animals worship Gods of their civilization, and try to pray to them in temples but realize they're animals and can't pray, thus being unable to fulfill that need. Even worse, animals in your tavern could actually reveal the location of various artifacts around the world and in the fortress to visitors, somehow getting their locations across without speaking. And worst of all, in Worldgen, any animal that becomes a historical figure can actually ''start acting like a sentient'' under certain circumstances, so you can occasionally spot Saltwater Crocodile Recruits going around cities, getting bursts of civilized behavior before remembering they're ''animals'' and going savage again, including mauling residents of the cities they just civilizedly moved into.
** Certain bugs with citizen petitions (specifically, accepting petitions post-mortem) can lead to unusually interactive ghosts that can even be ''recruited into squadrons'' and try to spar with the other soldiers but keep finding out it's pointless when you're completely intangible, and since they aren't programmed to actually fight just tend to hang around the enemy being harmlessly spooky while any attacks made against them do absolutely nothing. Sending them on raids, however, will actually turn them into deadly threats to the enemy, as the game forgets ghosts can't attack.
** While certain civilizations deciding leaders through contests is intended, and weapon-throwing contests being among these was also very much intended, a minor oversight caused some of these to include ''crossbow-throwing'' contests to decide who gets to lead a nation.
** The Necrobacon bug/exploit, which takes advantage of how strength buffs translate directly to muscle mass and how corpses risen by necromancers tend to get pretty hefty strength buffs. It's like a dwarf-made GMO.
** Falling items are calculated strangely, in that density and surface matters in ways that interact in strange manners. Large objects falling don't cause as much harm as they should at certain weight brackets, such as lighter stones and anvils, work normally at bigger weights (such as whole corpses), and become ''absurdly'' harmful at smaller amounts, such as picked plants, clothing, ''coins and seeds''. While annoying when a dwarf falls into your garbage chute and dies because they got their lungs busted by a falling -cave spider silk sock-, if you have a whole stack of coins and seeds and a retracting bridge on a repeater to scatter them around you can generate a large killzone where any foes will be pelted to death by tiny items that somehow hit them like shrapnel.
''GoodBadBugs/DwarfFortress''

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** Other bugs that tend to be mentioned nostalgically: infinite magma floods, serial killer elephants and carp, the dwarves' utter indifference to being on fire. Note that all of these were part of the legendary ''{{LetsPlay/Boatmurdered}}''.
*** The "on fire" bug was particularly dangerous/hilarious when combined with a fortress's highly-boilable booze stockpile, which dwarves would regularly visit for a drink.

to:

** Other bugs that tend to be mentioned nostalgically: infinite magma floods, serial killer elephants and carp, elephants, the dwarves' utter indifference to being on fire. Note that all of these were part of the legendary ''{{LetsPlay/Boatmurdered}}''.
*** The "on fire" bug was particularly dangerous/hilarious when combined with a fortress's highly-boilable highly volatile booze stockpile, which dwarves would regularly visit for a drink.



** "Tamed" animals that have killed dwarves in past...aren't. They spend their time gleefully slaughtering the hairy ones, who ''still believe them to be tamed''. The main way to stop this is to order the critter butchered as soon as you tame it, which gets you a lot of raw materials if it's something like a dragon or titan.
** There were also (sadly removed) bugs involving individuals ''ordering'' someone to hurt them - fortress mayors sentencing themselves to be beaten when ''their own mandates'' failed, and assorted folk in Adventure Mode requesting their own assassinations. The former was frequently exploited by players to [[DeadlyEuphemism eliminate]] mayors and nobles who made demands the fort had no way of fulfilling.

to:

** "Tamed" animals that have killed dwarves in past... aren't. They spend their time gleefully slaughtering the hairy ones, who ''still believe them to be tamed''. The main way to stop this is to order the critter butchered as soon as you tame it, which gets you a lot of raw materials if it's something like a dragon or titan.
** There were also (sadly removed) bugs involving individuals ''ordering'' someone to hurt them - -- fortress mayors sentencing themselves to be beaten when ''their own mandates'' failed, and assorted folk in Adventure Mode requesting their own assassinations. The former was frequently exploited by players to [[DeadlyEuphemism eliminate]] mayors and nobles who made demands the fort had no way of fulfilling.



** Vampires don't need any sleep, food or water, but they still count as members of a fortress. It only took a short amount of time for players to figure out that if you wall vampires into the walls of your fortress they make it effectively immortal, as long as they don't go insane.

to:

** Vampires don't need any sleep, food or water, but they still count as members of a fortress. It only took a short amount of time for players to figure out that if you wall brick vampires into the walls of your fortress they make it effectively immortal, as long as they don't go insane.
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** With 0.42's release, and the ensuing taverns, a possible bug resulted in cats getting drenched in dwarven booze if they came anywhere near a tavern. Then, since Toady One [[ShownTheirWork did his research]] in terms of cats cleaning themselves with their tongues and implemented it into the game, the unfortunate critter [[GargleBlaster dies horribly]].

to:

** With 0.42's release, and the ensuing taverns, a possible bug resulted in cats getting drenched in dwarven booze if they came anywhere near a tavern. Then, since Toady One [[ShownTheirWork did his research]] in terms of cats cleaning themselves with their tongues and implemented it into the game, Then the unfortunate critter cleans itself with its tongue and [[GargleBlaster dies horribly]].



** In 0.42, Adventurers can =hand out drinks to [=NPCs=], whom are all too willing to chug anything you give them. [[ExtremeOmnivore Emphasis on anything.]] So long as it's in a mug, they'll gladly down things like vomit, whole watermelons, stacks of weapon, hell, even the corpses of their former friends. One can even put two caged cats in a sack and stuff that in a mug and they'll drink it (or if you're feeling particularly evil, you can make them drink themselves.)

to:

** In 0.42, Adventurers can =hand hand out drinks to [=NPCs=], whom are all too willing to chug anything you give them. [[ExtremeOmnivore Emphasis on anything.]] So long as it's in a mug, they'll gladly down things like vomit, whole watermelons, stacks of weapon, hell, even the corpses of their former friends. One can even put two caged cats in a sack and stuff that in a mug and they'll drink it (or if you're feeling particularly evil, you can make them drink themselves.)



