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Strange Glitches In Games

Parz writes "Even the best of game developers can leave a big dirty glitch buried within its products that can turn a gameplay experience on its head (sometimes literally). Gameplayer has trawled through the web to locate video footage of some of the more amazing and hilarious examples of glitches in games. It acts as an interesting insight into the bugs that some games — especially today — ship with. What interesting bugs have you encountered?"

282 comments

  1. Must be an April Fools article. by Anonymous Coward · · Score: 0

    They only have one image.

    1. Re:Must be an April Fools article. by Anonymous Coward · · Score: 0

      For some reason they post that image at the top of all the pages, just scroll down

  2. Grand Theft Auto... by Twide · · Score: 5, Funny

    There was once this minigame...er..um glitch

    1. Re:Grand Theft Auto... by Stargoat · · Score: 0, Flamebait

      Yes. We got that. Thank you for explaining.

      Kharma whore.

      --
      Hoist Number One and Number Six.
    2. Re:Grand Theft Auto... by Anonymous Coward · · Score: 0

      Inverse karma whoring ftw!

    3. Re:Grand Theft Auto... by HTH+NE1 · · Score: 1

      Once while playing GTA3 (on PC) my car suddenly fell through the road and I found myself in a subway. I drove for awhile and where I came out was one of the islands I hadn't yet unlocked. I've never managed to repeat that, though I've come close.

      Then there was the time I got my player stuck halfway inside a crate.

      And one point where I was playing with the elevated train and for some reason it suddenly gave me a close-up shot of a traffic signal and I couldn't do anything at all.

      I've also managed to glitch Pinball Hall of Fame: The Williams Collection on the Wii such that I couldn't see the playfield at all on any of the games. It took me awhile to figure out how to reset the game to work again because that glitch once triggered was persistent across all tables.

      --
      Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
  3. Final Fantasy Bugs by Anonymous Coward · · Score: 5, Interesting

    Two off the top of my head:

    In Final Fantasy 7, you can cast a spell like regen (which gives health over time) during a battle then you can pop open the playstation cd lid. The fight pauses, but you keep on getting healed.

    In both Final Fantasy 2 (4j) and Final Fantasy 3 (6j) there were bugs which allowed you to duplicate items thanks to programming errors.

    1. Re:Final Fantasy Bugs by jx100 · · Score: 1

      I remember an item duplication bug from FF7..

      If you had W-Item, you would select and use an item, then use it again, then unselect it. This would give you an extra item. You could do this with any item and suddenly have 99 Elixirs.

      This was doubly useful in the last dungeon, when you had an enemy that would give you a large amount of experience, but was only defeatable after being given an Elixir.

    2. Re:Final Fantasy Bugs by ShecoDu · · Score: 3, Interesting

      Don't forget about the psyco cyan glitch in ff6, a combination of remort, imp, death and life will make him unleash an infinite attack combo until the enemies are dead.

    3. Re:Final Fantasy Bugs by El+Gigante+de+Justic · · Score: 2, Informative

      The bug with Relm's Sketch ability in the first batch of US FF3 carts was probably one of the biggest game glitches I've seen, but also one of the most useful. After using sketch the game would usually glitch and get screwy graphics but you could save, reset and reload and it would go away. However, your inventory would have a bunch of random changes with several stacks of 255 items. The last time I played through on a glitched cart, it gave me 255 of one of the best swords in the game (Illumina) and 255 of one of the most useful accessories (Marvel Shoes).

    4. Re:Final Fantasy Bugs by nog_lorp · · Score: 1

      Cool idea, I remember when I lost my save because of that. Bastard :(.

      I think sketching intangirs is on the same level as the missingno bug.

    5. Re:Final Fantasy Bugs by Anonymous Coward · · Score: 2, Informative

      More FF glitches. In FF7 you can find the W-item materia in Midgar on the train tracks. It is for using 2 items in a turn and could be used to duplicate items easily. Just pick something like elixir and use it on a character. Pick the same item again and cancel it and you will have an extra elixir added to your inventory. So smacking O and X over and over could get you 99 megalixirs in no time. Very handy for getting lots of those expensive greens for the chocobos.
      FFT had a somewhat similar glitch. Just equip a knight with the two-swords ability. Equip a shield in the first slot and sword like Excalibur in the second slot. Go to a castle shop and choose best fit on the character to receive a 2nd Excalibur for a mere 5gil. Works with other classes and weapons as well. Yes I have no life.

    6. Re:Final Fantasy Bugs by holmedog · · Score: 3, Interesting

      The best FF 6 (3 in US) glitch was the Vanish->Doom. Because Vanish caused all spells to hit (and all melee to miss) you could Vanish anything in the game (bosses included) and then cast Doom on it for an instant kill.

    7. Re:Final Fantasy Bugs by hansamurai · · Score: 2, Insightful

      I seem to remember Vanish X-Zone to be even more reliable, though it may be the other way around.

    8. Re:Final Fantasy Bugs by the_humeister · · Score: 1

      Vanish -> Doom was better because you get XP and items after the battle. With X-Zone, no items are dropped and no XP. This was especially helpful when killing dinosaurs on dinosaur island to level up.

    9. Re:Final Fantasy Bugs by holmedog · · Score: 1

      Yep. Just don't do it on Bahumut or he won't drop the Esper (I never understood that).

      Man, I need to go play that game again.

    10. Re:Final Fantasy Bugs by Rei · · Score: 3, Interesting

      Bah, that's the lousy version of the tactics cloning bug ;) There's one version you can do that lets you clone any shield or weapon, 100% free. I don't remember the exact mechanism offhand (although I remember that you do *not* buy at any point and time; it's all done within the fitting screen). It's something along the lines of using Equip Shield in a job class that allows you to use the weapon you want to clone, then go into the fitting room, try to put a shield in the left hand, and then best fit, and then manually revert back to your original eq. Something like that. I'd have to mess around to figure it out again, and I recall it varies a bit depending on what you want to clone. In my best savegame, I had 99 of all of the best weapons and shields.

      Want some more tactics glitches? That game was glitch city ;) Two of my favorites:

      1) Learn abilities for free. Doesn't work in every class, and like most tactics bugs, there's a bit of finesse to exploiting it. It only works for job classes where you can scroll down the page, and not all of them -- but it's great for some of the big-ticket ones, like summoner, priest, black mage, time mage, etc. You get enough JP to buy at least one skill, but not all skills. You save, because the results can be unpredictable, and you may need to reload. You click to buy the skill, and a yes/no confirmation dialog comes up. While the dialog is up, you scroll the page up and down -- I forget which button it is that turns the up and down buttons into pageup/pagedown, but they erroneously let it still work while the confirmation dialog is up. So, you scroll down to a job that you *can't* afford and buy it. Depending on which job you can't afford that you left off on, it'll have a predictable effect for that job. There's no way to know in advance, however, what that effect will be. It may bring you to extremely negative JP, wherein when you exit and re-enter, you'll have 9999 JP to spend. It may bring you to maxint JP, where you can buy everything and still be over the top. It may increase your JP by a fixed amount or decrease it by a fixed amount. There's a bit of practice needed to figure out how to do this right because it can be hard to get just the right amount of JP to spend and to land on just the right, too expensive, entries. But once you get it, you can learn all skills in that class :) It's funny having a level 1 master Priest or whatnot. ;) Sadly, one of the jobs that this doesn't work for is the dreaded Calculator.

      2) Level up/level down super-stats. This one is more widely known. Your base stats, like speed, magic power, attack, etc go up relative to your job class when you gain a level. When you lose a level from a degenerator trap, they go down relative to your job class. So, if you go up as one class and down as another, you can get different stats. *And*, some classes give very little for gaining/losing levels, while some give a lot. So, for most males, it's best to go up as a ninja and down as a bard, and for most females, up as a ninja and down as a chemist or dancer (it's best to alternate). However, Reis and Orlandu are best to level up in their base class rather than ninja. It's a slow process to go up and down 99 levels, so you have to work for it, but ultimately, you can have god-like stats. To speed up the process, there are a number of tricks. Normally to hit a degenerator, you have to move on and off it -- i.e., two turns per level. But if you equip the person with teleport, and then try to teleport to the opposite end of the screen, the teleport fails, and you land back on the trap, every turn. To level up, bave Steal as a secondary ability. The most exp any action can give you is 99 (i.e., a level every other turn), but if you use steal exp on a high level player or monster, you can get that 99 exp plus what you steal, and gain a level every turn, all the way up to about level 70 or so.

      Tactics, of course, also had quite a few fun

      --
      "99 dead duelists of Dios on the wall. 99 dead duelists of Dios! Take one's ring, pass it around..."
    11. Re:Final Fantasy Bugs by Anonymous Coward · · Score: 0

      Semantically, I tend to think of a glitch as a programming error. Vanish/Doom seems like more of a design error, if anything--it's just a tiny oversight.

      Now there was some Final Fantasy (I think it was 3/6j) where Magic Defense was completely useless. They coded it as a stat, but then everywhere that they meant to reference it, they referenced physical defense instead. This made it considerably easier to equip your characters for defense, as you only had to worry about one trait. It also made a large number of items (and esper-bonuses) useless.

  4. Use of external cheating devices by Haoie · · Score: 1

    This can lead to some very, very unusual bugs.

    Some amusing, others that'll kill your save game and worse.

    --
    If each mistake being made is a new one, then progress is being made.
  5. Quake by hism · · Score: 4, Interesting

    Most of these were discovered and put to normal use in the game as the community adapted:

    Rocket jump
    Wall strafing
    Bunnyhop

    And if you count things with strange but intentionally designed behaviour, then telefrag.

    1. Re:Quake by weirdcrashingnoises · · Score: 3, Interesting

      yes, these are truly awesome things, i remember when bunnyhopping in counter-strike actually worked, oh man that was great for the ramp in dust...

      and of course the original Tribes, which changed the bunnyhop into skiing, and also combined it with rocket(disc) jumping, or maybe a heavy nuke jump... :-D that was some crazy awesomeness.

      along with that i really love the quake done quick videos.

      http://speeddemosarchive.com/quake/qdq/movies/

      my favorite is still "the rabbit run" going thru easy mode in just under 11 minutes, freakin amazing.

      --
      sigs... don't talk to me about sigs....
    2. Re:Quake by Count+Fenring · · Score: 1

      There was a way to survivably jump with a heavy nuke?

      Whoah.

    3. Re:Quake by Sigma+7 · · Score: 2, Interesting

      Rocket jump

      That's intentional. One of the secrets requires you to do that (but with the grenade launcher).

      The only real issue was that most of the maps weren't designed to block rocket-jumpers - for example, you could use a Quad-damage rocket jump to reach the exit in the final map and return to the episode select map.

    4. Re:Quake by weirdcrashingnoises · · Score: 1

      Well just to clarify... it's not a "heavy nuke" but rather it's when you wear Heavy armor and use the nuke cannon to go flyin. IIRC only the heavy armor could carry the nuke gun, unless you were playing with mods.

      Tribes had some of the crazies mods ever...

      I remember one version of the havoc mod (i think) that let you launch a supernuke that you actually flew/guided manually. that was soooo awesome.

      --
      sigs... don't talk to me about sigs....
    5. Re:Quake by Anonymous Coward · · Score: 0

      http://www.archive.org/details/QDQWAV
      http://www.archive.org/details/Quake_Done_Quicker
      http://www.archive.org/details/Quake2_Done_Quicker2

    6. Re:Quake by KovaaK · · Score: 1

      You don't need Quad damage to get to that exit - you just need to do a combined grenade+rocket jump and another rocket off of the wall to hit it.

      Quake has all sorts of other crazy issues aside from those well-known bugs that people exploited back in the way. Nowadays, people found out that if you jump up against a wall that is not parallel or perpendicular to the base set of walls, you can sometimes get stuck... if this happens, 'gravity' continually acts on you, which causes your z velocity to increase negatively while your player isn't moving at all. Eventually, you have enough z velocity to smash into the floor in less than 1 server frame, and that causes you to take 5 damage and make the fall sound that everyone in the game is so familiar with.

      Why would you want to do this? Simple - it makes your opponent think that you fell down to some place where you are not.

      Deception is king, so people have found new ways to mask their true movements like this.

  6. The witcher by Anonymous Coward · · Score: 0

    In the witcher there are several times where the game glitches and you are unable to progress if you go certain places before you are supposed to yet, one of them is the cave where you the witch is in the first town.

    It was one of the first places i went and i was rather surprised when i met her, she knew who i was and talked about some mob right outside that was going to get her and that i was supposed to help her. when i went outside there was no one there, everyone in town was gone and i couldn't progress the game anymore.

  7. look at the date of the article by MoFoQ · · Score: 4, Insightful

    doubt it...just look at the date of the article.
    It's on the third...of March.

    Besides, there have been plenty of glitches that I know of in games (from experience as both as a game tester and as a gamer).
    A lot of them are clipping and occlusion related glitches. Some are logic/checkpoint/goal glitches.
    Some are actually not the fault of the game developer but of lazy video card driver developers (or even hardware issues, such as overheating or floating point precision related).

    1. Re:look at the date of the article by Ostracus · · Score: 1

      Splinter cell: Double Agent was like that.

      --
      Shai Schticks:"You don't make peace with friends, you make peace with enemies"
  8. Stunts by Anonymous Coward · · Score: 4, Insightful

    I loved this game back in the day. Half the fun was seeing what crazy crashes you could get into that would confuse the physics engine, sometimes sending you straight up, hundreds of meters into the air.

    http://en.wikipedia.org/wiki/Stunts_(video_game)

    1. Re:Stunts by fractoid · · Score: 2, Insightful

      That game was awesome! Turned into TrackMania, I think (or at least that's a very very similar, modernised game). I seem to recall the F1 car in Stunts had a problem where if you spun out above a certain speed it would shoot up in the air. Many good times with that game, I really should download TrackMania just to see if it's as good. :)

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    2. Re:Stunts by Anonymous Coward · · Score: 0

      trackmania is some excellent arcade racing. I never played stunts so i can't comment on it's similarity, but yea, trackmania is very very well done.

    3. Re:Stunts by Briareos · · Score: 2, Interesting

      That game was awesome! Turned into TrackMania, I think (or at least that's a very very similar, modernised game).

      While TrackMania is at most a spiritual successor to Stunts everyone really should check out at least TrackMania Nations Forever, the free version that contains just one of the seven environments of TrackMania United Forever... :)

      --

      "I'm not anti-anything, I'm anti-everything, it fits better." - Sole

    4. Re:Stunts by Racemaniac · · Score: 1

      i got into trackmania since it's so similar in concept to stunts ^^

      but it's a far more modern game, so it will be pretty different ^^.
      the free version (nations forever) is a lot of fun, but probably also the on with the most realistic kind of car (although still very arcade). i still prefer the environments of the original trackmania, but you'd have to buy trackmania original or trackmania united to play those, but it's worth it imo :)

    5. Re:Stunts by Crizp · · Score: 1

      It's not unlike Stunts (I love that game) but in the free version you have only one car. The upside is that it has excellent online play with user-created tracks that range from fast, through laugh out loud tracks to just plain insane challenges.

    6. Re:Stunts by jones_supa · · Score: 1

      The physics engine also allowed to drive very fast by doing some trick...can't remember anymore how this was triggered. Someone said that the speed variable would roll over (though one could think that would halt the car).

    7. Re:Stunts by vapspwi · · Score: 1

      Yeah, Stunts was the first thing that came to my mind when I saw this article. When I was in college in the early 90s, we had a few Stunts competitions on my dorm hall. First we built the fastest track possible, and took turns shaving hundredths of seconds off of each other's times. Then we optimized that track for causing massive wrecks, and took turns seeing who could cause the longest crash animation (often several minutes long, with the car flying thousands of feet in the air). Good times.

