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?"
There was once this minigame...er..um glitch
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.
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.
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).
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)
"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/
Has some of the best glitches. The gameplayer list definitely needs more nes/snes titles.
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.
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.
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/
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.
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.
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
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
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.
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."
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...
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.
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
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.
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.
The entire combat system in Too Human.
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.
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
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.
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.
The article led me to other articles, all of which are just as badly 'written' (read: bunch of videos).
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.
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.
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..
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.
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.
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/
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.
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
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
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...
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.
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.
I forgive you... you utter, utter, utter...
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.
Here's a couple from the Intellivision that my brother and I discovered:
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:
Program Intellivision!
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.
Actually, no, going over 127 lives makes your count negative, and will give you game over the next time you die.
Program Intellivision!
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!!!
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.
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."