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  • Many Good Bad Bugs that were eventually worked into the final version as an Ascended Glitch:
    • The classic Space Invaders gradual speed-up of the invaders, as more are shot, was a Good Bad Bug resulting from the programmer pushing late 1970s hardware to its limit. It allowed the game to gradually get harder, creating the idea of difficulty curves.
    • The Spy class from the original Team Fortress Quake mod, and his ability to disguise as members of the enemy team, arose from a glitch that sometimes caused players to show up as the wrong team color.
      • The Soldier's ability to rocket jump also stems from this trope.
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    • One such example that's not an Ascended Glitch but a Shout-Out: I Wanna Be the Guy has a bug that makes it possible to skip Kraidgief's second phase before he rises up, which would also make the rest of the battle a total pushover since he would be at a much lower height and thus much easier to shoot. Word of God says it was kept in "since it works just like Kraid from Super Metroid", where it's possible to kill him before he rises up to his full height and breaks the ceiling if you shoot multiple Super Missiles in his mouth in rapid succession.
    • Tribes's uniqueness was born of this — in the first game, "skiing" was a glitch based on clever usage of the jetpack to go really damn fast. After the bug was fixed and then put back in due to fan outcry, it became the series' calling card, and in its revitalization Tribes Ascend, it's not only a game mechanic, but the game mechanic — the new user guide demonstrates walking, shooting, jetpacking, and skiing. You only pass if you can ski moderately well. The game is advertised as the fastest modern shooter.
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  • When creating the character model for Tomb Raider's Lara Croft, creator Toby Gard was trying to make a minor adjustment to Lara's breast size. He selected all vertices in the breast to resize them, but the mouse slipped and they increased 150%. The team loved the new look and Lara's famous physique was born.
  • The ridiculously long scarf worn by Hotsuma in the PS2 Shinobi is a result of a programmer gag: originally it was a normal-length one, but someone made it a lot longer, everyone liked it and they proceeded to make it even longer.
  • Metal Gear:
    • According to the director's commentary for Metal Gear Solid 3, a lot was improvised:
      • Ocelot's trademark hand gesture was an improv by the motion capture actor that made everyone laugh so hard it became one of his signature traits.
      • Hideo Kojima had the motion capture actors for Naked Snake switched so that the one who specialized in action sequences did the dialogue scenes, and vice versa. In one scene, EVA leans in to kiss Snake, and Snake's actor, not used to doing romantic scenes, nervously edged away. They kept it in since the response was cute and fit Snake's character perfectly.
      • When Snake's watching the altercation at Groznyj Grad through binoculars, the characters all storm off in different directions. There's no button prompt to indicate that you can do it, but using the First Person View mode during this scene and looking to the far right shows Tatyana imitating Ocelot's signature hand-gesture and cracking up. Her motion capture actress was messing around thinking she was off-shot when she did it. The team also liked the idea of other characters mocking Ocelot for his hand gesture that they added another secret first-person scene where The Boss imitates it in a later cutscene.
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    • The Honest Johns character of Metal Gear Solid 4's pet monkey was thrown in when they realized that Raiden's motion capture actor did a pretty good imitation of a monkey. That, as well as the fact that Drebin seemed too bland by himself in Kojima's eyes.
  • Wii Sports was originally set up to be a Mario title. The test audience surprisingly preferred the Miis.
  • One of the levels of Portal can be finished in mere seconds, by using shortcuts to skip the entire level. When playtesters figured this out, the developers decided to keep it, since only advanced players would know how to utilize it. In fact, in the advanced versions of that chamber, the qualifications for gold medals require that you do this. The commentary put it like this: If the exploit takes more skill and ingenuity to perform than doing it the intended way, it's perfectly reasonable to keep it in.
  • Portal 2:
    • For anyone wondering why the Space Core is the only corrupted core to speak after being attached to Wheatley, it was thanks to an outburst by Stephen Merchant (the voice of Wheatley) after hearing Nolan North recording the lines for the Space Core. The developers thought it was hilarious and just had to find a place to put it in:
      Space Core: Gotta go to space! Yeah! Gotta go to space!
      Wheatley: NOBODY'S GOING TO SPACE, MATE!!!