** The Necrobacon bug/exploit, which takes advantage of how strength buffs translate directly to muscle mass and how corpses risen by necromancers tend to get pretty hefty strength buffs: Get a necromancer in one way or another, let them visit your corpse pile and raise animal corpses, put them back down and butcher the newly-muscular animal carcasses for extra meat compared to what their non-necro'd corpses would have provided. It's like a dwarf-made GMO.

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** The Necrobacon bug/exploit, which takes advantage of how strength buffs translate directly to muscle mass and how corpses risen by necromancers tend to get pretty hefty strength buffs: Get a necromancer in one way or another, let them visit your corpse pile and raise animal corpses, put them back down and butcher the newly-muscular animal carcasses for extra meat compared to what their non-necro'd corpses would have provided.buffs. It's like a dwarf-made GMO.
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** Krobus' shop has, as well as its usual itinerary, one item that can only be purchased once per day. However, closing the shop window and then opening it again will allow you to purchase the items again without having to wait.
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** While the 0.4x versions have made sparring work properly and has made training dwarves a lot easier, it also added a particularly strange bug where sparring dwarves (and ''only'' sparring, regular battles don't have this) occasionally dodge in ways reality shouldn't allow and end up teleporting through walls and floors by complete accident if there's no walls on the other side (which does mean dwarves can [[EpicFail accidentally dive through a wall and into a volcano]]). While annoying, there's something a little amusing about it.

to:

** While the 0.4x versions have made sparring work properly and has made training dwarves a lot easier, it also added a particularly strange bug where sparring dwarves (and ''only'' sparring, regular battles don't have this) occasionally dodge in ways reality shouldn't allow and end up teleporting through walls and floors by complete accident if there's no walls on the other side (which does mean dwarves can [[EpicFail accidentally dive through a wall and into a volcano]]). While annoying, there's something a little amusing about it.



** The Necrobacon bug/exploit, which takes advantage of how strength buffs translate directly to muscle mass and how corpses risen by necromancers tend to get pretty hefty strength buffs to maximize meat production in animals: Get a necromancer in one way or another, let them visit your corpse pile and raise animal corpses, put them back down and butcher the newly-muscular animal carcasses for extra meat compared to what their non-necro'd corpses would have provided. It's like a dwarf-made GMO.

to:

** The Necrobacon bug/exploit, which takes advantage of how strength buffs translate directly to muscle mass and how corpses risen by necromancers tend to get pretty hefty strength buffs to maximize meat production in animals: buffs: Get a necromancer in one way or another, let them visit your corpse pile and raise animal corpses, put them back down and butcher the newly-muscular animal carcasses for extra meat compared to what their non-necro'd corpses would have provided. It's like a dwarf-made GMO.
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** In a similar vein, the pale green wallpaper somehow shares an item ID code with the Prismatic Shard, the rarest and most valuable gem in the game. So you can instantly befriend everyone except Haley (who hates Prismatic Shards), summon/forge the [[InfinityPlusOneSword Galaxy Sword]], and [[spoiler: BalefulPolymorph away unwanted children]]... with a piece of wallpaper.
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* [[XBeyondTheFrontier X-Tension]] featured an odd AI glitch: if you flew behind an enemy fighter and maintained a close enough distance - below 200 metres - they'd cease all maneuvering and just fly straight, forever. This made most fights cakewalks - aggro an enemy, park yourself on their tail, shoot until desired results achieved.
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** Due to the way the game handles giving the player items, it's possible to [[https://www.youtube.com/watch?v=zWY9mCbkHHA name things with item numbers]], including your farmer, causing the items to spawn in the player's inventory every time the name gets mentioned. In this way, it's possible to get very rare items like the Iridium Sprinkler, Ancient Fruit, Prismatic Shard, etc. every time someone says the player's name. Find an NPC who says the player's name every time you talk to them, and you'll never have to worry about money ever again, [[GameBreaker breaking the game's difficulty in half]].
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** Certain bugs with citizen petitions (specifically, accepting petitions post-mortem) can lead to unusually interactive ghosts that can even be ''recruited into squadrons'' and try to spar with the other soldiers but keep finding out it's pointless when you're completely intangible, and since they aren't programmed to actually fight just tend to hang around the enemy being harmlessly spooky while any attacks made against them do absolutely nothing.

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** Certain bugs with citizen petitions (specifically, accepting petitions post-mortem) can lead to unusually interactive ghosts that can even be ''recruited into squadrons'' and try to spar with the other soldiers but keep finding out it's pointless when you're completely intangible, and since they aren't programmed to actually fight just tend to hang around the enemy being harmlessly spooky while any attacks made against them do absolutely nothing. Sending them on raids, however, will actually turn them into deadly threats to the enemy, as the game forgets ghosts can't attack.
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** While the 0.4x versions have made sparring work properly and has made training dwarves a lot easier, it also added a particularly strange bug where sparring dwarves (and ''only'' sparring, regular battles don't have this) occasionally dodge in ways reality shouldn't allow and end up teleporting through walls and floors by complete accident if there's no walls on the other size (which does mean dwarves can [[EpicFail accidentally dive through a wall and into a volcano]]). While annoying, there's something a little amusing about it.

to:

** While the 0.4x versions have made sparring work properly and has made training dwarves a lot easier, it also added a particularly strange bug where sparring dwarves (and ''only'' sparring, regular battles don't have this) occasionally dodge in ways reality shouldn't allow and end up teleporting through walls and floors by complete accident if there's no walls on the other size side (which does mean dwarves can [[EpicFail accidentally dive through a wall and into a volcano]]). While annoying, there's something a little amusing about it.
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** Falling items are calculated strangely, in that density and surface matters in ways that interact in strange manners. Large objects falling don't cause as much harm as they should at certain weight brackets, such as lighter stones and anvils, work normally at bigger weights (such as whole corpses), and become ''absurdly'' harmful at smaller amounts, such as picked plants, clothing, ''coins and seeds''. While annoying when a dwarf falls into your garbage chute and dies because they got their lungs busted by a falling -cave spider silk sock-, if you have a whole stack of coins and seeds and a retracting bridge on a repeater to scatter them around you can generate a large killzone where any foes will be pelted to death by tiny items that somehow hit them like shrapnel.
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** The Necrobacon bug/exploit, which takes advantage of how strength buffs translate directly to muscle mass and how corpses risen by necromancers tend to get pretty hefty strength buffs to maximize meat production in animals: Get a necromancer in one way or another, let them visit your corpse pile and raise animal corpses, put them back down and butcher the newly-muscular animal carcasses for extra meat compared to what their non-necro'd corpses would have provided. It's like a dwarf-made GMO.
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None