      JRjr

    8. Re:Stunts by Anonymous Coward · · Score: 0

      Oh man, I loved that game. The two glitches I played with constantly:

      1. If you built a jump on a down-sloping hill, the resultant track would be level, and you couldn't possibly clear the jump. The AI couldn't recognize this, and would speed up to make the jump, crashing into the landing ramp and being left out of the running.

      2. If you then crept up to such a totaled opponent and touched them with the tiniest bit of forward momentum, you'd zoom off at incredible speed, sometimes corkscrewing through the air. This was usually lethal, but awesome. Interestingly, hitting the opponent at any greater speed tended to have less amusing results.

    9. Re:Stunts by clone53421 · · Score: 1

      Perhaps somehow the speed was rolled down and a negative number was interpreted as a very large positive one if the car was in "forward" gear?

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  9. Goldeneye Cardtidge Tilting by gcnaddict · · Score: 4, Funny

    "turn a gameplay experience on its head (sometimes literally)"

    Goldeneye cartridge tilting totally counts if you're talking about literal cases.

    --
    Viable Slashdot alternatives: https://pipedot.org/ and http://soylentnews.org/
    1. Re:Goldeneye Cardtidge Tilting by tubby125 · · Score: 1

      I remember going up into the vent in the bathroom on the facility multiplayer level. If you hold down the "r" right shoulder button, the right "c" button and spun to the left while on top the toilet that was located right under the open vent, you would all of the sudden levitate after a few spins and if you backed up, you where the vent with a weapon. it was great!

  10. Collision mapping fail. by w0mprat · · Score: 1

    F.E.A.R. Multiplayer (incl. F.E.A.R. Combat): In some maps you can glitch into the walls by running at walls corners and/or crouching. Stuck in a wall where you can't be shot, you could shoot outwards. Some thin walls you could poke your gun through and the same effect would occur. It was more a bug in the poor default maps, but the collision mapping was as vulnerable to hacks as the rest of the game.

    --
    After logging in slashdot still does not take you back to the page you were on. It's been that way for 20 years.
    1. Re:Collision mapping fail. by clone53421 · · Score: 1

      That reminds me... in Delta Force: Land Warrior, you could knife through walls. Pretty cool when you knew somebody was coming down the hall on the other side. ;)

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  11. A Link to the Past by cjfs · · Score: 3, Informative

    Has some of the best glitches. The gameplayer list definitely needs more nes/snes titles.

    1. Re:A Link to the Past by atomicthumbs · · Score: 1

      Don't forget Link's Awakening for the Game Boy, with the infamous Screen Warp.

      --
      http://pinopsida.com
    2. Re:A Link to the Past by Kamineko · · Score: 2, Informative

      For glitch lists, I like TVTropes ones:

      Good Bad Bugs
      Game Breaking Bugs
      and Unwinnable.

  12. Glitch in Deus Ex by Amarantine · · Score: 3, Interesting

    I remember that at one point in the original Deus Ex, you could turn in a quest at a NPC, giving you xp and an item in return. When your inventory was full at the moment of talking to him however, he would ask you to clean up your inventory and come back later. The quest would still be open... but you did get the xp. So I kept trying and trying and trying to turn in the quest with a full inventory, until my xp was maxed out (I believe this was about 60% into the game).

    I wonder though, is exploiting a bug in a game in this manner concidered as cheating? I didn't hack any files, I didn't enter a cheat code, I just kept repeatedly talking to a character, who appearantly liked giving me xp for nothing.

    1. Re:Glitch in Deus Ex by mcvos · · Score: 2, Funny

      I wonder though, is exploiting a bug in a game in this manner concidered as cheating? I didn't hack any files, I didn't enter a cheat code, I just kept repeatedly talking to a character, who appearantly liked giving me xp for nothing.

      Exploiting an obvious and avoidable bug counts as cheating in my book.

    2. Re:Glitch in Deus Ex by Anonymous Coward · · Score: 0

      Deus Ex had some very fun and exploitable glitches.

      Grenade jumping - stick a grenade to the wall, you can then jump on top of it, with 2 grenades, you can climb up anything. Also, you can throw a grenade and then jump on top of it and it'll boost you up very high.

      Shooting rockets through the wall - the LAW rocket actually appears a short distance in front of the player, so if there's a thin wall or glass you can shoot through it.

      Skipping Level 1 - If you throw a gas grenade just right, the secretary inside the HQ will come running out, opening the door for you and allowing you to skip the first level.

      There's a whole speed run that does tricks like this and beats the game very fast.

    3. Re:Glitch in Deus Ex by Fallingcow · · Score: 1

      That was Dr. Savage on top of a building after the underwater base level, but (IIRC) ONLY if you managed to rescue his daughter.

  13. They're missing one... by Phyvo · · Score: 1

    They are missing one of the most hilarious and convoluted glitches of all time.

    Super Smash Bros Melee: The Black Hole Glitch

    2:10 is when it starts to get interesting in the video.

  14. Minus World by Anonymous Coward · · Score: 5, Interesting

    My favorite glitch has always been the Minus World in Super Mario Brothers. Mostly I'm just amazed that someone actually found it. I mean you had to smash like exactly five bricks or something, and then duck and jump into the wall, where you would then be transported to a pipe that took you to an unending water-world. Truly baffling.

    1. Re:Minus World by RemoWilliams84 · · Score: 0

      There was also a glitch where if you jumped over the flag pole you could run to the right infinitely. Sucked because you couldn't run back to the flag pole once it was off screen.

      --
      "I don't have to think. I only have to do it. The results are always perfect, but that's old news." - Meat Puppets
    2. Re:Minus World by Theoboley · · Score: 1

      I've played ROMs on my GBA of SMB and for some reason this is the only level i'm able to play. no mod, no hacks...nothing. It simply starts me off at 0-1 and you swim and swim until time runs out.

      --
      Stupidity only gets you so far, then you've gotta try
    3. Re:Minus World by Anonymous Coward · · Score: 0

      I'm guessing your ROM has no "Super Mario Bros." logo in the title screen right? If so you're using the bad ROM (dumped from a pirated cartridge); it doesn't work because it makes assumptions about the initial contents of RAM that don't hold true in all emulators. You can work around the bug by holding A as you press start.

    4. Re:Minus World by Theoboley · · Score: 1

      No, thats the thing, it has the SMB logo, and it skips right to the 0-1 level. Its quite odd. Works with any other emulator but the one my GBA uses. Thanks for the workaround though :)

      --
      Stupidity only gets you so far, then you've gotta try
    5. Re:Minus World by Anonymous Coward · · Score: 0

      I have that one too. One time I started the game, and it sent me to a -1 that was an underwater version of 3-4. I swim through the dungeon (no enemies in it, not even Bowser) and hit the axe, and then I get the usual "The Princess is in another castle" except Toad isn't there, and then it kicks me back to the title screen.

  15. C & C glitches by jaxtherat · · Score: 4, Interesting

    Anyone remember these:

    - selling buildings, and then stopping the action to get free infantry

    which combined rather well with this one:

    - dragging the '$' sell cursor off the sandbags so you could sell things you normally couldn't (like infantry)

    --
    http://www.zombieapocalypse.tv/
    1. Re:C & C glitches by Anonymous Coward · · Score: 0

      You can also build items and cancel the action to remove the minerals from your silos but still retain the money.

    2. Re:C & C glitches by Anonymous Coward · · Score: 1, Interesting

      C&C & RA: Sandbag walls all the way to the enemy base with a couple turrets at the end. That should have been a bug.

      In Red Alert you could make cruisers move as fast as transports by grouping them and doing a formation move.

    3. Re:C & C glitches by DeathCarrot · · Score: 4, Interesting

      In RA1, get a group of grenadiers and make them force fire at the ground in front of them. Just as they're about the throw their grenades, force fire anywhere on the map and they'll throw the grenade there, regardless of whether the target is in range or not. It's basically extremely cheap artillery with infinite range - certainly one of the most 'cheaty' glitches I've come across.

    4. Re:C & C glitches by jaxtherat · · Score: 2, Informative

      ROFL, that is gold! You sir, have just given me a reason to dust off my old Windows 2000 VM to try this in Red Alert :)

      Also (though this isn't really a glitch), have you ever played around with the config file? You can do all sorts of silly things, like make the grenadiers throw attack dogs instead of grenades... or have dogs fire tesla bolts (sharks with frickin' lasers etc...)

      --
      http://www.zombieapocalypse.tv/
    5. Re:C & C glitches by Anonymous Coward · · Score: 0

      C&C & RA: Sandbag walls all the way to the enemy base with a couple turrets at the end.

      I used to love doing that when I would just play to kill some time.

      I'd use the money cheat to get effectively infinite money, and block off half the map with sandbags so I could build up my forces in peace. Then when I was ready I'd build a long, turret filled gauntlet that was the only entry to my side of the map. Then I'd surround the enemy base with sandbags to box in their harvester and choke off their ability to build stuff, then build a barracks right in the middle of their base and pump out engineers to capture all the buildings.

      It was a lot of fun.

    6. Re:C & C glitches by Anonymous Coward · · Score: 1, Insightful

      Hahaha and sandbagging in order to build really far away from your base :)

    7. Re:C & C glitches by Clazzy · · Score: 1

      There was one that worked in Red Alert (and probably C&C too) where if you grouped a load of slow units with a fast one (like lots of cruisers with a naval transport) then pressed the f key they'd all travel at the speed of the fast unit.

      In Tiberian Sun it was possible to keep the Firestorm wall online indefinitely by turning it on then forcing base power offline. They fixed that one in a patch though.

      --
      If we can hit that bull's-eye, the rest of the dominoes will fall like a house of cards... Checkmate.
    8. Re:C & C glitches by Anonymous Coward · · Score: 0

      Another C&C glitch was that certain turrets had a northward range 1 'square' higher than its southward range. So if you built a turret south of your enemy's turret, at just the right distance, you could shoot it to bits without getting hit yourself.

    9. Re:C & C glitches by ekidder · · Score: 1

      C&C 1 was filled of all kinds of neat glitches.

      I remember that when selling filled tiberium silo, you'd get money for the tiberium inside in addition to the building, so you'd essentially get double the money for all of the tiberium you collected. And you could use sandbags to connect your buildings and the computer wouldn't attack them, so I'd run a line of sandbags to their base and build advanced guard towers right in the middle of it.

    10. Re:C & C glitches by Cyanara · · Score: 1

      Windows 2000? Might be pushing your luck there. Compatibility mode in WinXP generally works though (You have to use it on setup.exe). Although you lose LAN I think.

  16. NES Master Blaster by Zerth · · Score: 1

    Throw a grenade and pause on the explosion animation.

    It would stay at the current stage of explosion, doing damage, until you unpaused and the timer went forward again.

  17. Online games still not validating input by Anonymous Coward · · Score: 1, Interesting
    Not really a glitch, but a glaring, shameful flaw in many online games. Many of the speed hacks and money hacks around could be avoided by some very basic server-side sanity check. An current, ongoing example: Mario Kart Wii allows you to shoot any item at any time, without any checking whatsoever.

    Any minimally good web developer has already learned about input validation and sanity checking on many levels, but for some reason even the biggest game software houses still release stuff that can be ruined by the simplest attacks. Modded software and cheating devices have been around for decades, how come they are still that naÃve? Is the server-side processing overhead so big that it's justifiable to let virtually anyone ruin the experience of every other player they meet?

    1. Re:Online games still not validating input by The+Master+Control+P · · Score: 4, Interesting

      If you've ever played BZflag online you know all about this. There's zero sanity checks anywhere. While every player's computer is expected to run the shots/tanks physics engine AND render the display in real time, I've asked about server sanity checks and found that they'd be a major burden.

      So cheaters fly around invincibly doing whatever they want. About half an hour later, the rest of the players finally begin to finish putting 2+2 together, but they never goddamn vote to ban cheaters despite everyone agreeing.

      Bit of a shame, because it's a good engine to build off of...

    2. Re:Online games still not validating input by fractoid · · Score: 3, Insightful

      While every player's computer is expected to run the shots/tanks physics engine AND render the display in real time, I've asked about server sanity checks and found that they'd be a major burden.

      I've always heard that excuse too ("oh but the server will bog down if we do too much on it"). It's pants. Unless the server's entirely written in VBScript AND it's running on a 486, there should be no problems at all doing at least basic sanity checks. IMO it's just lazy programmers not wanting to bother with checks when "it works fine as is" until people start trying to cheat.

      The golden rule of *any* client/server app with apps distributed to the world at large is never trust the client. Treat the client as hostile, because for all you know, it may be. That's more work, though, so most developers don't seem to bother. :/

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    3. Re:Online games still not validating input by Larryish · · Score: 1

      True dat.

      Insecure networking and lack of checksums killed Battlezone, which was actually an awesome FPS that was way ahead of its time.

      Gimme a Wolverine with dual shadowers and pop gun and it's ON!!!111!1.

  18. Ultima I on the C64 by bucketoftruth · · Score: 5, Interesting

    If you popped the disk out of the drive and walked a little way to make it access the disk to load more terrain it would instead generate miles of random tiles. Some of the tiles were endless stacks of chests. You could open those chests and get tons of gold. Works all the way up through Ultima 4. I never played any after that.

    1. Re:Ultima I on the C64 by mikeasu · · Score: 2, Interesting

      Yeah, I remember that one in U4. Worked so much better than repeatedly raiding LB's castle treasury (10 chests through a secret door in the wall, ground level) - sure, I was rich, but what a hit on the honesty virtue! Another good one in U4 for later in the game was selling the mystic arms, then searching the ground for them again - you got another set if (I think) you didn't already have eight.

  19. Perfect Dark Zero by Anthony_Cargile · · Score: 1

    My favorite recent glitch was in Perfect Dark Zero for the Xbox 360: I used to get in a rocket pack, and break through the glass roof of the mall so you could land and walk on the barrier that prevents people from going too high. Used to freak people out, because you could shoot through it and the rocket pack had infinite ammo, leading to a very scared group of people on the ground below (in the city and desert maps, at least).

    I think Rare patched this up recently, but I remember having loads of fun with that. Just walking on the barrier, watching the others shoot two rounds then stare in amazement was such an ego boost. Other than that, I haven't found very many other (useful) glitches in recent games, nor do I play them enough to find them or hear about them. In fact, I think my Xbox Live subscription expired like 3 months ago...

  20. World of Warcraft flying off the boat by ajs · · Score: 2, Interesting

    There was a bug in World of Warcraft after the Lich King release where you could end up flying across (and through) the entire would if you dueled a death knight who was on a particular boat. Here's a video of it.

    1. Re:World of Warcraft flying off the boat by palegray.net · · Score: 5, Funny

      After extensive research on the WoW gaming community, I believe I've identified a major glitch that causes many gamers to forgo showers, lose their jobs, and leave their significant others taking desperate measures to divert their attention from the online life. The economic and reproductive ramifications are staggering. Someone really ought to do something about this bug.

    2. Re:World of Warcraft flying off the boat by Anonymous Coward · · Score: 0

      There was also a bug where sometimes you'd get control of a gryphon and be able to move around and through the landscape - (this was back before flying mounts were added).

    3. Re:World of Warcraft flying off the boat by Anthony_Cargile · · Score: 1

      I have not laughed that hard in a long time. It reminds me of The Onion video on the subject, and it's even sadder because I know somebody who even dropped out of college to wait on tables just to have more time to play WoW. It's really sad, actually, but you made me laugh at it.

    4. Re:World of Warcraft flying off the boat by fractoid · · Score: 1

      Yeah, the best bit was when people bugged out like this (it happened to me once) and then got reported for speed hacking (luckily this didn't happen to me) because the gryphons moved twice the speed of the fastest obtainable player mounts at the time.

      There're also several reported cases early on where they banned people for "hacking" when bad lag caused them to appear to teleport.

      --
      Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
    5. Re:World of Warcraft flying off the boat by Opportunist · · Score: 1

      Dear customer,

      This is not a bug, this is working as designed.