    • The Incorrect Fact Sphere claims that the position of court jester was invented this way, when a vassal's epilepsy was mistaken for capering.
  • Many of Raz's lines in Psychonauts were ad-libbed. They were so funny, the folks at Double Fine decided to keep them.
  • According to Dave Grossman Guybrush Threepwood's first name came when Monkey Island was in development. Since he had no name yet, his character art was simply named "Guy", and when Steve Purcell, the artist responsible for "Guy's" sprite, saved the file, he added "brush" to the end, to indicate that it was the Deluxe Paint brush for Guy, creating a file called "guybrush.bbm". They eventually just went with that, and had a great deal of fun commenting on his weird name.
  • Dwarf Fortress:
    • The name of the god Armok was taken from a variable used in the game's predecessor Slaves to Armok: God of Blood standing for the number of available arms: arm ok.
    • Working on the necromancy implementation for DF 2012, Toady discovered that he could accidentally cause necromancers to raise undead from skins, hair, and other waste tissue, in addition to more conventional undead. He decided this made as much sense as the walking skeletons did, and published it in his development log as one of the new features.
  • Final Fantasy:
    • The "Prelude" (a.k.a. the "Crystal Theme") is quite possibly the most iconic song in the series. It was put together by Nobuo Uematsu in ten minutes.
    • Final Fantasy VI:
      • Kefka's infamous introduction scene (barring the flashback) was not in the original script. Originally, he was intended to simply arrive at Figaro Castle and demand for Terra. However, Yoshinori Kitase felt that the scene was too boring to make completely normal, especially when they had only Amano's artwork of Kefka to work with, so he added in a scene where Kefka is complaining about Gestahl sending him off to Figaro, in the desert, on a reconnaissance mission, and then stating that there is sand on his boots, causing the soldiers to wipe the sand off, and then, after laughing maniacally, berates them as idiots, with the intention of giving the implication that Kefka may be missing a screw or two from his head. They kept it in, and this also resulted in Kefka's characterization that we know him by to this day. On the subject of Kefka: "Dancing Mad", Kefka's final boss theme for which Laughing Mad was named. Not so much that the song wasn't meant to be, but how much there ended up being of it, was a complete throw-in by Uematsu, as revealed here:
        Well, usually when you make a song it's two to three minutes in length, you have the introduction, the main part and the ending. But... for 'Dancing Mad' I didn't really put a stop on it, so I kept on working on it, working on it, working on it and that really let the song... you know... I got to play around with it for something like fourteen minutes, and it's really one of my favorites.
      • An in-universe example of this was used. Ultros, feeling sore about his earlier defeat, decides to get his revenge by dropping a 4 ton anvil on top of Maria/Celes, but had a five minute delay due to his miscalculating the amount of strength and time he needs to actually attempt to push it onto Celes/Maria, giving Locke and the rest of the Returners (who discovered Ultros' plot due to a note in the dressing room for "Maria") enough time to halt his plan. Unfortunately, they also ended up interrupting the play by knocking out two key actors in the opera production (Draco and his rival suitor for Maria), resulting in Locke and the returners improvising, with Locke trying to do his best (even if abysmal) attempt at mentioning that he'll take Celes'note  hand and not Draco or Ralse, and Ultros challenging Locke to a duel.
    • Most of Kefka's dialogue in Dissidia Final Fantasy was actually ad-libbed by his Japanese voice actor, Shigeru Chiba, and his tendency to change the tone of his voice mid-sentence was also due to Chiba.
  • Final Fantasy XIV:
    • One of the mounts players can earn in PVP is the ADS mount, which is a giant metallic sphere. The idea came from a fan during a fanfest and the developers found it so hilarious that they threw it in.
    • The Paladin's Passage of Arms skill in has the player kneel down and emit a huge pair of magical wings to protect the party from incoming damage. The animation came about from a developer who was messing around during the animation process. The other developers saw it and loved how cool it looked, causing them to keep it in the game.