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* The Tug-of-War glitch from ''VideoGame/CultistSimulator'', as showed off in [[https://twitter.com/alexiskennedy/status/982292772588834822 this tweet]] announcing its demise. Essentially, if you had only one card of a given type, and two things tried to pull it in (for example, both Inspector Wakefield and one of your reputation-destroying minions competing over a reputation card), instead of one definitively winning, the card would bounce between boxes until one ran out of time.
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** While certain civilizations deciding leaders through contests is intended, and weapon-throwing contests being among these was also very much intended, a minor oversight caused some of these to include ''crossbow-throwing'' contests to decide who gets to lead a nation.
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** Certain bugs with citizen petitions (specifically, accepting petitions post-mortem) can lead to unusually interactive ghosts that can even be ''recruited into squadrons'' and try to spar with the other soldiers but keep finding out it's pointless when you're completely intangible, and since they aren't programmed to actually fight just tend to hang around the enemy being harmlessly spooky while any attacks made against them do absolutely nothing.
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None


* The original ''VideoGame/TransportTycoon'' keeps cash on hand as a [[PowersOfTwoMinusOne 32-bit signed integer]], limiting your money to +/- 2.1 billion GBP (all other currencies are multiples of this base amount; USD = GBP x 2, JPY = GBP * 100 etc). It's possible to build a tunnel extending from one end of the map to the other, which makes the cost overflow. Shift-click to get a cost estimate, keep searching until you see something with a cost in the negatives, then build. Instant jackpot of 2.1 billion pounds. Did I mention this can be done shortly after the game starts? This was fixed in ''VideoGame/TransportTycoonDeluxe''.

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* The original ''VideoGame/TransportTycoon'' keeps cash on hand as a [[PowersOfTwoMinusOne [[UsefulNotes/PowersOfTwoMinusOne 32-bit signed integer]], limiting your money to +/- 2.1 billion GBP (all other currencies are multiples of this base amount; USD = GBP x 2, JPY = GBP * 100 etc). It's possible to build a tunnel extending from one end of the map to the other, which makes the cost overflow. Shift-click to get a cost estimate, keep searching until you see something with a cost in the negatives, then build. Instant jackpot of 2.1 billion pounds. Did I mention this can be done shortly after the game starts? This was fixed in ''VideoGame/TransportTycoonDeluxe''.
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** For a time, animals were given a few too many sentient traits without actual sentience, and as such you had animals that had needs, which went unfulfilled because they're ''animals'' and thus they got terminally distracted and slowed down all activities because of it. Worse, some of their needs revealed the animals worship Gods of their civilization, and try to pray to them in temples but realize they're animals and can't pray, thus being unable to fulfill that need. Even worse, animals in your tavern could actually reveal the location of various artifacts around the world and in the fortress to visitors, somehow getting their locations across without speaking. And worst of all, in Worldgen, any animal that becomes a historical figure can actually ''start acting like a sentient'' under certain circumstances, so you can occasionally spot Saltwater Crocodile Recruits going around cities, getting bursts of civilized behavior before remembering they're ''animals'' and going savage again, including mauling residents of the cities they just civilizedly moved into.
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** While the 0.4x versions have made sparring work properly and has made training dwarves a lot easier, it also added a particularly strange bug where sparring dwarves (and ''only'' sparring, regular battles don't have this) occasionally dodge in ways reality shouldn't allow and end up teleporting through walls and floors by complete accident if there's no walls on the other size (which does mean dwarves can [[EpicFail accidentally dive through a wall and into a volcano]]). While annoying, there's something a little amusing about it.
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Fetish Fuel is now just a fan-speak term. It shouldn't be linked to, not even for YMMV purposes. In-universe examples are the Fetish trope.
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f


** If the player is married to [[HospitalHottie Maru]], then occasionally she will wear her nurse outfit to bed and say "Shhh! Don't let the doctor see you!" when you try to talk to her. [[FetishFuel Grrrowl]]. Less sexy is how sometimes when you marry [[EnsembleDarkhorse Shane]], he'll bring ''[[BestialityIsDepraved his chicken]]'' to bed with him.

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** If the player is married to [[HospitalHottie Maru]], then occasionally she will wear her nurse outfit to bed and say "Shhh! Don't let the doctor see you!" when you try to talk to her. [[FetishFuel Grrrowl]]. Less sexy is how sometimes when you marry [[EnsembleDarkhorse Shane]], he'll bring ''[[BestialityIsDepraved his chicken]]'' to bed with him.
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this is a bug in the DS hardware, not the game


* In ''[[VideoGame/TraumaCenter Trauma Center: Under the Knife 2]]'', there's a bug that occurs when the user touches the screen in more than one place. The game interprets multiple inputs by finding the center of the points and using that. It's useless for most tools, but a certain application breaks the way the forceps work. By picking up an item with the forceps, then touching where the item tray is and quickly releasing the first touch, the item will warp from the pickup point to the tray without interacting with anything else. There's one boss in which this becomes particularly useful. [[spoiler:When extracting Bythos' core, using this glitch bypasses the need to avoid the spores it releases when its shell breaks open. The glitch renders this part of the fight basically pointless.]]
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** Vampires don't need any sleep, food or water, but they count as members of a fortress still. It only took a short amount of time for players to figure out that if you wall vampires into the walls of your fortress they make it effectively immortal, as long as they doesn't go insane.

to:

** Vampires don't need any sleep, food or water, but they still count as members of a fortress still. fortress. It only took a short amount of time for players to figure out that if you wall vampires into the walls of your fortress they make it effectively immortal, as long as they doesn't don't go insane.
Is there an issue? Send a MessageReason:
None


** In early builds of the game, naming a new [=NPC=] after a pre-existing [=NPC=] would cause the new [=NPC=] to adopt their namesake's AI behaviours. It didn't take long for people to get the hilarious idea to [[BestalityIsDepraved name one of their barnyard animals after one of the romance options]].

to:

** In early builds of the game, naming a new [=NPC=] after a pre-existing [=NPC=] would cause the new [=NPC=] to adopt their namesake's AI behaviours. It didn't take long for people to get the hilarious idea to [[BestalityIsDepraved [[BestialityIsDepraved name one of their barnyard animals after one of the romance options]].