      Ticket closed.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    6. Re:World of Warcraft flying off the boat by Anonymous Coward · · Score: 0

      Wasn't THAT funny. :/

    7. Re:World of Warcraft flying off the boat by Mr+Z · · Score: 1

      That bug predates WoW. I remember witnessing several people getting bitten by this bug while playing MUDs on serial terminals back in the 1992-93 time frame.

    8. Re:World of Warcraft flying off the boat by Ceiynt · · Score: 1

      I still play MUDs you insensitive clod.

    9. Re:World of Warcraft flying off the boat by Mr+Z · · Score: 1

      I guess they still haven't fixed this bug in the MUDs yet?

    10. Re:World of Warcraft flying off the boat by Ceiynt · · Score: 1

      On a serious note though, one huge bug in the early ROM code was an alias snafu. If you put in the proper alias, something dealing with a ~ and level info, log out and back in, your character profile was set to that level. Instant imm/imp status. Not sure if this was ever patched or in the imps needed to know about it and fix it themselves.

    11. Re:World of Warcraft flying off the boat by Anonymous Coward · · Score: 0

      Working as intended...

    12. Re:World of Warcraft flying off the boat by Endo13 · · Score: 1

      Heh, where to begin... sooo many exploits/bugs in WoW. I actually used the one you mentioned one day. You had to be playing a pet class. The way it worked was you told your pet to attack a mob, but before it got there you took a gryphon flight. So instead of actually flying you'd get on a gryphon and stay on the ground. At that point you could not use any of your spells, and were immune to everything (including fatigue). Me and my friend walked on the water all the way to he edge of the map west of Kalimdor with that (no, the special developer area was no longer accessible) and we strolled right into the middle of Org with our two alliance warlocks. The horde there thought it was pretty funny. To end the glitch, you simply took a gryphon flight.. which was also pretty entertaining, because instead of taking you to the destination you selected this time, it would take a straight-line flight to your original destination. Yep, straight through anything and everything that happened to get in the way - buildings, trees, mountains,
      whatever.

      Then of course there's also all the places you used to be able to get under the map, or just in places you weren't supposed to be able to get to. The biggest one is still accessible - get under Stormwind by running up the right place on the mountain at the east end of Dun Morogh. Don't even need to use an exploit for that one. One of the coolest was running through the wall in ironforge to drop down into old ironforge.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    13. Re:World of Warcraft flying off the boat by snuf23 · · Score: 1

      Pre-Burning Crusade you could also get into the Hyjal zone. There was a green entrance portal that was non-functional. To get in you just needed to die by the portal and walk your ghost form through it. You could resurrect inside Hyjal. The zone was mostly empty although there was a giant crater and the skull of Archimonde on the world tree. Also where the road ended their was a construction barricade that said something like "Blizzard Construction Co" on it.

      --
      Sometimes my arms bend back.
    14. Re:World of Warcraft flying off the boat by Endo13 · · Score: 1

      Yep, I was in there too. Another way you could do it was delete your hearth stone and use the 'unstuck' command at the right place. It would bump you through the blocking volumes. Of course, you would want a mage with you to do it that way. Also, if you were playing a mage you could simply blink through the blocking volume.

      You can also get on top of Ironforge, and a whole host of other places. Although most of them that required the wall-jumping glitch are now inaccessible due to them fixing that tactic.

      --
      There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
    15. Re:World of Warcraft flying off the boat by Chris+Burke · · Score: 1

      Customer said "many" not "all", therefore I'm re-opening the bug with priority CRITICAL. We must get to the bottom of this!

      --

      The enemies of Democracy are
    16. Re:World of Warcraft flying off the boat by ajs · · Score: 1

      Of course, the same has been said at various times about:

      • horse racing
      • the Internet
      • television
      • cars
      • books
      • religion

      Everything that has ever captured the imagination of those engaging in it has attracted those who cannot balance their lives. It's sad to watch, but if we keep blaming each new thing to captivate an audience, we will fail to recognize the simple fact that some people can't put down the shiny thing.

    17. Re:World of Warcraft flying off the boat by Anonymous Coward · · Score: 0

      I have better, this was discovered accidentally due to the fact that my dial-up died at an interesting moment.

      (note, i didn't play WOW for long so i have no idea what the places names are)

      1. climb the tall tower where the blimp thingy lands near the Orc city.

      2. Jump off tower moving towards the wall.

      3. pull network cable quickly

      If done properly, log back in. Congratulations, you're under the world of warcraft and cannot be attacked, but can still "float" any direction you push (as if swimming) and "discover" new areas. (yes, you do get experience and level up from this) You can also chat within the local area as you float by. Unfortunately you're completely glitched at this point, the first time a band of players in an area tried to use one of the stones to summon me and I immediately fell through the terrain again upon appearing in front of them. To get out of this you have to page a GM for assistance, they reset your location, have a good laugh about the situation you were in, and you're back on your way :)

      This was a long time ago (just before the expansion that changed the cap to 70) but it might still work.

  21. Under the ice in Zelda: OOT by qw0ntum · · Score: 4, Interesting

    In the spirit of full disclosure, I didn't discover this one, and it's documented fairly well elsewhere.

    In Ocarina of Time, when you become an Adult, Zora's Domain gets turned to ice. How sad! I know. Anyway, there's a way to get underneath the ice from Lake Hylia. You have to stand directly beneath the gate that leads to the water temple in the center of the lake, against the wall to your right as you face away from the entrance. If you take off the iron boots, you'll start to float upwards, and if you time it right, you'll momentarily see through the wall. If you put your iron boots on at that moment, you'll be able to sink past that wall, underneath the lake. Woohoo.

    So, after you do that, you have to swim towards the tunnel that connects the lake to zora's domain. While it's also frozen, since you're under the lake, you can just swim beneath it and still be transported to Zora's domain. When you get there, you'll be under the ice! It's pretty cool actually. There is a hidden cavern down there that looks like it was going to be something that wasn't included in the game. You can get out of the ice through the frozen waterfall -- just walk towards it long enough and you'll get through.

    Here's a video: http://www.youtube.com/watch?v=j_7UmsKh4Gk . There are actually quite a few interesting glitches in that game. Ah, Ocarina of Time, how we loved thee... Still fun ten years later.

    --
    'Every story, if continued long enough, ends in death.' --Ernest Hemingway
    1. Re:Under the ice in Zelda: OOT by Anthony_Cargile · · Score: 5, Interesting

      There is a hidden cavern down there that looks like it was going to be something that wasn't included in the game

      Too bad the mods won't scroll this far, but there's a whole story behind that little cavern - it was rumored to be some kind of fountain, don't quote me on this but I believe a "unicorn fountain" (no BS) that was scrapped in the end. There were found to be little traces of graphics from this fountain buried here and there within the game cartridge, but no playable version of the fountain was uncovered.

      This secret, alongside the Banjo-Kazooie Stop n' Swop conspiracies, are amongst the Nintendo 64's greatest mysteries. I haven't seen the cavern myself personally (yet plenty of youtube videos), but I have seen evidence of the Stop n' Swap thing, which may be related to the unicorn fountain in that extra gameplay was to be accessible via an addon hard drive to the Nintendo 64 but was never sold in the US (yet the Japanese Zelda/BK never included any of these features despite briefly selling the hard drive).

      The Banjo-Kazooie Stop n' Swap relied on early Nintendo 64 models having nvram retain data while you could swap cartridges, theoretically between Banjo-Kazooie and Banjo-Tooie so as to access secrets in the sequel based on progress in the first, but the idea was never finished in the sequel to the end of the nvram feature in later N64 models. Whether or not the OOT cavern relied on the hard drive (or didn't at the last minute) remains a secret lost with time.

    2. Re:Under the ice in Zelda: OOT by Anthony_Cargile · · Score: 1

      Sorry, not nvram - RAMBUS memory (you know, that shitty memory popular during the Windows ME era).

      $post =~ s/nvram/rambus/g

    3. Re:Under the ice in Zelda: OOT by CronoCloud · · Score: 1

      RAMBUS was only shitty (meaning expensive) on PC's. It was/is a good choice on consoles though because of the advantage it brings in bandwidth. How did that Ars technica article describe it? Ah yes:

      PC: narrow pipes, large pans (caches)
      console (meaning the Rambus equipped PS2 in this case): wide pipes, small pans

    4. Re:Under the ice in Zelda: OOT by Anonymous Coward · · Score: 0

      Yeah, who would ever RAMBUS for a gaming console

      http://www.rambus.com/us/news/press_releases/2006/061130.html

    5. Re:Under the ice in Zelda: OOT by hansamurai · · Score: 2, Interesting

      Speaking of Zelda Ocarina of Time, what about Swordless Link (this very well may be talked about in TFA but I'm not going to click through 10 pages to find out)?

      During the game, your character Link had his sword essentially the entire game, especially as an adult. But during the final battle against Gannon (ban), he would knock your sword out of your hands to force you to use another weapon in your inventory to fight back. Now if you came prepared, you could just equip the Biggoran sword and whallop away, but that's not fun.

      So in the middle of the fight, you don't have a sword, so what do you do? Save and reset! The game retains what you have equipped and when you come back, you'll be hanging out without any sword equipped (impossible to do manually in the game). So now that you don't have a sword, you can do some crazy stuff that the game doesn't anticipate. Most of the coolest stuff involves getting on your horse Epona and using any item you want while riding around. The game typically limits you to just your bow and arrow, so all of a sudden your options are huge.

      Fun stuff.

      Also in the Zelda Universe, we have Link's Awakening for the original Game Boy. The game was grid based like the classic Legend of Zelda. In Link's Awakening, pressing Select would bring up the overworld map. If you pressed Select just as you were moving from one screen to another, you would warp to the far side of the screen in the same position you were just standing in. You could do some crazy sequence breaking using this glitch, or get yourself stuck in a tree.

    6. Re:Under the ice in Zelda: OOT by ohnotherobots · · Score: 1

      They actually implemented Stop n Swop in Banjo Kazooie 3, it works with the XBLA version of Banjo Kazooie.

    7. Re:Under the ice in Zelda: OOT by IorDMUX · · Score: 1

      If you're going for unfinished business in video games, I don't think you can find examples more extreme than KotOR II (Star Wars: Knights of the Old Republic II). Huge swaths of game-land (including at least one additional planet) were programmed and hundreds of lines of voice-acted dialogue were recorded, only to be removed before the game's release. The entire ending planet/sequence was scrapped and replaced with an anti-climactic, confusing hodge-podge of fights.

      Interestingly enough, the raw resources and recorded lines are still on the commercial CD's, just not accessible in-game. As a result, these guys (as well as a few other teams) are working to re-implement as much of the original material as possible. The project is slow going (> 4 years), as--in addition to being comprised largely of college students--the mod team is seeking to release a nearly bug-free final product. They just released a First Release Candidate to their beta testers this past Saturday, however, so hope has been rekindled in the community!

      --
      >> Standing on head makes smile of frown, but rest of face also upside down.
    8. Re:Under the ice in Zelda: OOT by Megane · · Score: 1

      I once fell through the floor in a room in OOT. The crazy part was that they had helpfully provided a ladder so that I could get back up to the room.

      But the worst glitching on N64 that I remember was in Hexen. Your map would get a bunch of little points where the mapping peeked through all the seams between walls, so you would have a dotted-line outline of rooms you hadn't reached yet.

      --
      #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
  22. Pokemon by darthvader100 · · Score: 2, Interesting

    They just don't make glitches like they used to in my day...

    How about an entire Glitch Pokemon? http://bulbapedia.bulbagarden.net/wiki/Missingno. In orderto figth it you have to go for the training of how to catch a pokemon, fly somewhere, and then surf.

    And best of all is that it duplicates the item in your 6th slot 150 times. There is also a strange truck that you can use push on(???)

    And a very strange bug to get mew(supposed to require going to a nintendo event)

    Later games even had a very slow saving sequence, making Pokemon duplication easy

    1. Re:Pokemon by Faylone · · Score: 1

      No, the Nintendo events were the only way to get a legitimate Mew without abusing a glitch. Since Bulbapedia seems to be down, the best site I can find is http://errors.wikia.com/wiki/Pokemon_Blue_and_Red-_Mew_Glitch

    2. Re:Pokemon by Faylone · · Score: 1

      Of course it would start working right after I post... http://bulbapedia.bulbagarden.net/wiki/Mew_glitch

    3. Re:Pokemon by ControversialMatt · · Score: 1

      Ahh Missingno, how I loved thee.
      He was the cornerstone of my Player vs. Player Pokemon team. If anyone managed to beat my first five level 99 pokemon (thanks to Missingno's rare candy explot), he'd come into play. The game would then crash because Red and Blue didnt like to play nice with him over the cable. I've yet to lose a player vs player battle.

    4. Re:Pokemon by CronoCloud · · Score: 1, Offtopic

      A Pokemon leveled with a Rare Candy will not gain as many stat points as a Pokemon leveled regularly does.

    5. Re:Pokemon by Anonymous Coward · · Score: 0

      Yeah, but do YOU have the patience to level a Pokemon up to 99 by yourself? After level 50 - 60, it gets REALLY tedious... I've never done it myself.

  23. Doom 2 by Anonymous Coward · · Score: 5, Funny

    Back in the day, I made a few custom Doom 2 maps.
    I stumbled across a bug where you could create 'one way walls'. So people on one side of the wall saw it as just a normal wall, but people on the other side could see straight through it. You couldn't walk through the walls, but you could shoot through them.
    I had a map with a secret room right next to the main playing field, seperated only by one of these one way walls. To get to the secret room you had to go to a room that had 10 teleporters. 9 of them led to a lava filled room (instant death) but one led to another room with yet another 10 teleporters just like the previous room, and so forth. In the last teleporter room, one of the teleporters led to the secret room. So esentially, you had to know the code to get into the secret room. Needless to say, I had a pretty good record playing that map.

    1. Re:Doom 2 by X0563511 · · Score: 5, Insightful

      That's not a bug. You just set the one-side flag on the wall.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
    2. Re:Doom 2 by Anonymous Coward · · Score: 0

      The first level of doom 1 has such a wall.
      If memory serves me well, in the corridor just before the exit door, there is a wall to your left that is just like that. Turn up the volume, and go thru the end level door (or in the room before, I don't quite remember). You'll hear the sound of a platform being lowered at distance. Go to that spot with ooze pools quickly and you'll get on it. Once inside, you'll be able to see everything outside, but people outside only see a wall, even when you're gunning them down with the almighty shotgun :D

    3. Re:Doom 2 by Sun.Jedi · · Score: 2, Informative

      LOL. We all made a secret room with ammo, health, shield and double damage. And we didn't tell our friends about the editors.

      My .wad was a battleship. I'm fairly certain the file is long gone by now. :/

    4. Re:Doom 2 by Anonymous Coward · · Score: 0

      Actually, its a double sided Linedef marked as Impassable. Then you set a middle texture (Sidedef) on one side and not on the other.

      Either way, not a bug.

      Speed walls in Doom are a bug: running against a solid wall at an angle increases your speed.

      And you suck for making maps that other people can't figure out... if you were any good you'd play fair.

    5. Re:Doom 2 by X0563511 · · Score: 1

      Yes! An imp is up there when you first enter the area, but by the time you come back to the now open area behind it, the imp is usually shot dead by then.

      --
      For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  24. Online glitches by interkin3tic · · Score: 1, Interesting

    They're the worst. Team fortress 2 and Left 4 dead are very fun games, at least the rare times people don't ruin it by using a glitch. See TFA for the example of team killing in left 4 dead through the elevator. Capture the point in TF2 also ruined many times by people going "under the map" and being unkillable.

    I really don't understand it. If you want an empty victory, there are single player games with plenty of glitches, go masturbate by yourself.