  • Kingdom Hearts II:
  • Minecraft:
    • Prior to patch 1.8, if you went an extremely-far distance in your Minecraft world (12,550,820 in-game meters, or roughly 820 hours of straight walking) you would run across a place called the Far Lands, where the terrain would suddenly become severely distorted and laggy due to a glitch in the way in-game worlds were generated. Originally, Notch said he liked the idea of a mysterious place so instead of fixing it, he kept it in. But in patch 1.8, he accidentally fixed whatever it was in the world generation process that created the trademark appearance of Far Lands. A somewhat different, and this time intentional, version of the Far Lands now exists in the Bedrock Edition. It's even part of Telltale's Minecraft: Story Mode in the fourth episode.
    • Creepers are the result of a failed pig model.
  • Warcraft 3: The Frozen Throne's Pandaren were originally an April Fool's joke that people responded to, so they were thrown into the game, with a side mission and a hero in the orc campaign. Blizzard even gave their race a tidy backstory and are a playable race in World of Warcraft: Mist of Pandaria.
  • In Quest for Glory IV, every evening in the Inn there are three villagers who convene. The voice actors had great fun ad-libbing lines for them, including a rant on how one of them used to be an elephant herder (the game is set in a country based on rural medieval Romania, filled with forests and swamps) but the elephants all started dying out. The ad-libbing is quite apparent as on many occasions their speech do not even match what's written in the dialogue boxes. At one point the characters even speak out of order of what's being seen at the screen. The story passed around is that the diskette version (which had no voice) was finished before the CD edition, which had voice acting. The developer loved the ad libbing that the voice actors did so much that they were not only allowed to continue but were used in place of the conversations in the diskette version, which is why they don't match.
  • In the game Plumbers Don't Wear Ties, there is a scene where the male protagonist narmfully flubs a line leading the crew members off screen to laugh about it. And they decide to leave it in anyway. The Angry Video Game Nerd points it out, although you may want to keep this link in mind.
  • Grand Theft Auto:
    • The very first game was originally envisioned as a fairly straight-laced street racer, until a bug in the cops' AI caused them to try and ram the player off the road instead of arresting them. The team liked it so much the game was repeatedly tweaked to make it fit, with the final product being a crime simulator that birthed an entire genre.
    • In Grand Theft Auto III, the pedestrians have a strange habit of jumping in front of the vehicle you're driving - this was originally a glitch in the AI that the developers found quite funny.
    • In San Andreas, planes will occasionally crash for no reason, a result of a less-than-airtight approach to random generation of flight paths that allows the possibility of planes' trajectories intersecting with the ground. It was kept because it added to the hilariously crapsack nature of the game.
    • Grand Theft Auto V had its key actors perform many cutscenes with motion capture suits on and delivering dialogue live (leading to the realism of the CGI). In one sequence, the actor playing Trevor was supposed to hop over a low fence, but he goofed and fell over instead, causing the actor playing Franklin to break into laughter. Rather can cutting the scene, the actor playing Trevor proceeded to deliver an epic (and somewhat scary) angry rant, in character, that was considered so good (along with Franklin's actor wisely also staying in character) that it was incorporated into the cutscene as it appeared in the game.note  As a bonus, Trevor's ad-libbed rant actually worked towards the continuity of the game because at this point in the game, Trevor had just left his friend Michael to, he thinks, be killed by Chinese mobsters, and his rant ties into the guilt the character is feeling about this. The scene ended up being one of the funniest in the game. Watch it here.
  • Uncharted:
    • Many of Nathan Drake's one-liners were the result of Nolan North's improvisation while watching gameplay footage of his character. One of the more noticeable adlibs is on the Train level of Uncharted 2, when being chased by an attack helicopter and some more grunts show up:
    • According to North, Charlie Cutter's claustrophobia in Drake's Deception was ad-libbed by his voice actor Graham McTavish, who thought it'd be funny as Charlie freaks out while making his way between a very narrow passage.
  • Much of the sidequest data from Septerra Core was this.
  • World of Warcraft:
    • The Onyxia encounter was intended to have her Deep Breath ability used as a finisher on groups that had a significant number of players already dead. Due to a programming bug, it was used much more frequently, and was only left in because it didn't stop people from killing her.
    • Early concept art for the Draenor version of Shadowmoon Valley depicted the zone at night. The visual was so striking the team decided to make the entire zone permanently nighttime.