** If the player is married to [[HospitalHottie Maru]], then occasionally she will wear her nurse outfit to bed. Hubba-hubba.

to:

** If the player is married to [[HospitalHottie Maru]], then occasionally she will wear her nurse outfit to bed. Hubba-hubba.bed and say "Shhh! Don't let the doctor see you!" when you try to talk to her. [[FetishFuel Grrrowl]]. Less sexy is how sometimes when you marry [[EnsembleDarkhorse Shane]], he'll bring ''[[BestialityIsDepraved his chicken]]'' to bed with him.
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** ''Back To Nature'': On your first day on the farm, where Mayor Thomas will take you on a tour of town, before exiting your house, you can keep swinging your tools (except for the watering can) to gain full experience levels, since the game will lock your stamina level at 1 so you can go through with the required cut scene. Works with any day where you'll experience a cutscene as soon as you open the door, but this is the first one and most easily predicted.

to:

** ''Back To Nature'': ''VideoGame/HarvestMoonBackToNature'': On your first day on the farm, where Mayor Thomas will take you on a tour of town, before exiting your house, you can keep swinging your tools (except for the watering can) to gain full experience levels, since the game will lock your stamina level at 1 so you can go through with the required cut scene. Works with any day where you'll experience a cutscene as soon as you open the door, but this is the first one and most easily predicted.



** ''VideoGame/HarvestMoonAnotherWonderfulLife'': The infamous 99 Items glitch. If you take your controller out of the #1 port and plug it into the #3 port, then press the Z button a few times...you get 99 of every item. Simply switch back to the #1 port to resume play.
** ''HM: DS'' lets you keep on getting friendship points by showing your pet to someone, with no limit. It is a great way to get early access to Leia the Mermaid.

to:

** ''VideoGame/HarvestMoonAnotherWonderfulLife'': ''[[VideoGame/HarvestMoonAWonderfulLife Harvest Moon Another Wonderful Life]]'': The infamous 99 Items glitch. If you take your controller out of the #1 port and plug it into the #3 port, then press the Z button a few times...you get 99 of every item. Simply switch back to the #1 port to resume play.
** ''HM: DS'' ''VideoGame/HarvestMoonDS'' lets you keep on getting friendship points by showing your pet to someone, with no limit. It is a great way to get early access to Leia the Mermaid.



** The already infamously buggy ''Harvest Moon 3D: A New Beginning'' has a particularly humorous one. If you're a passing acquaintance of the Harvest Goddess and [[https://www.youtube.com/watch?v=Ajuxif0uY90 you visit her on your birthday]], her final line of dialogue will be "[[ReadingTheStageDirectionsOutLoud <PAGE><FACE_GODDES><POS_RIGHT><FACE_ROUGH>]]Happy b". The text actually spills out of her text box due to the bugged script, causing the "irthday!" part to be cut off by the right side of the screen.

to:

** The already infamously buggy ''Harvest Moon 3D: A New Beginning'' ''VideoGame/HarvestMoonANewBeginning'' has a particularly humorous one. If you're a passing acquaintance of the Harvest Goddess and [[https://www.youtube.com/watch?v=Ajuxif0uY90 you visit her on your birthday]], her final line of dialogue will be "[[ReadingTheStageDirectionsOutLoud <PAGE><FACE_GODDES><POS_RIGHT><FACE_ROUGH>]]Happy b". The text actually spills out of her text box due to the bugged script, causing the "irthday!" part to be cut off by the right side of the screen.
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** ''VideoGame/HarvestMoonAnotherWonderfulLife'': The infamous 99 Items glitch. If you take your controller out of the #1 port and plug it into the #3 port, then press the Z button a few times...you get 99 of every item. Simply switch back to the #1 port to resume play.

Changed: 2598

Removed: 909

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None


** Other bugs that tend to be mentioned nostalgically: infinite magma floods, serial killer elephants, the dwarves' utter indifference to being on fire. Note that all of these were part of the legendary ''{{LetsPlay/Boatmurdered}}''.
*** The "on fire" bug would particularly dangerous/hilarious when combined with a fortress's highly-boilable booze stockpile, which dwarves would regularly visit for a drink.
** You could also site your fortress overlapping with a human town... then proceed to undermine their buildings, causing them to collapse, and raid the rubble for fortress materials. Where this enters Good Bad Bug territory is the fact that the humans ''don't care'', and you could massacre their population, destroy their city, and steal the shattered remnants of their belongings without their losing the "Friendly" status.
** The absurdly overpowered throwing. A character can mangle a body part and brutalize enemies' internal organs with a pebble, a coin, or even vomit. A thrown [[RidiculouslyCuteCritter Fluffy Wambler]] once decapitated a [[HumongousMecha Bronze Colossus]]. Throwing was nerfed in 2011, but you could now pinch people's heads off.

to:

** Other bugs that tend to be mentioned nostalgically: infinite magma floods, serial killer elephants, elephants and carp, the dwarves' utter indifference to being on fire. Note that all of these were part of the legendary ''{{LetsPlay/Boatmurdered}}''.
*** The "on fire" bug would was particularly dangerous/hilarious when combined with a fortress's highly-boilable booze stockpile, which dwarves would regularly visit for a drink.
** You could also site your fortress overlapping with a human town... then proceed to undermine their buildings, causing them to collapse, and raid the rubble for fortress materials. Where this enters Good Bad Bug territory is the fact that the humans ''don't ''didn't care'', and you could massacre their population, destroy their city, and steal the shattered remnants of their belongings without their losing the "Friendly" status.
** The absurdly overpowered throwing. A character can could mangle a body part and brutalize enemies' internal organs with a pebble, a coin, or even vomit. A thrown [[RidiculouslyCuteCritter Fluffy Wambler]] once decapitated a [[HumongousMecha Bronze Colossus]]. Throwing was nerfed in 2011, but you could now 2011... which added the ability to pinch people's heads off.