    I have little understanding of the computing/programming/whatever behind it, but Halo 3 and other games that seemed to have a central server didn't suffer from that, wheras TF2 (and TF1 before it) seem to connect you to other people hosting games rather than one centralized server, and they seem to have more glitch exploiting. I'd hazard a guess: it's easier to update your own servers to immediately sew up exploitable glitches than it is to force everyone to update theirs. I'm guessing the main reason not to have a centralized system like that is cost and speed. I'd be willing to pay more for TF2 or future sequels if it were more "managed" like Halo 3. I still occasionally play halo 3 even though it's not as much fun as TF2, simply because sometimes I don't want to start a game, then find someone doing shit like that and have to find another game, repeat.

    I know that the team fortress... er... team isn't giving up, their blog (http://www.teamfortress.com/) indicates they are themselves extremely annoyed, and they seem to be coming up with new ways of trying to filter out the crap, scoring servers. And they also seem to constantly be taking out glitches. If TF2's servers are decentralized compared to Halo 3's, I wonder if they aren't regretting that decision, and if TF3 would have more centralized servers.

    (One last reminder, I don't know anything concrete about the differences or similarities in connecting to games in Halo 3 versus TF2 other than one you click on some server name and often get glitching, and in the other you just hit play and there are much less glitches.)

    1. Re:Online glitches by RiotingPacifist · · Score: 0

      wheras TF2 (and TF1 before it) seem to connect you to other people hosting games rather than one centralized server,

      Afaik all valve games have a proper server-client model, if they are being 'hacked' on the 360 then its because xbox-live is failing to provide this model adequately. I think the problem is the opposite of what your describing, because halo3 was design without a central server in mind, they put far lest trust in the server.

      l4d on the other-hand was clearly not ready for multiplayer play, there are so many glitches its not even funny.

      --
      IranAir Flight 655 never forget!
    2. Re:Online glitches by ohnotherobots · · Score: 1

      I could be wrong, but I think Halo 2/3 games are actually hosted on the console (I believe it tries to chose the one with the best connection). The reason it occurs less in Halo 3 is that Bungie is strict about banning people who cheat or use glitches. After you're banned, you have to pay for a new account if you want back in (or a new box if you were modding). Cost is a very good deterrent for cheating.

  25. Tribes by Anonymous Coward · · Score: 1, Interesting

    IMHO by far the most important glitch in gamer history is the "skiing" bug in tribes. It completely changed the game, drastically increasing the speed of gameplay, and turned what could have been another boring first person shooter into a landmark game.

    From wikipedia: "This was originally an unintended side effect of the physics system implementation that caused players to encounter less friction with the ground when going down hillsides than on level terrain. The reduced friction was put in to make it harder for snipers to take out enemies. The reduction of friction was proportional to the slope of the hill; this meant that the steeper the terrain, the faster players could travel. Skiing allowed players to traverse Tribes' massive game maps in under 15 seconds in some cases instead of minutes."

    Starsiege Tribes at Wikipedia

    1. Re:Tribes by XO · · Score: 2, Informative

      unintended? I'm pretty sure it was documented in the manual... ..but i might be the only person on earth that bought Tribes 1 at retail

      --
      "Champagne for my real friends - and real pain for my sham friends!" http://ericblade.postalboard.com/
    2. Re:Tribes by TornCityVenz · · Score: 2, Interesting

      There was/is a great glitch in tribes2 where you deploy an MPB and you with a bunch of buddies throw concussion grenades at it for a few minutes (since a MPB is a inventory station it's easy to throw many). After a while someone jumps in as if to move it, and the combined force of all the grenades having built up under the unmovable MPB finally take effect launching the thing miles into the air. Not something that ever effected game play as far as I know, but great for some giggles with teammates while having a drinks after a match.

      --
      I Need someone to rebuild a Digitech Digital Delay pedal for me....for me...for me...for me.
    3. Re:Tribes by Blakey+Rat · · Score: 1

      They turned it into a feature long before actual release, but it was originally unintentional. (i.e. not in the game's design documents.)

  26. This led to new understanding of a game fundamenta by Cyno01 · · Score: 5, Interesting

    This bug was interesting because of the actual cause. The spell deathgrip functioned the same as a jump, and because of this explot, we learned that the game engine did not recalculate your postition (in the case of a jump/deathgrip) untill you land.

    I dont know if this function was known before this bug was discovered, if it was, it wasnt widely known. But ever since we're always being reminded, when moving out of 'fire', just move, dont jump, since the game wont recognize your position and youll keep taking damage untill you land.

    --
    "Sic Semper Tyrannosaurus Rex."
  27. Test Drive 4... by __aaclcg7560 · · Score: 1

    When I started at Accolade as a video game tester, I was put on Test Drive 4 (Playstation) for a few days until someone could train me to be a tester on Test Drive 5 (Playstation) that was under development. I managed to find all the bugs that TD4 shipped with, including a bug where an NPC vehicle had no collision when turned sideways that other vehicles could drive straight through. Impressed the lead tester I did. :P

    1. Re:Test Drive 4... by Anonymous Coward · · Score: 0

      You didn't get fired for testing off-script?

  28. Frontier: First Encounters by jd · · Score: 1

    This game was released with so many bugs that they ended up shipping a patch disk - before pulling it from the shelves.

    --
    It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
    1. Re:Frontier: First Encounters by grantek · · Score: 1

      At least it fixed the bug in Frontier (at least on the Amiga) where hyperspace distances would overflow at 65536 light years, so you could get anywhere on a couple of tonnes of fuel (and within a couple of days) as long as you could find a star system 65536+(a very small amount) away and almost equidistant from your destination.

      That was a stupid bug that ruined the gameplay (read: I only found out about it a few years ago, years after I'd stopped playing the game)

  29. My favorite classic Glitch by robkill · · Score: 3, Funny

    In the old coin-op game 10-Yard Fight, there was a giant floating arrow to point to where the ball would go when kicking an extra point. If one of your blockers ran into the arrow, he was blocked just as if he'd run into an opposing player. It didn't affect gameplay, because it always happened after the kick, but it was amusing, nonetheless.

    --
    DMCA - Chilling free speech since 1998.
  30. What? by Neko-kun · · Score: 1

    No GetDown?

    It's got to be my favorite glitch-turned-meme.

  31. Elite 2: Frontier by Ecuador · · Score: 3, Informative

    I am kind of older school than most other posts I see above. Elite 2 was an amazing game, in just a 3.5" floppy you had a whole galaxy to explore. Exploring this vast galaxy was made easier by a few interesting bugs. The best one was that while you had a jump drive capable of around 10 ly jumps (it's been a while, but it was around there), the lengths were not held in a large enough variable, so if you found a target that was a bit over 655.36 * n light years away, you could jump to it! Obviously with just two jumps you could go to any star you wished! Then you had another kind of glitch where you found two planets (or was it even on the same planet, just different traders it's been a really long time...) where you could do a trade with ridiculous margins, making loads of money in a few minutes...

    --
    Violence is the last refuge of the incompetent. Polar Scope Align for iOS
    1. Re:Elite 2: Frontier by LiSrt · · Score: 1

      Then you had another kind of glitch where you found two planets (or was it even on the same planet, just different traders it's been a really long time...) where you could do a trade with ridiculous margins, making loads of money in a few minutes...

      "Cemeiss" as I recall, precious metals and gems were illegal and had negative prices, like rubbish and radioactive waste...

    2. Re:Elite 2: Frontier by Opportunist · · Score: 1

      True, but what do you get out of being able to jump 65k light years when the whole "explored" galaxy with stations to dock at measures about 50 lj across?

      Not to mention, no Thargoids? This just so wasn't Elite!

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    3. Re:Elite 2: Frontier by Anonymous Coward · · Score: 0

      If you tried to part-ex a ship with a greater value than the one you were trying to buy, and had passengers were aboard, the transaction would fail (because of the passengers) but you'd still get the money.

    4. Re:Elite 2: Frontier by Anonymous Coward · · Score: 0

      If I remember right one of them involved buying gemstones for very large negative sums.

      "Here! Take our gemstones! We don't want them anymore! In fact, we'll PAY you to take them away!"

      If only...

    5. Re:Elite 2: Frontier by Anonymous Coward · · Score: 0

      True, but what do you get out of being able to jump 65k light years when the whole "explored" galaxy with stations to dock at measures about 50 lj across?

      As gp mentioned, you could use that bug to make shortcuts. For example, instead of 3 jumps ~10 LY each, two jumps ~657 LY each.

      Also, a parallel bug made random explored systems (sometimes even with a station to dock at) occasionally appear around integer multiples of 655.36 LY from Sol. So there was something to explore.

      However, the 655.36 LY jump bug was fixed in a later patch for the PC version.

    6. Re:Elite 2: Frontier by Richard_at_work · · Score: 1

      The other glitch in Frontier was incredibly helpful - if you loaded up with trash, and took your ship out to space, you could dump an infinite amount of trash by clicking underneath the 'dump' button for the trash. This had the side effect of never decreasing the trash stockpile, but at the same time freeing up space in your cargo hold. If you continued to do it, you could increase your cargo capacity beyond all other ships, allowing you to both take on huge amounts of cargo, and add the really massive weapons to your small ship (the big weapons usually required big ships to add them to as they used cargo space).

      So you could have the bog standard ship with the best weapons and lots of cargo space. Combine that with the planet which gave you money to take precious stones away (it was treated as trash on this planet) and you could make a fortune in just one trip. Fantastic.

    7. Re:Elite 2: Frontier by jaggeh · · Score: 1

      ah but funnily enough there were several areas settled around the +-2000 area which were 1 jump from sol :)

      --
      I would give everything i own for a little bit more.
    8. Re:Elite 2: Frontier by Briareos · · Score: 1

      True, but what do you get out of being able to jump 65k light years when the whole "explored" galaxy with stations to dock at measures about 50 lj across?

      Uh... jump 65k light years away then 65k light years back at a slight angle? That'll get you any distance up to 2*65k ly you want into any distance you want...

      --

      "I'm not anti-anything, I'm anti-everything, it fits better." - Sole

    9. Re:Elite 2: Frontier by Repton · · Score: 1

      In the original Elite, the first mission was to destroy some kind of experimental space ship that had been stolen. You were told that the ship had ECM, which meant that you needed to kill it in a dogfight; you couldn't just hit it with a missile.

      ...well, unless you got really close. Easiest way to win was to fly straight at it, target a missile, and launch at point-blank range. Boom.

      --
      Repton.
      They say that only an experienced wizard can do the tengu shuffle.
  32. Oblivion melting bug by bgeer · · Score: 1

    Still the weirdest thing I've ever seen in any game
    http://www.youtube.com/watch?v=Nd1zzMdel_I
    http://www.youtube.com/watch?v=gbpLY1fdfcg

    The really weird part is that there's all this code that allows bodies to melt but it never gets used in the game, possibly it's just a side effect of their physics system? idk

  33. Some funny ones from the top of my mind by WWWWolf · · Score: 4, Interesting

    Operation Flashpoint: The game allows you to save once during the mission. For some reasons I couldn't quite comprehend, very rarely, the wrecked stuff from the game before I loaded the saved game carried over to the loaded game - I suppose the game just didn't clear up some data it was supposed to clear. Anyway, there was this one mission in which you're supposed to destroy the first tank in the advancing tank column using mines and a LAW to block the road, then go kill the rest of the people or flee, failing that.

    I lay the mines on the road, then picked up the LAW and went to the roadside bushes, and saved. I destroyed the first tank, then got killed. Loaded up the saved game.

    The destroyed tank was there, blocking the road.

    And there came the Russian commander who was driving there ahead of the tank column. Finding the road blocked by the destroyed tank, he stops the car... gets out of the car... and scratches his head.

    From that point onward, I never ever doubted the ability of the AI programmers to create believable character behaviour.

    The Elder Scrolls IV: Oblivion: Wolves are the heraldic symbol of the city of Kvatch. I like wolves, and tried to avoid killing them in the game - yet, at one time, a wolf was following my horse. When I arrived to the camp near the city, the citizens unfortunately killed the wolf on their own. Very sad! But when I came back to the area later, I noticed that the citizens of Kvatch, bored as they were in the camp, had apparently stuffed the wolf. In other words, the corpse was in the standing position (undoubtedly the neutral position for the 3D model, and the game forgot to restore the dead posture).

    Tomb Raider: Anniversary: Not a big glitch, but amused me anyway. In the lost valley, there's one spot where you can land - barely enough leg space. Lara stuck in the leaping position and was pushed by the game upward, up, up, up, and I couldn't do anything. I opened the menu. Closed it. Then, Lara suddenly remembered a few not-so-obscure theorems by good ol' Sir Isaac. *splat*.

    Tomb Raider: Underworld: Not played this game too far yet, but the Mexico level had a really weird bug - I drove around with the motorcycle, but there was this one spot where Lara froze in air, while the motorcycle kept going and finally hit the wall. Pretty weird.

    Could probably remember more, but I need to get going.

    1. Re:Some funny ones from the top of my mind by Anonymous Coward · · Score: 0

      Tomb Raider: Anniversary: Not a big glitch, but amused me anyway. In the lost valley, there's one spot where you can land - barely enough leg space. Lara stuck in the leaping position and was pushed by the game upward, up, up, up, and I couldn't do anything. I opened the menu. Closed it. Then, Lara suddenly remembered a few not-so-obscure theorems by good ol' Sir Isaac. *splat*.

      Haven't had that one, but probably related. On a few occasions I've dropped down a short, safe, distance but Lara has got stuck on some bit of scenery. However the engine still registers her as "falling", even to the point of screaming. So you've got Lara, 3 inches from the ground screaming her lungs out until eventually... *crunch*!

    2. Re:Some funny ones from the top of my mind by adrn01 · · Score: 1

      In Oblivion, (at least, on PS3), ALL bodies are subject to "stuffing". Humans hover with arms outstretched, animals just stand there. Crabs are special, though -- their segments separate.

      A better bug involves the Ayleid statues. If you steal one back from Umbacano, and set it down somewhere, it will move its own length, in the direction of the flat base, each time the room it is in reloads. Depending on how it is positioned, it will sink into the floor, rise towards the roof, or move across the room. This only happens with STOLEN statues.

  34. An annoying "glitch/bug" by Khyber · · Score: 1

    UT99 - for no damned reason the engine itself would fail to work properly any longer. You'd play a game, leave, and the next time you tried to boot up, you got this insanely long error message concerning engine and renderer.

    total wipe and reinstall was the only fix, and this was after full patching to the latest supported version. It would just happen about four or five months after install.

    --
    Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    1. Re:An annoying "glitch/bug" by Ash-Fox · · Score: 2, Informative

      total wipe and reinstall was the only fix, and this was after full patching to the latest supported version. It would just happen about four or five months after install

      I just removed the opengl/directx (depending on which one I was using) lines from unrealtournament.ini

      It worked fine then. The v436 patch fixed this issue.

      --
      Change is certain; progress is not obligatory.
    2. Re:An annoying "glitch/bug" by mobby_6kl · · Score: 2, Interesting

      Speaking of UT99, there was a great glitch involving the impact hammer and perhaps also the RL. Mostly useful in assault maps, but also to a lesser degree in CTF and other team games, it allowed a player or two to launch their teammate a great distance, much further than the teleporter would normally allow.

      First, you could place the teleport beacon on the ground, and then use the impact hammer to launch it to the opposite side of the map. For instance, on CTF-Face you could climb to the top of your tower and then launch the beacon into the other team's base. If done properly, IIRC, it would land in one of the balconies mid-way up the tower, saving you the dangerous run.

      Next, you could use the impact hammer to launch a teammate directly. Either by yourself or with another player, you could crouch on the ground with a charged-up hammer and have another player run into you. What made this really glitchy though was that you first aimed and fired the hammer in the direction you want the player to fly in its primary mode, and only then charged it up. This way the player flew off in the exact direction you aimed, and you could have another player crouch right by you to increase the launch distance. Of the default assault maps, this could be used to launch players into the cannon on AS-Overlord, leaving the players just a short run up to the final objective.