  • Most of the swearing in Brütal Legend (especially on the part of Ozzy Osbourne's character) wasn't in the original script. Tim Schafer decided to keep it because it fits.
  • Apparently when Fawful's dialogue was being translated for the English release of Mario & Luigi: Superstar Saga, several translation errors were noticed but kept in the game anyway since Nintendo of America figured it would still be in character for someone like Fawful to say.
  • The 2009 Bionic Commando game features an Easter Egg where you can listen to one of Super Joe's flubbed lines: If you die on a certain boss in the game and try again, instead of telling Nathan to fight the boss, he tells him "You'll just have to fuck it".
    Rad Spencer: Uhm...
  • Pokémon:
    • Prior to the release of Red & Green, one of the developers realized that, once he took the developer's tools out, there was room for one more mon. Since there were in-game references to the Pokémon Mew (where they got the material for Mewtwo), he decided to make it playable, but without a way to get it. No information was given about it, because except for the higher ups at Game Freak, no one knew you could get Mew. He figured they could give it away later, and a tradition was born. The Mew glitch, discovered in 2005, allows you to get it normally by fooling the game into making it appear. This is due to the way the game handles numbers as code.
    • Pokémon Gold and Silver, in development, filled up the entire cartridge before it was even half-finished - until the late, great Satoru Iwata compressed the game so much and so well that, even with the main game finished, there was now room to also fit the entirety of Kanto, the previous games' region, as a second badge quest after beating the "normal" game.
  • Half-Life 2:
    • In Episode One, as Dog is about to throw a car containing you and Alyx across a pit to the destroyed Citadel, the following exchange takes place:
    Alyx Vance: Well, Gordon... unless you have a better suggestion... He is a robot. He's done the math. [to Dog] You, uh, did do the math, right?
    [Dog sheepishly shakes his head]
    • The head shaking originally was just a random Idle Animation, but during a playtest it managed to sync up perfectly with the dialogue, and the playtester thought it was both intentional and hilarious; the devs agreed and made it an intentional part of the scene.
    • Interestingly, the gunships firing at the RPGs as opposed to the player was originally an unintended consequence of the simple way gunships determine what to shoot at (they're told to attack the "most dangerous target", which is supposed to be the player, but an RPG getting close to it is flagged as an even bigger threat than the player) but they realized it added an extra challenge to the gunships and left it in.
    • A similar case during playtesting. At one point in Episode 2, you're gently prompted into throwing a grenade into a dumpster full of boxes. Do this the first time and the Fast Zombie hiding in there will toss it back out. It was originally a physics glitch caused by the boxes that would fly out when the Fast Zombie emerged, but like Dog's Indy Ploy, it was well received and left in.
    • Yet another random mistake ended up becoming a gameplay element: the Combine helicopter's infamous "mine spam" attack was originally inspired by one of the programmers accidentally making the helicopter shoot mines instead of bullets out of its machine gun, which slowed the game to a crawl; for the release they added a toned-down version of this as a Desperation Attack.
  • Metroid:
    • Samus Aran was originally going to be a man, and is even referred to as such in the original instruction manual. One of the developers thought it would be funny if the player found out she was a woman at the game's end. Somebody agreed, and the rest is history.
    • The manual for the original Metroid lists an item called the Barrier Suit, which simply decreases enemy damage. An item called the Barrier suit wasn't in the game; instead we got an item called the Varia suit, which did the same thing. The name actually came from a translation error: the Japanese version called it the バリアスーツ, baria su-tsu, which could be translated phonetically to varia su-tsu. The name, however, stuck with fans, and when Metroid II: Return of Samus came out, the manual said that an item called the "Varia" allows the activation of the Barrier Suit. When Super Metroid came out, they just did away with all the rejustification, and from then on, the item was just called the Varia Suit.
  • In Sam & Max: Freelance Police: The Devil's Playhouse, one part in the script asked for some characters controlling the body of a giant Kaiju monster to make it do an "anime pose", intended as an homage to Voltron-type anime. The animator in charge of making the pose innocently asked the writer, "You mean like Power Rangers or like Sailor Moon?", to which the eavesdropping person in the neighboring cubicle immediately popped his head over the side and said "Oh my god, make him do 'Sailor Moon'". As a result, instead of doing a Voltron pose, the monster does a version of Sailor Moon's Transformation Sequence, which is a total non-sequitur but really, really funny.