*** While the carp have stepped down, [[http://www.bay12forums.com/smf/index.php?topic=101243.0 giant sponges have taken up their mantle.]] Since the engine can't handle an unmoving animal properly and has some issues with determining the death of creatures without body parts or blood, they'll push your dwarves to death and are immune to normal weaponry. Even more ridiculously, examination of their raws indicates that they can be ''ridden on as war beasts'', though nobody has reported any invaders using spongy mounts. The hilarious nature of the threat, along with its nigh-invulnerability, have made them nearly as famous as the carp of old.

to:

*** While the carp have stepped down, [[http://www.bay12forums.com/smf/index.php?topic=101243.0 giant sponges have taken up their mantle.]] Since the engine can't handle an unmoving animal properly and has some issues with determining the death of creatures without body parts or blood, they'll push your dwarves to death and are immune to normal weaponry. Even more ridiculously, examination of their raws indicates that they can be ''ridden on as war beasts'', though nobody has reported any invaders using spongy mounts. The hilarious nature of the threat, along with its nigh-invulnerability, have made them nearly as famous as the carp of old. In later versions, the changes to blunt force mechanics renders them easily quashed with a few swings of a hammer, although they're still ludicrously overpowered.



*** The sponges have now been nerfed as they can be smashed into a pulp fairly easily with blunt weapons.



** With 0.42's release, and the ensuing taverns, a possible bug resulted in cats getting drenched in dwarven booze if they came anywhere near a tavern. Then, since Toady One [[ShownTheirWork did his research]] in terms of cats cleaning themselves with their tongues, [[TheDevTeamThinksOfEverything]] and implemented it into the game, the unfortunate critter [[GargleBlaster dies horribly]].
** 0.42 also brought procedurally generated instruments to play music with. Among which are crimes against reality that somehow have hundreds of pipes despite being perfectly man-portable. A regular accordion only has ''ten''.
** In 0.42, Adventurers can now hand out drinks to [=NPCs=], whom are all too willing to chug anything you give them. [[ExtremeOmnivore Emphasis on anything.]] So long as it's in a mug, they'll gladly down things like vomit, whole watermelons, stacks of weapon, hell, even the corpses of their former friends. One can even put two caged cats in a sack and stuff that in a mug and they'll drink it (or if you're feeling particularly evil, you can make them drink themselves.)

to:

** With 0.42's release, and the ensuing taverns, a possible bug resulted in cats getting drenched in dwarven booze if they came anywhere near a tavern. Then, since Toady One [[ShownTheirWork did his research]] in terms of cats cleaning themselves with their tongues, [[TheDevTeamThinksOfEverything]] tongues and implemented it into the game, the unfortunate critter [[GargleBlaster dies horribly]].
** 0.42 also brought procedurally generated instruments to play music with. Among with, among which are crimes against reality that somehow have hundreds of pipes despite being perfectly man-portable.portable. A regular accordion only has ''ten''.
** In 0.42, Adventurers can now hand =hand out drinks to [=NPCs=], whom are all too willing to chug anything you give them. [[ExtremeOmnivore Emphasis on anything.]] So long as it's in a mug, they'll gladly down things like vomit, whole watermelons, stacks of weapon, hell, even the corpses of their former friends. One can even put two caged cats in a sack and stuff that in a mug and they'll drink it (or if you're feeling particularly evil, you can make them drink themselves.)



** ''VideoGame/HarvestMoon3'' had the shipping glitch. Let's say you had 97 potatoes and 1 Wild Berry. You want to ship more, and just in general get more Wild Berries. You go and select the potatoes and the Farmers Union guy you're talking to will ask how many you want to ship. You press down on the D-pad which shows 97 potatoes. Press the B button and go to the Wild Berries. When it asks how many you want to ship, press down again. Now you get to ship 96 Wild Berries! Ship those and check your storage. Chances are, you have a higher number of Wild Berries now. The glitch itself messes up at times when you want to get more things, such as giving you a lower number of Wild Berries after shipping 99 items, but it is definitely useful. There seems to be at least no way to get 0 Wild Berries if you ship it like this. And it works for every shippable item!

to:

** ''VideoGame/HarvestMoon3'' had has the shipping glitch. Let's say you had have 97 potatoes and 1 Wild Berry. You want to ship more, and just in general get more Wild Berries. You go and select the potatoes and the Farmers Union guy you're talking to will ask how many you want to ship. You press down on the D-pad which shows 97 potatoes. Press the B button and go to the Wild Berries. When it asks how many you want to ship, press down again. Now you get to ship 96 Wild Berries! Ship those and check your storage. Chances are, you have a higher number of Wild Berries now. The glitch itself messes up at times when you want to get more things, such as giving you a lower number of Wild Berries after shipping 99 items, but it is definitely useful. There seems to be at least no way to get 0 Wild Berries if you ship it like this. And it works for every shippable item!



** ''Back To Nature'': On your first day on the farm, where Mayor Thomas will take you on a tour of town, before exiting your house, you can keep swinging your tools (except for the watering can) to gain full experience levels, since the game will lock your stamina level at 1 so you can go through with the required cut scene. Works with any day where you'll experience a cut scene as soon as you open the door, but this is the first one and most easily predicted.

to:

** ''Back To Nature'': On your first day on the farm, where Mayor Thomas will take you on a tour of town, before exiting your house, you can keep swinging your tools (except for the watering can) to gain full experience levels, since the game will lock your stamina level at 1 so you can go through with the required cut scene. Works with any day where you'll experience a cut scene cutscene as soon as you open the door, but this is the first one and most easily predicted.