      Finally, as many knew the RL loaded with 6 rockets was ridiculously powerful, and this could also be used in games with disabled team damage. On AS-Guardia Fortress, you'd have a player stand in the corner right near the initial spawn point, load up 6 rockets , and fire them into the player's feet in a close pattern. The resulting explosion launched the player in the direction you were aiming, with the mountain slopes guiding the player right on the roof of the enemy base. You could also try to launch more than one player at a time, or have more than one player do the launching, but the results were often unpredictable.

      At first, I was mostly pissed off about the whole thing with the usual "you're exploiting the game!" whining as I felt it bypassed the intended combat and progression through the objectives, but in reality it just shifted it around a bit and added some variety to the tactics and gameplay. No longer would you have all of the defending team camp by a chokepoint, and instead the defense would have to spread around a bit. It was great fun, and when AS was revived with these glitches missing, I could never get into the game as much as I did with UT99.

    3. Re:An annoying "glitch/bug" by MistrBlank · · Score: 1

      These aren't glitches. These are game mechanics. Next you'll tell me that climbing the wall in Face via teleporter jumping is an exploit or glitch.

    4. Re:An annoying "glitch/bug" by Khyber · · Score: 1

      No, 436 didn't fix it - I'm on 451 and it still repeats this behavior.

      --
      Still waiting on Serviscope_minor to wake up to fucking reality and realize that Jessica Price isn't going to fuck him.
    5. Re:An annoying "glitch/bug" by Ash-Fox · · Score: 1

      No, 436 didn't fix it - I'm on 451 and it still repeats this behavior.

      Works for me (TM)

      Note: I still play the original UT.

      451 is a community patch by UTPG which introduced numerous bugs such as alpha-transparency with #000000 which they don't intend to fix as they consider it a feature, despite the fact it effects the a few things with weapons and other textures. I wouldn't trust that patch for reliability. Thus, I still use the official 436 patch from Epic.

      --
      Change is certain; progress is not obligatory.
  35. Worst Glitches by Imrik · · Score: 1

    Two of the worst glitches I've had to deal with (more due to the timing of them than anything else):

    Atelier Iris: Immediately after beating the final boss the game will sometimes (about 50% of the time for me) go to a black screen and freeze. If you repeat the fight you may get past it so not as bad as:

    FEAR 2 (PS3): Part way through the final fight the game missed a trigger for the rest of the fight, no amount of reloading fixed the problem.

  36. Huge glitches by Quiet_Desperation · · Score: 2, Funny

    The entire combat system in Too Human.

  37. Re:This led to new understanding of a game fundame by fractoid · · Score: 1

    I'm not sure if this still works, but I the major reason to spam jump and circle strafe while PvPing on a melee character (such as a warrior) was that the your velocity changes instantaneously when you land, causing the movement prediction code to break a little, making you appear to jump around crazily.

    --
    Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
  38. Sim City by Anonymous Coward · · Score: 4, Interesting

    This is probably the very first glitch I came across. My age must have been in single digits then.

    In the original Sim City, you could set taxes to 0% for the whole year and then jack it up to 20% just before the end of the year. Not only did you get the full 20% tax rate but your citizens remained happy because of low taxes.

    1. Re:Sim City by Agripa · · Score: 1

      The useful bug I remember from Sim City had to do with traffic congestion. If you built roads without any intersections, the algorithm which generated random routes from building to building would be limited to adjacent building so the roads would never be congested. At the same time, every building had road access to everybody was happy.

      I think I discovered this when people where fleeing my housing developments for other reasons (creating slums), and I bulldozed the roads so they could not get away. It did not work of course but my heart was in the right place.

  39. Glitches on mods by Yuioup · · Score: 4, Informative

    I checked out the vids. A lot of those so called "glitches" are caused by mods or bugs in mods.

    The Oblivion glitches are obviously mods. The glitch in shown in GTA:SA is done while the unofficial multiplayer mod is running.

    So the argument "best game developers leave a dirty glitch" does not hold water. Actually the headline should read "best game developers let fans create hilarious video's using mod tools".

    Y

    1. Re:Glitches on mods by MobileMrX · · Score: 1

      The first oblivion glitch is actually a non-mod glitch using arrows to duplicate items. It can be used on the Xbox360 version as well as the PC version, so long as they are unpatched.

  40. Phantasy Star Online fences by SpectreWolf · · Score: 2, Informative

    In Phantasy Star Online you could glitch through some of the laser grid fences that would normally need a switch. Simply go to one of the posts that is next to a wall then take out a melee weapon that you move a lot with such as the sabre or daggers and slash the crap out of the corner until you get in and do the same to get out. Of course sometimes its easier to hit the switch, especially in earlier levels when the switch is either in the same room or the next one.

    1. Re:Phantasy Star Online fences by Sethus · · Score: 1

      I remember this. The trick was that on your third melee attack, you'd take a small step backwards. So back in Phantasy Star Online, you'd spam that with your back to whatever fence you were trying to get through. After enough time you'd nudge yourself past the fence to the delicious treasure on the other side.

      --
      Posting with out proof reading since 2001.
    2. Re:Phantasy Star Online fences by sam_paris · · Score: 1

      This bug goes deeper. You could actually also glitch through any locked door in the game. However, what made this glitch a bit different was that you could only do it if you were wielding a dual-saber type weapon.

      Basically the method was that you stood with your back to a door while wielding a dual saber then performed a 3 hit combo. Characters that could wield the dual saber performed a step back at the end of the combo and each time you performed it, you stepped back into the door. Apparently the collision detection didn't work in this particular scenario.

      After a few steps back you were fully stuck in the door, then you could turn your character round and then walk gradually through the door.

      The only hard part about doing this was acquiring a dual saber in the first place, since they were a pretty rare weapon.

    3. Re:Phantasy Star Online fences by Anonymous Coward · · Score: 0

      In Phantasy Star Online you could glitch through some of the laser grid fences that would normally need a switch. Simply go to one of the posts that is next to a wall then take out a melee weapon that you move a lot with such as the sabre or daggers and slash the crap out of the corner until you get in and do the same to get out. Of course sometimes its easier to hit the switch, especially in earlier levels when the switch is either in the same room or the next one.

      Well, this worked a little differently depending on which specific version you mean. Some models could do it with any weapon, some needed specific animations, just depending on how the model animated.
      You also didn't need to jam yourself into a corner, although you could in some cases. If there wasn't a corner, you could put telepipes (the item) on one of the buttons, hold down the move forward, and warp up/down the pipe, each time getting a little farther inside whatever you were trying to get through. After 5 or 6 pipes you could make it through ANYTHING. Doors, fences, walls, you name it.

      But that doesn't hold a candle to the shop dupe trick on the Gamecube. If you did it right, you could get two conversation windows open inside the shop, and then get two shop windows open, and then move over to your bank. This would allow you to drop AND deposit an item, thus duplicating whatever you wanted.

      In the Dreamcast versions, if you put a heal spell on one of your action spots, and a damage spell in the same spot on the "shifted" spot, you could see a tiny bit of lag with the targetting indicator. By switching quickly, you could use the "heal" spell to get your target onto another player, and quickly switch and hit a damage spell, thus allowing you to attack. Especially fun with high-level Grants. Bonus points if you do it with a mag blast and area effect heal. Double bonus if you can trick someone else into chaining their mag blast onto it.

      That game suffered from massive exploitation (in ALL its versions). To be fair, most of it was from game mods like the gameshark & action replay, but there were plenty of glitches in the game itself.

  41. My personal favorite by ameyer17 · · Score: 1

    Physics model fail: http://www.youtube.com/watch?v=pQi4BeO015E
    Note the cars on the lake.

    1. Re:My personal favorite by twosat · · Score: 2, Funny

      A little bit off-topic but I remember reading a few times about a battlefield simulation program that was modified for the Australia military. The programmers were told to use kangaroos in the scenery so elected to modify the object-oriented coding for foot-soldiers. All seemed to be well until the aircraft in the simulation buzzed the kangaroos which then scattered and regrouped to fire Stinger missiles at the amazed pilots. The programmers had forgotten to remove some of the settings and code for the soldiers to fight back at aerial attacks.

  42. Integer wrap in Tetris by Anonymous Coward · · Score: 0

    I used to play a tetris game for windows A LOT!
    One time I was on my way to beat my old record of ~31000, but the idiot programmer had implemented the score counter as an signed int. Needless to say, my new high score of -30000 didn't make it to the high score list and I have never played the game again.

    1. Re:Integer wrap in Tetris by Anonymous Coward · · Score: 1, Funny

      Try 9999 on scace invaders for the atari 2600. The challenge was to see how many times you could wrap (go from 9999 to 0000) on one life. My record was 28. At the time I was 8 years old with two broken legs. I had a lot of time on my hands.

    2. Re:Integer wrap in Tetris by clone53421 · · Score: 1

      Needless to say, my new high score of -30000 didn't make it to the high score list and I have never played the game again.

      Actually, it will. The problem comes in when it tries to figure out where a subsequent score goes: I don't know exactly how it happens, but somehow you'll end up with the scores getting corrupted and/or small scores pushing the large ones off the list. (If you exit the game, saving the scores, after getting a negative score, it'll load back with the negative score in place. Subsequently, if it asks you to enter name/quote when you know you didn't get a hiscore, just exit the game immediately afterward without saving the hiscores to avoid corrupting the data file. Or just duplicate the hiscores.dat file for a backup in case it does get corrupted.)

      In fact, the score is stored as a 16-bit integer; for some reason the display method prints it as a signed int. The maximum possible value of a 16-bit signed int is 32767; add one and it becomes -32768. The game doesn't detect this, though, so it ends up displaying a negative score. (Possible ways to avoid this would have been: max the score at 32767 points, award less points to make it impossible to get that many in the first place, or use a larger data type to store the score).

      For what it's worth, I've rolled it all the way past -32768 and upward back through zero. Yes, I'm bragging. :p (Of course, then you wouldn't get a hiscore... so my high score is presently -250 or so.)

      Interestingly, this bug created another bug in the graphics renderer: the score would print directly over the old score, erasing it; however, if the new score was shorter than the old score (and -9999 is shorter than -10000) it wouldn't erase the last digit. So your score of -9999 would look like -9999# with some arbitrary last digit that never changed and depended on the last digit of the longer score. This kept on happening every time the score shortened right up until the score became positive again – and since the minus sign was then gone, and the minus sign didn't take the same amount of space as a number did, there was only a portion of a number still visible at the end. I can't remember if I took a screenshot of this or not – and if I did, it's on my computer at home, so I unfortunately can't post it in either case.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
    3. Re:Integer wrap in Tetris by clone53421 · · Score: 1

      Correction: the hiscores file was called tetris.hst, not hiscores.dat.

      Also, here's an old copy of my highscores - I don't have the one with my best scores; this came off a computer that I haven't used in quite a while. But it's still pretty impressive, I'd say. ;)

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  43. Article Fail? by pinkushun · · Score: 2, Insightful

    The article led me to other articles, all of which are just as badly 'written' (read: bunch of videos).

    1. Re:Article Fail? by El+Gigante+de+Justic · · Score: 2, Informative

      Agreed. Even worse, they couldn't even bother to make their own videos of the best and most famous glitches or whatever else, so really every article is "Best videos of game feature X that we could find on Youtube in 15 minutes and manage to spread the links over 9 pages"

  44. Way, way back... by Anonymous Coward · · Score: 0

    Ultima III was basically tile-based and shipped on multiple 5 1/4" diskettes. From time to time you had to swap disks in order to access a new areas of the map. But the game didn't check whether or not you inserted the correct disk. With the wrong disk, half the tiles on the screen would show up incorrectly and, if your avatar was in the right location, "treasure" tiles would show up nearby (if you were unlucky, it would be "fire" tiles"). With a little experimentation, infinite riches and health could be yours.

  45. Jet Fighter III by abelenky17 · · Score: 1

    I remember in Jet Fighter III you could land your plane upside-down.

    It was important that airspeed be appropriate, flaps down, gear down, angle of attack correct, etc, etc. But if you met all the criteria upside-down, it would still be counted as a successful landing.

    It was good fun to pan the camera around this jet, on its top, with the gear sticking straight up, with a message about a perfect landing!

    1. Re:Jet Fighter III by Pad-Lok · · Score: 2, Interesting

      Worked also on F/A-18 Interceptor on Amiga. Also you could fly indefinitely after shutting down engines. Just build up speed by nosediving and you can glide back up higher than your original altitude.

      - P

      --

      -- Sauer
  46. Dwarf Fortress by Anonymous Coward · · Score: 2, Interesting

    Dwarf Fortress is an old-school-style 2D game in the same style as Dungeon Keeper 2 (minus the creature control features, and with 100x more content). You control a team of dwarves who have set out to build a fortress, and you must find a way to feed them and keep them safe without having any direct control of them at all. It's loaded to the brim with all kinds of crazy things happening every moment of the game, some intended and some not. Just a few examples:

    A kitten attacks a dragon, and the dragon dodges itself right off a cliff and dies.

    An old dwarven king shows up on the map who was supposed to have died 20 years ago. The new year ticks by and the king suddenly remembers his past death and keels over.

    A waterfall (which are frequently used to produce happy thoughts in dwarves since they like the mist) can potentially suck puppies in and drown them, even if you use a proper drain with a grate.

    Cats reproduce at a ridiculous rate and kittens are widely regarded as a valid source of food.

    These are just a few and I find dozens more every time I play. It's a fascinating game, check it out if you can.

  47. Ghost Recon by GetAJorb · · Score: 1

    I will admit this after many years, but Ghost Recon had the worst client side weakness of any game I have seen in multiplayer mode. Before starting a map, you select your soldier type and weapons from a fairly large list of possibilities (especially with the expanded gun and weapon mods that were very popular in the day). The glitch came in when my brother and I realized that the ballistics and weapon characteristics were loaded only from the player hosting the server, and were never verified by the clients connecting. The big bad exploit came when it came time to gear up. Several weapons were basically useless in game as they had been included from the beginning single player missions. Crappy guns and rifles with no accuracy or ammo capacity that even noobs would never ever pick. Since you knew that your opponents would never chose these hunks of junk, you were free to go into the ballistics text file and change them into weapons of infinite accuracy and even more instant death. My fully automatic silenced gattling gun sniper rifle with 0 recoil would have given Reason a run for it's money :) Combine that with poor rendering of scrub bushes and I was able to mangle the entire opposing team for over a year with impunity. It was the only time I ever exploited anything in a multiplayer game, but it was like heroin...one taste and I was hooked :) If there is a special place in hell for me, I'll save a spot for the rest of you up front :)

    1. Re:Ghost Recon by GetAJorb · · Score: 1

      Woops, sorry about the lack of breaks and spelling...I clicked submit instead of preview. Born again slashdot virgin, so my bad :)

    2. Re:Ghost Recon by ElAurian · · Score: 2, Funny

      I forgive you... you utter, utter, utter...

  48. MMOs seem to have the most by sortius_nod · · Score: 1

    I seem to find MMOs have the most "glitches" that seem to become exploits because of lazy testing.

    Case in point, LOTRO's last expansion, while good, had so many glitches you could burn through all the lvl 60 instances in a day or two without so much as a death.

    Others are terrain issues - monsters can't hit you but still attack you - or line of sight issues.

    Unfortunately they seem to have this attitude that because they made a mistake it's an exploit and you'll get banned for using it.

    1. Re:MMOs seem to have the most by Indras · · Score: 1

      Dark Age of Camelot had quite a few places where the floor didn't properly meet a wall, leaving a tiny crack. Pushing yourself against the crack while rotating your character would allow you to push through the crack and fall below the world. Once you reached a certain depth, the game automatically teleported you back to your last bind stone.

      It was a VERY handy trick to know, saving hours of running and horse travel. It didn't take people long to find these cracks in pretty much every dungeon in the game.