  • Super Mario Bros.:
    • The multi-coin blocks from Super Mario Bros. started off as a glitch for what were intended to be single-coin blocks. They were fixed as development went on, but they were apparently so popular with the programmers that they were put back in as an actual feature.
    • The concept for the Double Cherry in Super Mario 3D World originally came about as the result of a level designer accidentally placing two "player 1 spawn point" objects in one stage, which resulted in two Marios that moved simultaneously. The development team liked the potential it had for challenging puzzles, and it was reworked into a power-up.
  • In Super Smash Bros. Melee, Wavedashing was noticed early on. It wasn't so much thrown in as it was ignored because it was seen as harmless. Then, its real potential was discovered, and Nintendo started to see it as not-so-harmless because of that. It was ripped out of Brawl as soon as possible.
  • During the development of BioShock, the developers were surprised to find that the telekinesis power allowed the player to move the anchor points of trip wires as if they were regular objects. The devs then decided to tweak that behavior and have it be an actual feature of the power.
  • Apparently, Sheryl Lee of Laura Palmer fame ended up in the recording studio for BioShock 2 due to a scheduling mishap (likely due to confusion with Sheryl Lee Ralph, the voice of Grace Holloway). She was given a role as a Baby Jane splicer in the Atlantic Express, discussing Jack's whereabouts.
  • Super Robot Wars: Elzam's Leitmotif always being played when he's in combat was initially a programming bug (as he was a boss that switched to your side, and boss themes have higher priority than player themes; the bug was that when he switches sides, player theme priority is added onto his boss priority rather than replacing it). Since then, it seems both fans and developers loved it, making nothing able to override Trombe!, save for music actually playing in-universe.
  • The Legend of Zelda:
  • Bulletstorm has a saturation of swear words (including modified swear words that sound like they came out of a maternity ward for schizophrenics) because the swearing was in English and the developers of the game were Polish, so they added in what they thought were regular muttering swears and got the unholy result. Seeing as how one half of the game is about making insulting, violent kills, this plethora of insulting, violent swearing ends up as the other half of the game.
  • The gauges screen in B-17 Bomber was originally meant to be a debugging tool to be removed in the final product but ultimately was left in because developers liked it so much.
  • Similarly, the running feature in the English version of EarthBound Beginnings was originally added in for debugging purposes, but localization director and English script writer Phil Sandhop convinced the development team to leave it in the final game, and it was included in both MOTHER 1+2 and MOTHER 3.
  • Touhou:
    • The iconic Miko heroine was originally a knockoff of Pocky and Rocky, but ZUN admitted in the manual for Embodiment of Scarlet Devil that he hadn't intended her to stay that way — the popularity of Touhou as "the shrine maiden shooter series" convinced him otherwise.
    • In interviews, ZUN has also paid lip service to fanon ideas, such as the Fan Nicknames for Daiyousei and Koakuma, elevating them to canon status. Still other fanon ideas have shown up in the official spinoff manga, making them Word of Dante.
    • In Undefined Fantastic Object, Minamitsu Murasa's stage theme contains a sudden pop, caused by a Windows notification while ZUN was recording it.
  • Sonic the Hedgehog:
    • Sonic the Fighters exists because a bored programmer at Sega AM2 snuck Sonic and Tails into Fighting Vipers as playable characters.note  Yu Suzuki found the gag amusing. He then showed it to Yuji Naka, who also loved it, and a collaboration was born. Incidentally, Sonic the Fighters runs on a modified version of the Fighting Vipers engine. 16 years later, Sega AM2 did exactly the reverse. For the HD re-release, they put the finishing touches on previously scrapped character Honey the Cat, who herself is based on a Fighting Vipers character, and threw her in as a hidden fighter.
    • It happens, most likely completely unintentionally, in one of Shadow's missions in Sonic the Hedgehog (2006). The voice actor for the G.U.N. official accidentally says "Head to the Wave Ocean" instead of "Head to Wave Ocean." You then hear one of the writers mumble "Head to Wave Ocean." Afterwards, the voice actor reads the entire line over again. This is not subtitled and appears to be just one of the many errors that weren't fixed in the game due to it being Christmas Rushed.