** HM: DS lets you keep on getting friendship points by showing your pet to someone, with no limit. It is a great way to get early access to Leia the Mermaid.

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** HM: DS ''HM: DS'' lets you keep on getting friendship points by showing your pet to someone, with no limit. It is a great way to get early access to Leia the Mermaid.



** The already infamously buggy ''Harvest Moon 3D: A New Beginning'' had a particularly humorous one. If you're a passing acquaintance of the Harvest Goddess and [[https://www.youtube.com/watch?v=Ajuxif0uY90 you visit her on your birthday]], her final line of dialogue will be "[[ReadingTheStageDirectionsOutLoud <PAGE><FACE_GODDES><POS_RIGHT><FACE_ROUGH>]]Happy b". The text actually spills out of her text box due to the bugged script, causing the "irthday!" part to be cut off by the right side of the screen.
** The Natsume-made game ''Harvest Moon Seed Of Memories'' had a glitch in the mobile version where you could [[GayOption marry the same gender]]. [[UnfortunateImplications It was eventually patched out.]]

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** The already infamously buggy ''Harvest Moon 3D: A New Beginning'' had has a particularly humorous one. If you're a passing acquaintance of the Harvest Goddess and [[https://www.youtube.com/watch?v=Ajuxif0uY90 you visit her on your birthday]], her final line of dialogue will be "[[ReadingTheStageDirectionsOutLoud <PAGE><FACE_GODDES><POS_RIGHT><FACE_ROUGH>]]Happy b". The text actually spills out of her text box due to the bugged script, causing the "irthday!" part to be cut off by the right side of the screen.
** The Natsume-made game ''Harvest Moon Moon: Seed Of Memories'' had a glitch in the mobile version where you could [[GayOption marry the same gender]]. [[UnfortunateImplications It Unfortunately, it was eventually patched out.]]



** More of a developer oversight than a true glitch but prior to Patch 1.06, [[PerkyGoth Abigail]] would appreciatively ask "How did you know I was hungry?" when you gave her an item she liked. This included ''[[ExtremeOmnivore gemstones]]''. Abigail's unusual tastes quickly became subject to MemeticMutation.
** If the player is married to [[HospitalHottie Maru]] then occasionally [[FetishFuel she will wear her nurse outfit to bed]].
** It was nce possible to plant fruit trees everywhere in the game, including in some interesting places, such as the bathhouse. This got fixed with the 1.1 update, but the same update reverted the previous fix for planting fruit trees inside the greenhouse and outside the dedicated soil area, making it an example of an Ascended Glitch.
* ''VideoGame/SimCity 2000'' had a bug involving the use of a joke cheat code. In the first ''VideoGame/SimCity'' game, typing "FUND" gave you some money, but ''Sim City 2000'' instead offers you a loan at 25% interest (very, very bad idea). However, the game also dynamically adjusts what interest rate you get on regular loans by examining your current loans. Get a few of these joke loans, and the dynamic interest overflows and goes negative. A loan with negative interest? It means you get paid every year for having debts!
** Also, the SNES version of the game had a bug involving a careful use of a pause button and the tax screen allowed to drop below zero, which instantly pushed it to the maximum value (then [[{{Cap}} capped at $999999]]). An easy way to beat any scenario.

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** More of a developer oversight than a true glitch but prior to Patch 1.06, [[PerkyGoth Abigail]] would appreciatively ask "How did you know I was hungry?" when you gave her an item she liked. This included ''[[ExtremeOmnivore gemstones]]''. Abigail's unusual tastes quickly became subject to MemeticMutation.
MemeticMutation and eventually became an AscendedMeme.
** If the player is married to [[HospitalHottie Maru]] Maru]], then occasionally [[FetishFuel she will wear her nurse outfit to bed]].
bed. Hubba-hubba.
** It was nce once possible to plant fruit trees everywhere in the game, including in some interesting places, such as the bathhouse. This got fixed with the 1.1 update, but the same update reverted the previous fix for planting fruit trees inside the greenhouse and outside the dedicated soil area, making it an example of an Ascended Glitch.
AscendedGlitch.
* ''VideoGame/SimCity 2000'' had has a bug involving the use of a joke cheat code. In the first ''VideoGame/SimCity'' game, typing "FUND" gave gives you some money, but ''Sim City 2000'' instead offers you a loan at 25% interest (very, very bad idea). However, the game also dynamically adjusts what interest rate you get on regular loans by examining your current loans. Get a few of these joke loans, and the dynamic interest overflows and goes negative. A loan with negative interest? It means you get paid every year for having debts!
** Also, the SNES version of the game had has a bug involving a careful use of a pause button and allowing the tax screen allowed to drop below zero, which instantly pushed pushes it to the maximum value (then [[{{Cap}} capped at $999999]]). An easy way to beat any scenario.



** ''The Sims 2'' has a great bug where the aspiration reward that temporarily boosts toddlers' intelligence got "stuck" once in a while and left the player with a supersmart kid that learned skills at triple the speed. It was fixed in a recent expansion pack.
** And broken and fixed and broken... depending on your expansion pack setup, it either is rare/fixed, happens fairly often, or happens ''every time you use the item''.
** there was also the potty-training glitch where if you cancelled the action at the right time the toddler would be instantly potty trained. That was fixed at some point too.
** You can also, with moveobjects activated, move a Sim somewhere, rotate the camera, and then start making (non-intelligent and temporary) clones of that Sim. Sometimes called the Door-Clone Glitch, since it was named after misusing the door feature in Build Mode. Same cloning process can be instigated by shift-clicking a Sim somewhere when in Buy Mode.
** The Nannies were ''quite'' glitchy in the sims...they would do shit like light the house on fire, feed babies that were full, ignore the babies, stick around the house indefinitely, etc.
** Shown in MadameWario's Let's Play of the game, if your toddler sees you cheating on your significant other, their relationship status with you will drop with other family members of the house (any family member will get pissed at you for cheating). This means you can attack your toddler and fight with them. Sadly, the fight-cloud animation doesn't work when fighting with a toddler (your sim will just be standing there), but the small dialogue window does show up in the corner saying your sim is "not to be trifled with".