      --
      The speed of time is one second per second.
  49. Commander Keen 6 by jspenguin1 · · Score: 4, Interesting

    In Commander Keen 6: Aliens Ate My Babysitter, there is a bug where the player shots are marked as rideable (like a platform). So, you can jump up in the air, shoot down at the right point, and ride the bullet down. When the bullet hits the ground, it's removed from the game, but the pointer to the current platform (the bullet) doesn't get cleared (since real platforms never get removed), so you are left standing on a "ghost" of the bullet. If you immediately fire another bullet, it will occupy the same location in memory, so you will now be riding the new bullet. If you fire sideways, you will fall off, but if you fire upwards, you can ride all the way up to the ceiling -- in other words, an unlimited jump.

    There are several other bugs which allow you to jump through walls and floors, like in "BloogFoods, Inc."

    Also, any unused keys stay in your inventory when you exit a level.

    1. Re:Commander Keen 6 by jspenguin1 · · Score: 2, Interesting

      Here's a speedrun showing many of the bugs.

  50. Early online games were the worst by Anonymous Coward · · Score: 0

    Flying, invincible corpse from QuakeWorld or TeamFortress whichever it was. I don't think anyone can top all the exploitable bugs from early online games, not a chance. But, this is the Internet, we have to forget everything every few months. :\

  51. Gothic by lbbros · · Score: 1

    This RPG by Piranha Bytes had a load of glitches, one being particularly funny. In certain areas, if you walked in certain spots, you'd be instantly transported to kilometers above ground, falling down and dying in the process.

    --
    A CC-licensed illustrated horror novel
  52. More on the Oblivion bugs! by Anonymous Coward · · Score: 0

    When you load quick saves, some items do not refresh, like arrows shot during one save, stuck in a character, like they are supposed to. then quick save, then loads the arrow will still be stuck in that character, plus, possibly you'll lose your shield... I've lost 3 glass shields that way....

  53. Spider Solitaire (Windows XP) by Anonymous Coward · · Score: 0

    In Spider Solitaire it is rather easy to get the game in an inproper state. Getting new cards from the deck with at least one column empty gives a warning for breaking one of the games rules "You cannot get new cards while there are empty places". However, if you manage halfway the game to have fewer than 10 cards remain you will get this warning, whereas it either should report that the games is over or it should allow new cards to be drawn from the deck since there are not enough cards to fill all 10 places.

  54. Wish they did this in real life! by freaker_TuC · · Score: 2, Funny

    I'd really wish they would do that in real life ... but what gives ;)

    --
    --- I am known for the ones who want to find me on the net. Is that a privacy risk or a privilege? One might wonder..
    1. Re:Wish they did this in real life! by DaveV1.0 · · Score: 1

      So, you want the government to say "Don't worry about it." for the entire year then say "Oh, by the way, give us 20% of what you earned last year or go to jail"?

      --
      There is no "-1 offended" or "-1 you don't agree with me" mod options for a reason.
    2. Re:Wish they did this in real life! by freaker_TuC · · Score: 1

      With such kinds of bugs, we would already be gone out of the system before we'd need to pay 20% ;)

      --
      --- I am known for the ones who want to find me on the net. Is that a privacy risk or a privilege? One might wonder..
    3. Re:Wish they did this in real life! by JamesP · · Score: 2, Funny

      I wish Real Life had a 20% cap on taxes, that would be the best. Also, advisers that complained about what the public wanted.

      But we can skip the giant monster from space thank you very much...

      --
      how long until /. fixes commenting on Chrome?
    4. Re:Wish they did this in real life! by Anonymous Coward · · Score: 0

      I think he means he'd like the government to say "Don't worry about it" for the entire year and then go ahead and print out money equal to 20% of your earnings. That's basically the real-life analog of the glitch.

      That introduces problems all on its own that really don't get simulated in the game (hyperinflation seriously devalues a citizen's bank account but the game only cares about the treasury).

      Oh yeah, another glitch with the SNES version was to get "negative" funds in your account. It actually rolls over the value backwards leaving you with $999999.

    5. Re:Wish they did this in real life! by mattack2 · · Score: 1

      Yes, since it would be lower than the taxes we already pay.. (someone else mentioned that too).

      Also, since the taxes would be theoretically jacked up from 0% to 20% right at the end of the year, it would also presumably get rid of the existing penalties if you owe too much taxes.

      People seem to be really happy when they get a tax return. That's dumb, you just gave the government an on average an over 8 month tax free loan (since taxes are based on the calendar year but we pay April 15th). I'd rather have lower taxes overall of course, but given the choice, owing taxes is better than getting a rebate, as long as it's not enough to get an extra penalty. (If your existing payments are not IIRC within 10% of what you really owe, there are extra penalties.)

  55. Gears of War by rarity · · Score: 1

    There are a couple of bits where you can take cover behind a car, then shove it forwards - basically, moveable cover. At one point I ducked and shoved, and the car sailed gracefully up, up off into the sky. Fun to watch until the locust horde started eating my face...

  56. Whacked Out Ultima IX by dido · · Score: 3, Interesting

    The fiasco that was Ultima IX: Ascension had so many bugs on its release in 1999 it's not even funny. Or is it?. Someone actually played the game in such a twisted way taking advantage of these bugs to hilarious effect.

    --
    Qu'on me donne six lignes écrites de la main du plus honnête homme, j'y trouverai de quoi le faire pendre.
  57. Sega CDx + Hang On by Anonymous Coward · · Score: 0

    This was a compact version of the Sega CD system that could play both carts and Sega CDs . The system would only play one or the other. However, I was able to get the Audio CD going and then slide in the Hang On cart then reset the game. It would only reset the cart and leave the Audio CD playing. I still have the CDx just because it was so cool looking and Nostalgia playing it in College.

    http://en.wikipedia.org/wiki/Sega_Multi-Mega

  58. Bug? or feature? by Anonymous Coward · · Score: 0

    The one issue i have with this article, is they seem to completely miss out on the most famous and exploited physics engine bug/glitch since the dawn of time. That being the strafe jump and the bunnyhop.. These two engine exploits not only added a huge new depth to games wherein they existed, but also proved that glitches are not necessarily bad or fun killing.

    Obviously glitches like falling through the world are frustrating and need to be solved, but theres another side completely to glitches and consequences of their exploitation

  59. WoW upside-down camera by PhilHibbs · · Score: 1

    I dualbox, with one character on /follow to the other most of the time, and occasionally the second character's camera ends up upside-down. I can't click through to the article due to work restrictions, but the cryptic clue made me think of this.

    1. Re:WoW upside-down camera by DigitalSorceress · · Score: 1

      Triple-boxer here... never had that happen to me.

      I believe I have smart terrain following turned off. My guess is that one of the "automagical" camera features along those lines is to blame.

      --

      The Digital Sorceress
    2. Re:WoW upside-down camera by PhilHibbs · · Score: 1

      Triple-boxer here... never had that happen to me.

      I believe I have smart terrain following turned off. My guess is that one of the "automagical" camera features along those lines is to blame.

      I don't have any fancy camera options either. It usually happens when I'm flying and do a sharp turn to land in an enclosed area like a cave or building, but it's only happened two or three times.

  60. What? by Anonymous Coward · · Score: 0

    No Jet Set Willy, the ultimate in bug/glitches where an enemy corrupted the game making it unwinnable as it travelled past the floating point index of the game, took some serious recoding to fix iirc.

  61. Darklands by Anonymous Coward · · Score: 0

    One of my favorite bugs in the old pc game Darklands was that if you would go to a certain type of church and donate money, it didn't check if you had enough money to donate, which could set you to a negative amount of money. From that point on, you could essentially buy everything in the game on credit, until you spent such a ridiculous amount that it would wrap back around to a positive amount.

  62. Dig Dug by Quothz · · Score: 1

    Anyone remember the old arcade Dig Dug bug? By squashing and a sploding a bad guy simultaneously, you could make all the enemies vanish and have the level to yourself.

    Pac-Man had some crazy bugs, too, mostly involving overflows.

  63. Starcraft by Anonymous Coward · · Score: 0

    Well prior to the patches you could make drones (gathering units), high Templar (spell units), dark Templar (big badda boom units) and a couple of others all fly across any map by terminating a build/merge at the right time and telling them to move.

    Lead to a huge amount of special User Map Settings where to complete puzzles you had to do this.

    Other ones include path finding by using gathering units to head to a mineral patch (which causes them to ignore everything else) and then clicking somewhere when in the middle of units causing their units to have to move out the way (great for unblocking a route!).

    Same could be done by un-burrowing the Zerg when on top of each other. I think a few of these are now gone, but used to be good fun!

    1. Re:StarCraft by tempVariable · · Score: 1

      A funnier glitch in Starcraft was hydralisk/zergling/drone stacking. It is amazing to find out that that "one" hydralisk killed your two dozen marines. It is equally satisfying to siege it and kill his two dozen hydralisks in two hits. :D

  64. Re:This led to new understanding of a game fundame by Incoherent07 · · Score: 1

    Actually, the part about jumping not recalculating your position until you landed was known to pre-WotLK raiders, for the exact reason you describe. The Death Grip bug just made it more obvious to people who hadn't quite figured out why jumping out of fire was a bad idea.

    --
    This is my sig. There are many others like it, but this one is mine.
  65. Ummm.... KOTR II by maple_shaft · · Score: 1

    I got a funny one, how about KOTR II (Knights of the Old Republic II). There was this interesting glitch, the whole game!

    In their rush to get it to shelves before Christmas they whipped up some terrible inconclusive ending and didn't bother to QA test the thing.

    One bug in particular involved a mini-boss killing my wookie and having it lie on the ground screaming for a long period of time. The body never went away and everytime I went near it he screamed again.

  66. Re:Ummm.... KOTOR II by darthvader100 · · Score: 2, Interesting

    Kotor 2 is just a huge glitch

    how about these:
    1.A character tells you their name, then forgets they told you it and refuse to tell you their name.

    2.Little robot agrees to destroy something after you leave, big robot says he wont let it, and destroys the little robot. The object is still destroyed.

    3. Many of your party can be turned into jedi, but it only happen really late in the game where they end up with like 18 force points, not enough to string together 2 attacks

    4. Near the middle you have to rescue or kill 4 people who will mend the jedi temple. Kill them all and the temple rebuilds itself

    5.The boxart - there are at least 2 pictures on the box which are wrong - one with your character with a lightsaber before you get one, and another with a female character and a male character only NPC

    6.Near the beginning there is an area of mist, walk into it and your character freezes(mid step) the only way through is to use a speed boost, or target an enemy on the other side

    7. Unnamed villain - the guy on the box is never named until after you kill him

    8. One character keeps talking about a sith either them self or someone else, in the third person. It is never revealed who it is

    There are MANY more, but I don't want to bore you


    And in the original Kotor - you can kill members of your party, but at the end they are all there cheering with you

  67. Okami for the Wii by Anonymous Coward · · Score: 0

    Okami for the Wii:
    I was trying to beat the mail carrier in a race in Shinsu field for the second time. I kept having to restart the race due to his "spiny droppings". I had forgotten that you have to shake the remote to headbutt him(it's hard to read the Wii remote suggestion on the screen at that moment). I kept pressing A and Z to try and tackle him. During that I was making physical contact with him a bunch. Then I lost him. I think it turned to night or day during that particular race too. I found him again for a race, but this time he was some weird floating polygonal blob. All you could see was parts of his torso and neck. The game started heavily lagging periodically and at points the background, foreground - heck everything! - was mostly gray, a little green, and one big polygon that looked like an ice wall. I beat the bastard though on that next race, even with all that crazy shit going on!

  68. Dark Age of Camelot / Return to Zork by Lexical_Scope · · Score: 2, Interesting

    No-one is gonna read this far down, but what the hell :)

    The Return To Zork one might not be a glitch so much as just evil designers, but if you made a slight mistake on the FIRST SCREEN (cut instead of dig the plant) then you're blocked from completion of the game, but you don't find out until much (much) later!

    Dark Age of Camelot is a still-breathing MMO that got roundly whooped by WoW despite having probably the best PvP of any MMO to date. The bane of this game was the sheer number and scale of Line-Of-Sight and NPC-pathing problems. It made certain situations in the game almost unplayable.

    There were also a lot of questionable decisions made by the design team that led to some interesting game dynamics. Anyone who's played will remember the MoC3/RR5 Sorc combo, the Large Shield blockrate against Dual-Wield and various other fun bits and pieces.

    Still loved that game though...

    1. Re:Dark Age of Camelot / Return to Zork by Dragoness+Eclectic · · Score: 1

      re: DAOC:

      They fixed most of the worst NPC pathing problems (though I haven't checked lately to see if the pet pathing bug in the Circle of Five dungeon was fixed--necromancers really hated that one!), and fixed banshees screaming through walls, finally. Line-of-Sight still gets blocked in some dungeons and fortifications by imaginary deceased turtles and small tufts of grass, but the quirks of LOS-checking are pretty well understood these days (yes, arrows and bolts will still hit you if you were in LOS when they were launched but got behind cover before they arrived).

      OTOH, every patch day is full of hilarious new surprises, because Mythic continues to be unable to make code changes without introducing at least one "interesting" bug. Last good one was the RP bug that let RVR'ers get 1.5 million RP in an evening--first bug in live code I've seen that required a full day rollback.

      My favorite DAOC glitch I remember from the old days of Old Frontiers, where the safe PvE zones were divided from the RvR/PvP zones by a pathing barrier, not a zone-change. There were spots where you could wiggle under the moutains at building corners and then run *under* the mountains unimpeded by pathing restrictions from the RvR zones to the PvE zones. One can imagine the results of this.

      There were some well-known screenshots of an infamous level 50 Midgard dwarf runemaster's rampage through the Albion newbie PvE zones at one time....

      Sadly, this went away when they introduced New Frontiers, where the RvR/PvP zones were put in a different zone from the PvE areas.

      --
      ---dragoness
    2. Re:Dark Age of Camelot / Return to Zork by holmstar · · Score: 1

      HA! I read it!

      I'm fairly certain that the RTZ cut VS. dig was a purposeful part of the game. And yes, quite evil perhaps. But really, when you know what to do, it doesn't take all that long to get back to where you were.

  69. Want old-school? Here you go: by Anonymous Coward · · Score: 1, Interesting

    The original Blackjack for the TRS-80 Model I, on audio-cassette, would let you bet negative dollars. Do that, intentionally lose the hand, profit.

    Santa Paravia en Fumaccio had a bankruptcy bug that left you with all your grain if you declared you were broke. Buy a buttload of grain, default, profit.

    1. Re:Want old-school? Here you go: by Mr+Z · · Score: 1

      There was an old BBS door, Caribbean Contraband, that had a similar bug. You could buy and sell negative quantities of the various items you were running around. Since the buy and sell code only checked maximums, you could "sell" a negative quantity to buy more than your plane could hold. (I don't remember if you could "buy" a negative quantity to sell more merchandise than you were carrying.) All I do know is that I ran up a bank account of around $2B before I quit.

      Needless to say, the BBS operator got wise to these shenanigans pretty quick, and I only did it once. :-) He was a good sport about it and thought it was pretty clever.

      Whaddaya know, a link to it! I wonder if the "overflow" bug mentioned in the WHATSNEW.TXT is the same bug? They don't mention the bug I found by name at least. It may still exist in there, who knows?

      --Joe

  70. Madden 96 by Anonymous Coward · · Score: 1, Interesting

    I noticed in Madden 96 that the AI could audible into any defensive set they wished (the player could only audible 6-8 plays...not fair). So I would come out in punt formation on first down, the AI would audible into punt return. Then, I would audible into a pass play and throw to an uncovered receiver. Touchdown!! I loved beating the AI in older games.

    1. Re:Madden 96 by rarity · · Score: 1

      Wow. I understand every word, but the sentence still doesn't mean anything.

  71. Super Mario Brothers 1 by furby076 · · Score: 1

    Maybe a glitch, more of a trick, but since I doubt the game makers intended it I would venture a glitch. On one of the boards (i think level 1) a turtle would walk down the stairs. If you timed the jumps right you could jump up and down on the shell (actually TAPE the button down and leave it for a few hours) to come with maxed out lives and a ridiculous amount of points.