  • Y'know the lines Dante uses when he gains Lucifer in Devil May Cry 4? Reuben Langdon apparently improvised them.
  • Borderlands 2:
    • Tiny Tina features a lazy eye that supposedly was a result of an animation glitch that the developers decided to keep. It definitely helps sell the maniacal Creepy Child vibe.
    • According to Word of God, Handsome Jack's line about his pretzels, just before he speaks about his diamond horse Butt Stallion, was wholly improvised by his voice actor Dameon Clarke. Lead Writer Anthony Burch jokes that he's somewhat jealous that Jack's most famous line was something he did not write.
    • Axton was initially programmed to occasionally flirt with Maya when reviving her ("Wow. Do you work out, or..."), but the voice clip ended up triggering regardless of which character he was reviving. According to Anthony Burch, the writers took this glitch and ran with it in the DLCs, making Axton canonically bisexual.
    • According to Chris Rager, he was originally only cast as Mr. Torgue to voice the Torgue vending machines, but he and the aforementioned Anthony Burch were having so much in the studio that he was writing lines for Rager to perform during the session, laying the foundation for Mr. Torgue being the centerpiece of an entire expansion.
  • Simon Viklund, music composer for PAYDAY The Heist, has several pieces of party music that he composed during his spare time. One of the levels in the game has a party going on and the game needed music for the event during the heist. Simon saw he had leftover music lying around and threw them in.
  • The mouselook feature in Duke Nukem 3D was originally just something you could do in the map editor to help in building them. The developers thought that it would make for a useful gameplay feature as well, and decided to implement it thus. It became a cornerstone of modern First-Person Shooter controls.
  • The intro sequence for the Final Boss of zOMG! included a random player character scripted shouting "Look out! It's huge!" Enough players actually responded with "That's What She Said" that the developers eventually added it as another scripted line.
  • The infamous "bucket trick" in The Elder Scrolls V: Skyrim, in which you can rob people without consequence so long as you put a bucket or pot on their head. The developers discovered this trick a few days before the game was released, but decided not to patch it out because they thought it was funny. The developers have gone on record saying that they'll intentionally leave bugs in the game as long as they don't break the game or make it less fun to play (such as the bug that caused chickens to report crimes they witness the player committing, which, while incredibly funny, would not be fun to deal with for players who aren't aware of it).
  • Goat Simulator is built around this trope: any bug that didn't crash the game was deliberately kept in for your own amusement. And then they went back and made an achievement for crashing the game anyway.
  • Nier has "boar drifting." You can ride around some of the giant (giant) boars, and a bug made it possible to drift at high speeds like a car. When it was discovered the makers decided it was hilarious and left it in. Many players agreed with the decision.
  • The Last of Us: Left Behind: This improvised line by the voice actress.
    Ellie: Well, Skeleseer can suck my dick.
  • The setting of the Dragon Age series gets its name from this; in development notes and forums, the continent that the game took place in was called The Dragon Age Setting, but it was often abbreviated to TheDAS. Eventually the producers stuck with this and officially named the continent Thedas.
  • Danny Skurge's sudden coughing fit in Limbo of the Lost sounds rather genuine; considering the poor quality of the voice acting otherwise, it is almost certainly a case of this.
  • Homeworld Cataclysm adds late in the game Bentusi Super Acolytes'' borrowed from a simple cheat/mod of the original game: adding capital-ship lasers to fighters by editing a ship's data file.
  • The ending of Journey arose from a glitch making it seem like the game had finished after you die in the storm during one playtester's test. The playtester was apprently moved to tears by how profoundly moving it was, and as a result thatgamecompany went almost a year and a half over budget and into bankrupcy just to achieve that satisfactory ending.
  • In Yandere Simulator, one of the "Easter eggs" is Titan Mode, which turns everyone in the game but the PC into giants. The giants can be killed just as if they were normal sized, but due to the Unity engine's problems with ragdoll physics, the bodies would curl up into balls and then bounce around the map. The dev apparently enjoys these 'Titan meatballs' as much as the players, given that he's preemptively stated that he's not going to do anything about it.