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** ''The Sims 2'' has a great bug where the aspiration reward that temporarily boosts toddlers' intelligence got gets "stuck" once in a while and left leaves the player with a supersmart kid that learned learns skills at triple the speed. It was fixed in a recent later expansion pack.
** And
pack... then broken and fixed and broken... depending Depending on your expansion pack setup, it either is rare/fixed, happens fairly often, or happens ''every time you use the item''.
** there There was also the potty-training glitch glitch, where if you cancelled the action at the right time time, the toddler would be instantly potty trained. That was fixed at some point too.
** You can also, with moveobjects activated, move a Sim somewhere, rotate the camera, and then start making (non-intelligent and temporary) clones of that Sim. Sometimes called the Door-Clone Glitch, since it was named after misusing the door feature in Build Mode. Same The same cloning process can be instigated by shift-clicking a Sim somewhere when in Buy Mode.
** The Nannies were nannies are ''quite'' glitchy in the sims...they would do ''The Sims'', doing shit like light lighting the house on fire, feed feeding babies that were are full, ignore ignoring the babies, stick sticking around the house indefinitely, etc.
** Shown in MadameWario's [=MadameWario's=] Let's Play of the game, if your toddler sees you cheating on your significant other, their relationship status with you will drop with other family members of the house (any family member will get pissed at you for cheating). This means you can attack your toddler and fight with them. Sadly, the fight-cloud animation doesn't work when fighting with a toddler (your sim will just be standing there), but the small dialogue window does show up in the corner saying your sim is "not to be trifled with".



** ''VideoGame/TheSimsMedieval'' had a minor but fairly helpful one just after the release of the expansion. One quest makes you create a food item called Boiled Goo, but if your kingdom wasn't involved in the War a Sim could actually make it any time without the ingredient from the quest. Since it gave a small positive buff it could be an alternative to eating Gruel, which gave a negative one. This has been fixed; Boiled Goo can now only be made in the quest.
* The Norn genomes in the release version of ''VideoGame/{{Creatures}} 2'' had a flaw in their simulated neurochemistry, so that when a Norn walked into a wall, instead of getting the signal to turn round and walk away, they would often continue to walk into the same wall over and over. This habit became known as 'Wallbonking' and is considered a classic Norn trait among the fandom, even though a fixed genome and later games (mostly) eradicated the behaviour.
** This was far from the only problem in the ''Creatures 2'' genome -- the ArtificialStupidity was so rampant, it was dubbed "One Hour Stupidity Syndrome." While many programmers released [[GameMod fixes]] for this, which targeted various aspects of the genome, the original genome is still quite funny, in a schadenfreude kind of way. After one hour, the bugged genome would ensure that your Norn would become incredibly stupid, to the point of total paralysis.
** The "flying lemon" bug in the first ''Creatures'' is fondly remembered by fans.
*** Other flying objects too, like the coconut crab COB.
* A glitch in ''VideoGame/{{Spore}}'' lets you abuse how the game sets the limits for creature widths to make asymmetrical creatures, with different hands on each sides, or different limbs on each sides. Eventually this was made easier by making it a legitimate game feature.

to:

** ''VideoGame/TheSimsMedieval'' had a minor but fairly helpful one just after the release of the expansion. One quest makes you create a food item called Boiled Goo, but if your kingdom wasn't involved in the War a Sim could actually make it any time without the ingredient from the quest. Since it gave gives a small positive buff buff, it could be an alternative to eating Gruel, which gave gives a negative one. This has been fixed; Boiled Goo can now only be made in the quest.
* The Norn genomes in the release version of ''VideoGame/{{Creatures}} 2'' had have a flaw in their simulated neurochemistry, so that when a Norn walked walks into a wall, instead of getting the signal to turn round and walk away, they would often continue to walk into the same wall over and over. This habit became known as 'Wallbonking' and is considered a classic Norn trait among the fandom, even though a fixed genome and later games (mostly) eradicated the behaviour.
** This was is far from the only problem in the ''Creatures 2'' genome -- the ArtificialStupidity was is so rampant, it was dubbed "One Hour Stupidity Syndrome." While many programmers released [[GameMod fixes]] for this, this which targeted various aspects of the genome, the original genome is still quite funny, funny in a schadenfreude kind of way. After one hour, the bugged genome would ensure ensures that your Norn would will become incredibly stupid, to the point of total paralysis.
** The "flying lemon" bug in the first ''Creatures'' is fondly remembered by fans.
***
fans. Other flying objects too, like the coconut crab COB.
* A glitch in ''VideoGame/{{Spore}}'' lets you abuse how the game sets the limits for creature widths to make asymmetrical creatures, with different hands on each sides, or different limbs on each sides.side. Eventually this was made easier by making it a legitimate game feature.



* ''VideoGame/MonsterRancher Advance 2'' has a GoodBadBug... that unfortunately [[GameBreakingBug comes with a side-order]] of LaserGuidedKarma. Essentially: At the start of the week, before doing anything else, save your game. Turn it off and on again quickly. If done correctly, your monster will lose Fatigue and Stress points, meaning that, if done repeatedly, they will never tire. The universe's retrobution for cheating to train your monster? If done repeatedly, this trick will actually ''kill the saving on your actual game,'' due to its origins as a memory-clearing glitch.

to:

* ''VideoGame/MonsterRancher Advance 2'' has a GoodBadBug... that unfortunately [[GameBreakingBug comes with a side-order]] of LaserGuidedKarma. Essentially: At the start of the week, before doing anything else, save your game. Turn it off and on again quickly. If done correctly, your monster will lose Fatigue and Stress points, meaning that, if done repeatedly, they will never tire. The universe's retrobution retribution for cheating to train your monster? If done repeatedly, this trick will actually ''kill the saving on your actual game,'' due to its origins as a memory-clearing glitch.