    --

    I do not support "The Man". I also do not support your irrational stupidity
    1. Re:Super Mario Brothers 1 by MistrBlank · · Score: 2, Informative

      A.) this is a popular method of gaining extra lives. To me it is a clever use of game mechanics (ie the bounce Mario makes after jumping on something and the recoil of the turtle shell).

      B.) You can't "leave" it for a few hours. There is a level timer that eventually kills you.

    2. Re:Super Mario Brothers 1 by VGPowerlord · · Score: 1

      B) That's not the only bug, going over 255 lives will make the game end.

      --
      GLaDOS for President 2016! "Well here we are again. It's always such a pleasure." -- GLaDOS, 2011
    3. Re:Super Mario Brothers 1 by Mr+Z · · Score: 3, Informative

      Actually, no, going over 127 lives makes your count negative, and will give you game over the next time you die.

  72. Nintendo glithes by Anonymous Coward · · Score: 0

    in Zelda, you walk into one of the houses and the guy says "I am error!"

    also, the invisible blocks which sometimes trapped Mario in Super Mario Bros.

    I found both of these on my own, then found them online as "known" glitches.

  73. Stop n Swop: Why not the Controller Pak? by tepples · · Score: 1

    The Banjo-Kazooie Stop n' Swap relied on early Nintendo 64 models having [RAMBUS memory] retain data while you could swap cartridges, theoretically between Banjo-Kazooie and Banjo-Tooie so as to access secrets in the sequel based on progress in the first

    But why didn't Rare just use the Nintendo 64 Controller Pak, a memory card that was designed for this sort of thing?

    1. Re:Stop n Swop: Why not the Controller Pak? by MindlessAutomata · · Score: 1

      Gimmick. Unless Nintendo made it so only a game could only read its own save data, in which case BT couldn't recognize BKs? I don't know if that's true...

      But yeah--probably gimmick.

    2. Re:Stop n Swop: Why not the Controller Pak? by cbackas · · Score: 1

      But why didn't Rare just use the Nintendo 64 Controller Pak, a memory card that was designed for this sort of thing?

      Only thing I can think of is to prevent people from cheating by copying the file around. If the game software has to write special values into RAM that have to be quickly read by the other game, that makes it a lot harder for people who didn't earn the reward to get it.

      Of course, I can't imagine that it's a big enough deal to warrant all that extra complication.

    3. Re:Stop n Swop: Why not the Controller Pak? by tepples · · Score: 1

      Unless Nintendo made it so only a game could only read its own save data, in which case BT couldn't recognize BKs?

      I don't see how Rare couldn't have talked Nintendo into letting BK and BT use a shared GameID just for the BK/BT Stop n Swop data. Otherwise, how does Pokemon Diamond recognize Pokemon FireRed's save data?

    4. Re:Stop n Swop: Why not the Controller Pak? by Sethb · · Score: 1

      I found a bug/cheat back in the day on my Genesis. I read in a magazine about some game that'd glitch in a cheating fashion if you put in Altered Beast, waited for the title screen to come up, then yanked it out with the power still on, put in the next game, and hit restart. I didn't have that game, but I tried it with Strider, I'm not sure why, but it worked! You now had unlimited lives, but you had to play on the hardest difficulty setting! That was actually the first way I beat the game, though... I know, this sounds like one of those stupid things you hear someone claim worked, but doesn't, but truly, it worked! And I never fried my Genesis doing it, though the Genesis certainly didn't seem happy about having the cartridge ripped out in mid-load...

      --
      When in danger or in doubt, run in circles, scream and shout. --Robert A. Heinlein
  74. Dumb cops by LordSnooty · · Score: 1

    In Need for Speed: Kill the Cops edition, you could drive on top of a building at the petrol station. The dumb cops would then drive round and round repeatedly bumping into the building.

  75. WoW by Anonymous Coward · · Score: 0

    Vanish

  76. FPS 'glitches' by Anonymous Coward · · Score: 0

    Quake 2: bunny-hopping
    Starsiege Tribes: skiing

  77. Dying twice in Sinistar by bubba_the_mermaid · · Score: 3, Interesting

    If you were able to get shot by a warrior while the Sinistar was eating your last ship, you'd die twice. This would leave you with -1 lives, which the game would interpret as 255.

    1. Re:Dying twice in Sinistar by Anonymous Coward · · Score: 0

      Well, -1 and 255 are bitwise the same in two's complement, so it's not really "interpret"ing anything. This is incredibly nitpicky, that's why this is anonymous.

  78. Tempest coin-op glitch by Anonymous Coward · · Score: 0

    Tempest had a bug that operated something like this ...

    1. Play a game and get higher than 186,000(?), stopping the value on some certain last digit. (I can't remember what either were at the moment.)

    2. Once game ends, wait for it to cycle through it's demo two times.

    3. After the 2nd demo cycle, once the Tempest logo starts up again, insert a quarter.

    At this point you should have access to ALL the levels in Tempest. The manufacturer caught wind of the bug later and some arcades upgraded their system to remove it.

    1. Re:Tempest coin-op glitch by clone53421 · · Score: 1

      Interesting! Since the final digit of the score was significant, it appears that they were using binary-coded decimal, not binary, to store it (to save cycles when displaying it). That is odd that it unlocked the levels.

      --
      Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  79. Old School Glitches by Mr+Z · · Score: 2, Interesting

    Here's a couple from the Intellivision that my brother and I discovered:

    • In Utopia, it's possible to sail off screen if you know how to manipulate your boat near the lower right corner. If you sail far enough south (with a few zigs and zags to dodge unseen off-screen barriers), you'll eventually sail back onscreen from the top. In this mode, you can't park your boat, but you can still fish, and you can sail on land. Not useful, but funny.
    • In Advanced Dungeons & Dragons: Cloudy Mountain, it's possible to navigate your party off the top left of the screen by pressing the "Go Northwest" button. Press it a second time and you'll come up in the middle of the map. Sometimes it'll save you time, most of the time it'll screw you.
    • In Advanced Dungeons & Dragons: Treasure of Tarmin, there are minor glitches in the display update. The pictures associated with sprites don't get updated in sync with the display backdrop. It's possible to see what's lurking behind a door by placing an object on the floor, turn faced to the right of a door, and then "glance left." The object on the floor will sometimes take on the picture of what's waiting behind the door.

    Also, the Sega Genesis game Phantasy Star II, one of the best games I've ever played on the system, had a few bugs, some of them useful. My brother and I had catalogued 10 or so. Here's a couple:

    • First, a silly bug: You can press B while paused to get a slow motion mode. That's not the bug though. If you use the slow-motion mode to walk between zones with different music, when you unpause, you'll have the same music that was playing when paused, as opposed to the music you should have for that zone.
    • Use Shir to steal the Visiphone from the storage room in Paseo. Once you have the Visiphone, arrange for it to be in Ralf's pack as the first item. Now, you can press "A" repeatedly to get a quick save from just about anywhere in a dungeon. (Especially useful if you have a turbo-fire you can switch on.) Do this every few steps and you can avoid being attacked. If you do get attacked, it's easy to roll back to your last save. The bug is that accessing the menu often seems to reset the "how likely you'll have an encounter" stats, making it easy to limp out of a dungeon and back to a town when your HP's low and you don't have enough TP to warp out.
    • Perhaps the most important bug: If you press B + C together while in your backpack, it's possible to equip an item, but have the "E" denoting what item was equipped to show up on the next item in your pack. So, suppose you want to equip that Laconia Shield you just paid over 10,000 meseta for, but you really want to get your money's worth? Rearrange your pack to have a 10 MST Monomate sitting after the Laconia Shield, and press B + C to equip. If you did it right, your stats page will change to reflect the shield, but the Monomate will show as being equipped. Now you can hand the shield to another character and they can do the same, or you can sell it and get some meseta back. Just be careful to exit out of the menu system entirely between each use of this trick: If you do it too many times in a row, you can get stuck in a loop where the menu system won't let you exit out completely, and the only way out of that is to reset.
    1. Re:Old School Glitches by BlindSpot · · Score: 2, Funny

      Since you brought up Intellivision... I remember Lock 'n' Chase (a Pac-man-like game) had a bug that would every once in a while cause one of the enemy guys to become almost as tall as the entire screen. Something to do with when they hit the edge of the screen IIRC (which I probably don't). I was like 5 years old when I had that game and that bug used to absolutely scare the shit out of me when it happened... It wasn't quite a "cry and run to mommy" scared but it was definitely an "I don't wanna play anymore" scared.

  80. StarCraft by jonaskoelker · · Score: 3, Interesting

    You can do some interesting things in StarCraft as well.

    A well-known trick is having 11 mutalisks and some slow unit (overlord, larva) in a control group; moving them around makes the mutalisks group together in a single spot, which makes them more effective (hit-and-run attacks all target the same unit).

    I saw a video called "Pimpest plays of 200n" (n=5?), where a Terran lifts a barrack (that's placed next to a mineral patch which blocks a pathway), then lands the barrack again and while the barrack is landing, moves some marines down under the barrack. When the barrack lands, the marines try to scatter and move out from under the barracks and walk through the minerals -- and are thus able to shoot the overlord on the other side.

  81. College Football 96 by Theoboley · · Score: 1

    I remember playing Bill Sims College football for the Genesis back in the day, and there'd be downs where the defensive member you selected would be face down on the turf and still movable. and they'd be lightning quick too, until the play started. Then the player would get back up and be normal again. I believe this happened with Madden as well.

    --
    Stupidity only gets you so far, then you've gotta try
  82. Old School by Stavr0 · · Score: 2, Interesting

    In Space Taxi for the C64, pick the 24 hour shift, play level 1 (Short'n'sweet), then power off the disk drive for the remaining 23 levels, power up the drive again for the secret level.
    Eat the pie until a "fire" glows, then go up until it stops, touch a star and you'll see the Secret Menu!!!

  83. TF2 Crabspy by Pengunea · · Score: 1

    The noble and majestic Crabspy is an endangered semi-aquatic species known to occupy the waterways of 2Fort, Well, Hydro, and other exotic locations such as Barn.

    These beautiful creatures can be easily recognized by their claws held proudly at a sharp angle over their heads. In one pincer they carry a cigarette case which they display to attract potential mates and ward off predators. The Crabspy employes a full 360 degree range of scuttling motion and moves at approximately the same pace as the theme song to Ulysses 31.

    Sadly the Crabspy is an endangered creature often hunted for their luxurious free points. If you spot a poacher please report them to the proper authorities. Keep our waterways safe and clear for the Crabspy!

    (Considering how the article is nothing but YouTube links, I think I'll roll with the trend)

    --
    Starkle, starkle, little twink.
  84. Battlefield:1942 stunts by TheHawke · · Score: 2, Interesting

    EA went nuts in their effort to make the physics work in the game. But all they managed to do is turn it into a stuntman's heaven. Videos abound of jeep jumps, inverse jumping (you get blown UPWARDS and land on a bridge or building above you) wing walking (I think the current record for most on a B-17 was like 25) and my favorite, plane switching in mid-air.

    One nut managed to take a panzer and make it break dance for a few minutes.

    --
    First rule of holes; When in one, stop digging.
  85. worst yet most useful glitch by Odd_Sam · · Score: 1

    the missingno glitch from the old blue and red versions of pokemon are by far the worst glitch I have ever seen. Almost like the developers put it in on purpose.

  86. Atari 2600 / Leaderboards / by robbway · · Score: 1

    Space Invaders
    A very popular glitch was to hold the reset button while turning the Atari 2600 console with Space Invaders in it. It gave your single-player tank a double-shot. I'm no longer convinced it was unintentional.

    Mountain King (originally by Imagic)
    There was an accidental "super jump" in the game. If you timed a jump just right, by releasing the stick for a split-second and then hit "up" again, the man would make a half-jump followed by a jump that would fly up into the air until it hit something. This caused the game to move into ROM and RAM addresses creating a "sky world" to explore.

    On Leaderboards in general, "rollover glitches abound." Mario Kart on the Wii had rollover glitches to the timer, making them patch the game and reset the leaderboards. I noticed the more recent "Cuboid" on PSN has the same problem! Both the number of moves and the timer rollover to zero making it possible that somebody willing to make 1000 moves and wait 99:99 minutes (or whatever the maxes are) to get the top leaderboard position.

  87. Star Wars the Phantom Menace by Anonymous Coward · · Score: 0

    I remember when I got the final boss in the game (darth maul). I ran away from him instead of fighting him head on, and remarkably he didn't follow. He just stood still and let me shoot him until he was dead.

    Apparently the programmers never thought that the player would try that.

    1. Re:Star Wars the Phantom Menace by xpuppykickerx · · Score: 1

      This game upset me so much. When you're trying to get Anakin to join your group and you get attacked, he says "I wont help a murderer". So annoying.

  88. Now THAT is something I'd want TOO! by freaker_TuC · · Score: 1

    But my negative funds don't leave me $godlike amounts ... bummers..

    --
    --- I am known for the ones who want to find me on the net. Is that a privacy risk or a privilege? One might wonder..
  89. In Sim Farm... by Anonymous Coward · · Score: 0

    ...I had a silo full of a strawberry crop that refused to disappear. I could sell it and sell it, but it refused to go away. I just had to keep selling it to pay for a my huge farm full of crop dusters that I could fly around.

  90. Space Invaders Atari 2600 by Anonymous Coward · · Score: 0

    If you flipped the power switch off and on very fast, sometimes it would start up in a funky mode which allowed you to fire two bullets at a time instead of one. The game played normally other than that.

    It didn't look intentional, but I admit I haven't seen it since I was probably eight years old.

  91. When a feature is perceived as a bug by u8i9o0 · · Score: 1

    There's one 'glitch' listed for Oblivion that is not: slaughterfish gasping.
    A fish could spawn over land depending on the location of your load point - THAT issue should be the glitch.
    But if it does appear over land, what do you expect a fish to do?

    A gasping fish is an intentional feature, not a bug or glitch.

    --
    This is not my sig
  92. Zelda: Twilight Princess by Anonymous Coward · · Score: 0

    I encountered a bug in the Wii version of Zelda: Twilight Princess.

    In the first dungeon, near one of the last doors in the place, there are some clay pots along the wall. One of the pots contains a fairy that you can put in a jar. Link can have two jars at this point in the game. So fill one jar with a fairy, then warp out of the dungeon and warp back. When you get back, the clay pot should have regenerated, and you can put another fairy in the second jar.

    Now comes the difficult part: Don't ever lose enough health that the game forces you to auto-use a fairy from your jars.

    Continue to follow the storyline in the game, defeat the boss in the first dungeon. Eventually you come to a part where Link gets out onto a bridge. The enemies set fire to the bridge behind and in front of Link, and you have to move a box in order to climb up and jump off the bridge before the walls of fire reach you.

    With the two fairies, you can survive moving against the firewall, and if you jump against the firewall (instead of off the bridge) and time the jumping right, you can get past the firewall and "escape" the fire and the bridge without jumping off the side.

    The "dramatic encounter" music continues to play, and you can run around on the bridge and the land on the side you managed to escape. The story won't be able to move forward until you run back to the firewall and commit suicide, as now there is no way to jump off the bridge without coming into contact with the firewall and dying.

    There might be more stuff to explore and see, but I didn't try it out at the time.

  93. Dragon wars by Anonymous Coward · · Score: 0

    There was an old game called Dragon Wars. Probably back around 1990 which sets four characters out on a quest to save the realm. Interesting game in that you viewed the game 1st person when most adventure games at the time were 3rd person.

    Anyway, a friend of mine and I discovered that if we built the characters up, saved and restarted, we could import the characters we'd saved. So basically, we'd have set of 5th level characters in the 1st level area. Or 10th level, or 15th etc. It was pretty easy to keep building them up and reimporting until the characters could kill anything bare handed.