  • The notorious "DK Rap" in Donkey Kong 64 was originally written by Grant Kirkhope as a joke, but the development team liked it so much that they put as the intro of the game.
  • Mass Effect: It is mentioned multiple times in the story and Codex that all weapons are mass drivers; lasers are only used as starship point defense, since their range is abysmal (and even worse in an atmosphere). Cutscenes, however, show Sovereign as using a giant, completely unrealistic laser as his main weapon. This was due to a lack of communications between the story and cinematics teams. However, the laser looked and sounded so awesome that no one could bear to get rid of it. Instead, it was retconned into molten ferrofluids fired at relativistic speeds (a weapon which the turians adapted as the Thanix cannon in Mass Effect 2).
  • In Overwatch, Mei's "Sorry" voice line was actually an unscripted reaction of her voice actress, Zhang Yu, flubbing an entirely different voice line. The line worked so well for Mei's character that they left it in.
  • During the development of Left 4 Dead 2 and seeing player behavior from Left 4 Dead, the developers noticed how the players loved to make everything explode (using pipe bombs, shooting propane tanks and oxygen tanks). In response to this, the developers created the grenade launcher specifically for that purpose.
  • The famous Nuketown map from Call of Duty: Black Ops started as an unofficial project by level designer Adam Hoggatt, who had a working design for it in just two days. The staff at Treyarch liked the map so much they decided to add it to the game.
  • In Detroit: Become Human, according to Connor's actor Brian Dechart, much of Connor and Hank's interactions were improvised despite the wishes of director David Cage.
  • Oddjob in GoldenEye (1997) had an infamous case of Hitbox Dissonance, dubbed "Oddjob is cheating!". This issue was known to the developers during testing, but they considered it so funny they left it in.
  • In the very early Wipeout games, "Piranha" was somehow grossly mistranslated/misspelled as "Pirhana". The fluff decided to roll with it, explaining in the next games that the merger between the companies Pir and Hana had rebranded themselves Piranha between seasons. Indeed, Wipeout 2048 - the latest release, but first chronologically - has the team racing as Pir-Hana.
  • Fukua from Skullgirls was mostly designed as an April Fool's joke character to make fun of the Moveset Clone trope in fighting games, and was partly to do a Take That! against the infamous reveal of Decapre's addition to Street Fighter IVContext . Massive positive response lead to Fukua being a permanent addition. Her name was also a mis-spelling of the protagonist Filia, which likely went on to influence her Cloning Blues personality.
  • In BoxxyQuest: The Gathering Storm, there’s a treasure chest in The Spire that dispenses salt every time you open it. According to an NPC in the Developer's Room, this started out as a glitch, but was kept in for being funny.
  • While working on Fallout: New Vegas, Obsidian discovered that if you kill Orion Moreno as part of his fight but still get the Enclave Remnants to fight for you, then in their Big Damn Heroes moment when they all drop out of the vertibird into battle, Orion's dead body will spawn as well due to the game still tagging him as part of the quest. J. E. Sawyer loved the idea, and theorized that his teammates were so pissed at his attitude that they went "no, you're coming on our last mission whether you like it or not", took his corpse with them, and dumped it out of the vertibird.
  • BlazBlue: Chrono Phantasma: During Bang's encounter with Litchi in his Arcade mode, he declares that for her 'I shall face the wrath of a thousand arrows, and gladly throw myself into a body of sethir. You need but ask!'. At least, that's the on-screen text - his voice actor apparently got the free rein to deliver it as 'And gladly throw myself into a body of... something or other. Sethir!' Given the way Bang is, it works just as well.
  • In Fate/Grand Order, Arash-e-kamangir is one of the Servants you can summon. During one of the official livestreams promoting the Agartha sub-singularity, Tsuruoka Satoshi (the voice of Arash, Gilles de Rais, Spartacus, and others) was a guest. The fans voted him to do the voice of Arash's Noble Phantasm. He did, and threw in the lengthy chant (which you only see the text of in the Camelot singularity) as well — and he's done this multiple times, most notably in AX 2018.


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