* ''NASCAR Racing 2003 Season'': Unrealistic car setups worked well with the original retail version on the faster tracks, to the point that the cars handled more like Indy cars and were somewhere between stock cars and Indy cars in terms of speed.
* The original ''VideoGame/TransportTycoon'' keeps cash on hand as a [[PowersOfTwoMinusOne 32-bit signed integer]], limiting your money to +/- 2.1 billion GBP (all other currencies are multiples of this base amount; USD = GBP x 2, JPY = GBP * 100 etc). It's possible to build a tunnel extending from one end of the map to the other, which would make the cost overflow. Shift-click to get a cost estimate, keep searching until you see something with a cost in the negatives, then build. Instant jackpot of 2.1 billion pounds. Did I mention this can be done shortly after the game starts? This was fixed in ''VideoGame/TransportTycoonDeluxe''.

to:

* ''NASCAR Racing 2003 Season'': Unrealistic car setups worked work well with the original retail version on the faster tracks, to the point that the cars handled handle more like Indy cars and were are somewhere between stock cars and Indy cars in terms of speed.
* The original ''VideoGame/TransportTycoon'' keeps cash on hand as a [[PowersOfTwoMinusOne 32-bit signed integer]], limiting your money to +/- 2.1 billion GBP (all other currencies are multiples of this base amount; USD = GBP x 2, JPY = GBP * 100 etc). It's possible to build a tunnel extending from one end of the map to the other, which would make makes the cost overflow. Shift-click to get a cost estimate, keep searching until you see something with a cost in the negatives, then build. Instant jackpot of 2.1 billion pounds. Did I mention this can be done shortly after the game starts? This was fixed in ''VideoGame/TransportTycoonDeluxe''.



* Before being patched, in some games of the ''SilentHunter'' franchise, when one destroyer rammed your submarine to sink it (a tactic used in RealLife, [[http://en.wikipedia.org/wiki/HMS_Dreadnought_%281906%29#Career even by a battleship]]) [[http://www.youtube.com/watch?v=qhREnipM8XY the destroyer, not you submarine, went to meet Davy Jones]].
* In ''[[VideoGame/{{X}} X3: Terran Conflict]]'', the [[MacrossMissileMassacre ATF Skirnir missile frigate]] is a GameBreaker even by the standards of its own class, due to an extra zero in the damage values for its anti-capital weapon the Shadow missile. As a result, it puts out 755 megajoules of damage per warhead on an eight-warhead missile. In an unmodded game, the toughest ship has only 12 gigajoules of shielding. Do the math. Egosoft never bothered to fix this in ''Terran Conflict'' since you have to board and capture the Skirnir to use it, but what with the full-scale Argon-Terran war in the expansion pack ''Albion Prelude'', the bug was fixed so that Argon players wouldn't get their heads blown off the second a Skirnir showed up.

to:

* Before being patched, in some games of the ''SilentHunter'' ''VideoGame/SilentHunter'' franchise, when one destroyer rammed your submarine to sink it (a tactic used in RealLife, [[http://en.wikipedia.org/wiki/HMS_Dreadnought_%281906%29#Career even by a battleship]]) [[http://www.youtube.com/watch?v=qhREnipM8XY the destroyer, not you submarine, went to meet Davy Jones]].
* In ''[[VideoGame/{{X}} X3: Terran Conflict]]'', the [[MacrossMissileMassacre ATF Skirnir missile frigate]] is a GameBreaker even by the standards of its own class, class due to an extra zero in the damage values for its anti-capital weapon weapon, the Shadow missile. As a result, it puts out 755 megajoules of damage per warhead on an eight-warhead missile. In an unmodded game, the toughest ship has only 12 gigajoules of shielding. Do the math. Egosoft never bothered to fix this in ''Terran Conflict'' since you have to board and capture the Skirnir to use it, but what with the full-scale Argon-Terran war in the expansion pack ''Albion Prelude'', the bug was fixed so that Argon players wouldn't get their heads blown off the second a Skirnir showed up.



* ''VideoGame/GoatSimulator'' carries this as a selling point. Seriously, it's listed under the Key Features on the Steam Store page: "MILLIONS OF BUGS! We're only eliminating the crash-bugs, everything else is hilarious and we're keeping it"

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* ''VideoGame/GoatSimulator'' carries this as a selling point. Seriously, it's listed under the Key Features on the Steam Store page: "MILLIONS OF BUGS! We're only eliminating the crash-bugs, everything else is hilarious and we're keeping it"it."
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* From Franchise/HarvestMoon's SpiritualSuccessor, ''VideoGame/StardewValley'':

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* From Franchise/HarvestMoon's ''VideoGame/HarvestMoon'''s SpiritualSuccessor, ''VideoGame/StardewValley'':
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* Most ''Franchise/HarvestMoon'' games tend to have at least two or three bugs each -- though this has become rarer since ''VideoGame/HarvestMoonTreeOfTranquility''. These are usually among the annoying kind, but a few fit in this category. Among them:

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* Most ''Franchise/HarvestMoon'' ''VideoGame/HarvestMoon'' games tend to have at least two or three bugs each -- though this has become rarer since ''VideoGame/HarvestMoonTreeOfTranquility''. These are usually among the annoying kind, but a few fit in this category. Among them:
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Added DiffLines:

* From Franchise/HarvestMoon's SpiritualSuccessor, ''VideoGame/StardewValley'':
** In early builds of the game, naming a new [=NPC=] after a pre-existing [=NPC=] would cause the new [=NPC=] to adopt their namesake's AI behaviours. It didn't take long for people to get the hilarious idea to [[BestalityIsDepraved name one of their barnyard animals after one of the romance options]].
** More of a developer oversight than a true glitch but prior to Patch 1.06, [[PerkyGoth Abigail]] would appreciatively ask "How did you know I was hungry?" when you gave her an item she liked. This included ''[[ExtremeOmnivore gemstones]]''. Abigail's unusual tastes quickly became subject to MemeticMutation.
** If the player is married to [[HospitalHottie Maru]] then occasionally [[FetishFuel she will wear her nurse outfit to bed]].
** It was nce possible to plant fruit trees everywhere in the game, including in some interesting places, such as the bathhouse. This got fixed with the 1.1 update, but the same update reverted the previous fix for planting fruit trees inside the greenhouse and outside the dedicated soil area, making it an example of an Ascended Glitch.

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