    1. Re:Dragon wars by Anonymous Coward · · Score: 0

      I really enjoyed Dragon Wars, though I was irritated that I had to keep the manual handy in order to keep up with the story.

      The game was made to import high-level characters. You could bring in characters from the Bard's Tale series, and though they'd be stripped of some of their abilities/items, they'd still be pretty powerful.

      Of course, these were the games that I cut my teeth on for save-file modding, so the importing characters feature didn't get used much.

  94. Might and magic 3, or was it 4? or 5.. one of thos by caywen · · Score: 1

    There was this dragon that was designed to be invincible via normal combat - the programmers gave it like MAXINT hit points, and the dragon breathed fire that would destroy everyone except the guy in the back. However, they also had a spell that calculates damage by percentage, and a spell that resurrects everyone in the party. So, the guy in the back resurrects everyone, including the other mage. The other mage would ding the dragon for ~5% of its HP, which was a huge number. The dragon would breath, everyone would die except the guy in the back, and the cycle repeats itself until the dragon dies.

    They way you were supposed to "kill" the dragon was with some kind of orb, which the dragon would react to somehow and further the storyline. But I killed it and ruined the quest chain and had to start over.

  95. Street Fighter II, Killer Instinct, and more by Nicholas_K_Inabnit · · Score: 1

    Back in high school and college I made a bunch of videos of combos and glitches for the Street Fighter II series, and some other random games too. In fact, the Killer Instinct videos were featured here on Slashdot a few years back. http://nki.combovideos.com/

  96. Glitchipedia by plams · · Score: 1

    I came here to mention the Pac Man level 256 bug but looking for a link I found a whole glitch wiki!

  97. My favorite glitch... by Endo13 · · Score: 1

    was one that very few people ever knew about, mostly because it was in a niche mod for UT2004. The mod was called Chaos UT, gave you all kinds of cool weapons and items to use, including a grappling hook. You could grapple to pretty much anything and then tell it to retract, zipping you around quickly, and of course use it to swing around in all kinds of crazy ways. The cool glitch part was, if you did it just right you could grapple to a player's head. The target had to be standing right next to a wall, so you aimed for the spot where the top of the player's head was right next to the wall, tricking it into thinking you were aiming at the wall, but in reality the player's head was in the way. The most we ever got was a 4-player chain because eventually the grapples break loose.

    --
    There is no -1 Disagree mod. Slashdot.org/faq defines mod options. USE IT.
  98. Working title by MrEricSir · · Score: 1

    "Commander Keen 6: John Carmack Pays His Mortgage Off"

    --
    There's no -1 for "I don't get it."
  99. Biggest Glitch Evar! by telek83 · · Score: 1

    What is BigRigs? I don't know what was done right in the game actually, such a buggy horrible game!

  100. Hoyle Board Games 2007 & 2008 by SomeGuyFromCA · · Score: 1

    Ah, Hoyle. They couldn't be happy producing a collection of board games. They had to provide a system when you earn ingame money for certain achievements, which you then spend on useless tsochkes.

    Fortunately, there was a great big gaping bug in the Chess game. If you put your opponent's King in check, a music sting would play and your opponent would make a "witty" remark.

    If you tried to take a second move while the music sting was playing... the game would let you. And then, if the enemy King were still in check... music sting, witty remark, etc.

    Get your Queen out and make a kamikaze attack, and you could clean out the whole enemy side about five moves in, getting credit for each kill and then for a lopsided victory.

    (You could have gone on to promote 8 pawns, etc, but it was faster just to kill all the enemy pieces then score checkmate.)

    --
    if the answer isn't violence, neither is your silence / freedom of expression doesn't make it alright
  101. Flexability by ucblockhead · · Score: 1

    The funniest one I've seen was in Fallout 3. I was talking to Nova in Megaton. She starts to cock her head to the right and it just keeps going, doing a complete 360 degree rotation, talking all the while.

    --
    The cake is a pie
  102. Winter Challenge skating by jones_supa · · Score: 1

    Back in the 90s my friend's copy of Accolade's Winter Challenge showed interesting behaviour. In the skating event, when you were just about to complete the final lap, the left border of the rink started to "magnetically" pull the skater towards it. By rigorously skating in the opposing direction you were sometimes able to fight the this force and reach the goal.

    The game was cracked so I wondered maybe it was some kind of anti-piracy prank. Or maybe the game files were just corrupted in some way.

  103. Snoopy Tennis LCD Game by Anonymous Coward · · Score: 0

    Remember those nintendo lcd games in the 80s?
    It was powered by two lithium batteries. Remove the battery cap, tickle the batteries to make the power flicker on and off. And here you go, you are playing snoopy tennis starting with 6000 points.
    Only now the pace is infernal and you have one hand busy keeping the batteries in place...

  104. Street Fighter by weszz · · Score: 4, Funny

    Can't believe noone mentioned this one yet...

    Chuck Norris was in a street fighter game, but no matter what button you hit, he did a roundhouse kick and killed the other guy.

    When asked about the glitch, Chuck Norris said "That's no glitch."

    1. Re:Street Fighter by Theoboley · · Score: 1

      I heard it was only available in the Street Fighter Beta

      --
      Stupidity only gets you so far, then you've gotta try
  105. Old School: Trade Wars 2002 by Anonymous Coward · · Score: 0

    Back when I played BBS Door Games, one of the board operators told me about the planet cloning bug for some of the older versions of TW2002. This was a great way to instantly become the biggest fish in your particular pond and quickly allowed a friend of mine and I to start surrounding the Star Dock with well defended planets and toll fighters.

    This bug combined with one of the add-ons, a planet that kept warping to a new location every day and undid ownership, made for a great deal of fun when we cloned the planet with too much money on it, causing an overflow and dumping anyone who landed on the planet to be dumped out of the game. Imagine finding an unowned planet with what appeared to be a ridiculous amount of money and toys on it, only to land on it and get dumped out of the game. Yeah, we were assholes.

  106. HL1 by Anonymous Coward · · Score: 0

    It took me forever to beat HL1, because I could never get out of the tram at the beginning of the game. The guard would walk over to the tram, moan, and fall over dead without activating the door. I thought it was an irritating puzzle for the longest time!

  107. Atari (not 2600) bugs by qaguy08 · · Score: 1

    I worked at the Beverly office a while back, and these are what just comes to mind. NWN1: Pretty close to release, and within my first week there i noticed that you could drop gold on the ground but it wouldnt subtract from your inventory. NWN1: For a long time you could reject your level up roll for HP if you didnt get a 20. NWN1: Most go get this or that quests are repeatable if you drop the item in question just before saying here it is. then you pick it up and talk again. Moonbase Commander: On one level you were attacked by three AI. Two would attack randomly, the third would always attack in the same spot in the same amount of turns. So once you got the shot correct, you could always stop that AI. Unreal2: For a long time the AI of the vicious pig looking monters was broken in that they wouldnt actually attack you, but rush and growl. Most people would always just blow em away anyways so it was barely noticed. Unreal2: There was a bug where randomly if you used a sniper rifle on your enemy, the ragdolled corpse might fall to the ground then twitch, and then fling off into the direction of the push from the force of impact. Was funny to see a corpse just hit the ground then skid across the map. UnrealT2k3: The link gun use to not lose power from a teamate when he was killed. So you could raise the power of the gun to the point where it pushed the person firing it into a wall with enough force to kill them. Also one could aim at the groind and fly into the air and get crushed against the skybox. UnrealT2k3: I forget the map but there was a spot on a CTF map where either blue or red side could take the opposite flag and hide in a rock near thier own. I actually saw this a year after release when i saw kids playing the map in a lan event. Didnt tell them about it. Ahh good times.

  108. SSX 3 by Anonymous Coward · · Score: 0

    There was a pretty interesting glitch I had in SSX 3. Apparently I did something pretty impossible in-game, then I saved the replay. Went back and watched it later, and... well, did you know that the Replay feature isn't actually a video of what you did? It keeps track of your actions, then when you watch a reply, the game just mimics what you did.

    Turns out, the "replay" clipped some bad snow and crashed (where I had not), ended up bombing a ton of tricks (due to lack of momentum), and just spend the rest of the replay just completely screwing everything up, since it was in the wrong place due to your character being "reset" on the stage if you miss jumping gaps or something similar.

    All in all, it was pretty funny. Wish I had saved it.

  109. Need For Speed: Porsche Unleased by Anonymous Coward · · Score: 0

    Certain maps had very acute polygon edges along the invisible borders. A friend and I would spend quality time just trying to find areas where our cars would get stuck in these acute edges and start to vibrate rather fiercely until the car popped through the invisible border and was lifted to the top of the tree line! It's hilarious in multiplayer when you can see your friend's 911 skidding on ice(null friction;))around the outside of the map. Driving back in towards the center of the map closer to the road the car would finally drop and give the greatest Dukes of Hazards ala Deutsche jump and would make the driver not-far-from-poopin. Finding this stuff is better than a stick of Toblerone. What a great game that was; missed that sort of NFS and hopefully the new one (NFS: Shift) will reclaim some of the old simulation feel. I'll be screwing with the wall again on that one. hehe.

  110. TMNT(1989 pc) by Cur8or · · Score: 0

    That damn game broke my will when I was 9 years old. I could not accept that a game could defeat me. Turns out something went wrong with the pc port making it just that: Impossible to beat. Now I can get closure and move on with my life. Next challenge: Zeliard.

    --
    Winkey shortcut mapping for 64bit windows. WinKeyPlus
  111. Some of my favorite Glitches by Scared+Rabbit · · Score: 1

    Dungeons of the Unforgiven (Dos):
    The monster map for this game could be deleted causing the monsters to reset their positions on the map. If you knew where a monster that was really beneficial to be killed was located, you could kill it, save/quit, delete the monster map, and then load your game back up.

    Ultima: The False Prophet (SNES version):
    There's a glitch where you can get tons of free items. The gist of it is that you have to have enough items in your storage sack in your inventory so that you can scroll down past the bottom of your normal inventory in the sack (which takes something like 16 items if you have nothing else in your inventory). When you exit the sack you will be below your normal inventory. From there you can scroll up to get to your inventory, or scroll down to find hundreds of different items including armor, weapons, and key items from the game. You can pick those items up and move them to your main inventory then and have them for your own use. This glitch does occasionally kill all your party members without sending you back to lord british, which means you have to load your last save, so always save before use. I've never seen this posted anywhere before I posted it on gamefaqs a few months back, but I've known about this for around 15 years.

  112. Super Mario World by Scared+Rabbit · · Score: 1

    Just thought of another glitch I found at some point that I'm not sure if it's ever been posted around before. In Super Mario World (SNES) if you used something like a game genie to alter mario's jump height (I believe it was the option for the tallest jump height for the game genie in the book that came with it) it was possible for mario to die during the attract screen. If mario died during the attract screen the game would then stick you in the game on that level mario was just in that was being played by the computer. You could do all the normal stuff, but there wasn't a whole lot to do. I think the only way to exit was to reset the game, but it's been many years. It didn't have a whole lot of use, but it was a neat trick none the less

  113. Halo 3 Flying Dumpster by Megane · · Score: 1

    Just search for that on Youtube. You flip a crate on its side, get two guys inside it, and jump real fast. And it starts flying around. And it's so stupid it looks awesome.

    --
    #naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
  114. Re:Might and magic 3, or was it 4? or 5.. one of t by NotSoHeavyD3 · · Score: 1

    Weird there was also another glitch in M&MII. Basically you go out of town and find that group of about 200+ trolls, goblins or whatever near the first town. When you fight them the first 10 or so are listed as individual enemies but the rest are one group. That "group" is considered by the game as an enemy that is worth a huge amount of experience, gives a huge amount of treasure, yet is extremely easy to kill. However since you can't target them they're normally impossible to hit.(Spells that hit "Everyone" miss the group and you can't select them as a target.) However there are also spells that can hit multiple enemies and also let you select which enemy to start with. (I think the spell I'm thinking of hits 4 people.) Anyway if you targeted the last guy in the list and the spell didn't kill him the next "guy" to be attacked was that huge group and the spell would pretty much kill the group. (Since as far as the game is concerned it's just another enemy with very low HP.) So I'd go do that fight pretty early in the game and afterwards my guys would be very powerful with all that experience, money, and equipment.

    --
    Did you know 80 to 90% of the moderators on slashdot wouldn't recognize a troll even if one dragged them under a bridge.
  115. Re:Ultima VII on the PC by Kadmos · · Score: 1

    Whith a fully loaded character carying a bucket, use a nearby well you will get a new bucket spawned at your feet. Not really useful unless you consider houses made of buckets a good thing..

  116. The Left 4 Dead Gatling Gun? by deweyhewson · · Score: 1

    When the game first came out there was a popular physics glitch whereby punching the Gatling gun repeatedly and then jumping on it would send your player flying. This was quite effective for skipping certain "horde" zones, and for ensuing hilarity, in general. It was sad when that was patched. :(

  117. NFS: PU by Anonymous Coward · · Score: 0

    In Need For Speed: Porsche Unleashed (PC) on the Alps track if you drive onto the frozen lake and drive into the snow in the back center of the lake, your car will be thrown up into the air for what seems like miles. Sometimes you'll land on the snow behind the lake and you can drive up the mountains until you eventually fall out of the sky.

  118. Sonic the Hedgehog for genesis by holmstar · · Score: 1

    I remember happening upon what appeared to be a level editor that was never removed from the game. But basically it allowed you to add enemies, rings, platforms, whatever to the level, and you could then exit the editor mode and collect the rings, kill the enemies or use the platforms. It was especially fun to place springboards in novel locations. The one caveat is that anything you add tends to disappear if it moves off-screen. It also had a tendency to lock up the game if you got too ambitious with your additions.

  119. UT03 by Stormcrow309 · · Score: 1

    In UT 03, we discovered that the nuke would reduce a player's score but not a team score in team death match. We would get the reclaimer and run into a group of the opposing side and shoot the floor.

    --

    In God we trust, all others require data.

  120. Halo Warthog On Cartographer by DirtyUncleRon69 · · Score: 1

    I remember in Halo on silent cartographer, you could blast the warthogs on top of this island and drive around. That was a blast!! Definetly one of my favorite glitches.

    Another trick, in the same level, you could push the warthog INTO the cartographer room, I'm talking into the structure, down the stairs, and into the room where you access the map. That takes me back!

    I also HATE people that are glitching on Call of Duty World at War, getting under the map and killing you with impunity.

    --
    They say, "Evil prevails when good men fail to act." What they ought to say is, "Evil prevails."
  121. Delta Force: Land Warrior by clone53421 · · Score: 1

    I used to play Delta Force: Land Warrior online quite a bit. It had a few quirks that made for interesting gameplay...

    For instance, you could attack with the combat knife through anything - walls, doors, you name it. If you suspected someone was following some distance back, probably with the intention of knifing you when you stopped, there were some corridors where you could turn a corner, stand on the other side of a thin wall, and then spam-click into it with the combat knife. The other player wouldn't see you, but the knife attack would kill them when they approached the corner.

    Another interesting glitch was concerning reach with the combat knife. If you were jogging backward, your reach was slightly longer - probably because it calculated the maximum reach distance using an old position while your character continued to move back. If someone was chasing you in close combat trying to knife you (and knife kills were worth 3 points, so this was quite common especially on maps with buildings), you could spin and run backward, killing them as they ran into your blade - but they couldn't reach you. This was particularly nice when using Snakebite - her knife reach is slightly longer to begin with because she's the close-combat specialist. ;)

    --
    Alexander Peter Kristopeit bought his basement from his mommy for one dollar.
  122. Bugs by Anonymous Coward · · Score: 0

    GTA:VCS for PS2. Not a huge glitch, but if you shoot the moon with the laser sniper rifle you can make it bigger, smaller, etc.

    Also, in the computer game combat arms, in the map Sand Hog, sometimes you fall under the maps and you're in a blank sky. And then you die.