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Glitches in games that became 'standards'...

jko

Junior Member
The one that comes first in my mind is none other than:

The Street Fighter II combo system.

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In the original SFII arcade, combos chained from a regular attack move to a special move resulting in unblockable consecutive hits were in fact originally a bug/glitch in the game. Later everyone started exploiting the system, eventually becaming the norm as Capcom and other companies started making fighters based on the Combos System resulted from the glitch.

Are there any other games with glitches that became a standard as well?
 
Not a glitch per se but rocket "jumping" was used in doom speed runs I think then made more available in each quake game?

wow, hypercockblocked.
 
Bunnyhopping wasn't intentional in the first place, from what I've heard.
 
In the FPS original Tribes game, the one with the jet packs and everything. when you would ski, continuously jump on steep slopes, made the game more fun to travel across the maps especially with jet packs to keep you in the air and have air battles to see who could get direct hits more than proximity hits on the ground.
 
Wouldn't it be fairer to call this stuff "emergent gameplay" as opposed to a glitch...though the whole term "emergent gameplay" sounds a bit like some sort of PR sound bite. :\
 
Scyn said:
In the FPS original Tribes game, the one with the jet packs and everything. when you would ski, continuously jump on steep slopes, made the game more fun to travel across the maps especially with jet packs to keep you in the air and have air battles to see who could get direct hits more than proximity hits on the ground.

Except that somehow, Dynamix managed to make skiing completely unfun in Tribes 2. That takes talent.
 
Mr Nash said:
Wouldn't it be fairer to call this stuff "emergent gameplay" as opposed to a glitch...though the whole term "emergent gameplay" sounds a bit like some sort of PR sound bite. :\
I like to think of it as top level gaming or gaming on the cutting edge. At least when the glitches/exploits/tactics require more skill or knowledge than not.
 
i dont know for a fact but im guessing crouch jumping in fps's originated from a glitch somewhere a long time ago?
 
there are all kinds of fun things in capcom fighters i could list, but i'm not sure if they're 'standard' or not. certainly they've become staples in their respective games at high level play, but i don't know how many other games have aped the glitches;

mvc2 - guard breaking, wavedashing, flying screen properties
cvs2 - roll cancelling
sf3 - kara-cancelling

and how does snaking in mk fit into all this? i'm not a mk fan by any means .. was it in games prior to mk:ds? did it make it into other racing games?
 
blackadde said:
and how does snaking in mk fit into all this? i'm not a mk fan by any means .. was it in games prior to mk:ds? did it make it into other racing games?

It was in Crash Team Racing first, not as a glitch but as an actual integral part of the gameplay.
 
Ryu's random red fireball glitch turned into an actual variation of Ryu's hadoken in Super Street Fighter 2 and so on for many various Street Fighter games.
 
Not sure if they count as glitches, but there were tons of bugs in Diablo II that turned into central gameplay styles. Things like physical damage mods affecting magic attacks and modifications incorrectly overlapping. A lot of this was taken out in repeated patches, though.
 
blackadde said:
the more you learn!

Yep, it's true. Ever played Drill Dozer? CTR's turbo system was kind of like that. R1 was the jump button, and if you do it in a turn, you can powerslide. At a certain point during the drift, you hit L1 and get a speed boost.. then wait, then again.. then wait, and again. Lethal if you could do it right.
 
I've got one: The bug that was discovered during the development of Onimusha 1 that let the player continually sword slash enemies into the air. The bug was fixed, but not before it inspired Shinji Mikami to create DMC's ability to slash enemies up in the air and shooting to keep them there.
 
HomerSimpson-Man said:
Ryu's random red fireball glitch turned into an actual variation of Ryu's hadoken in Super Street Fighter 2 and so on for many various Street Fighter games.
ooo thats a good one. however, although it was added in later SF's, its not a feature that became a 'standard'...so to speak.

how about snaking?? wasn't that a glitch at first??
 
has any game had sequence breaking on purpose?

I think super metroit was one of the first where there was lots but has any game included it by design where it still was breaking?
 
Grayman said:
has any game had sequence breaking on purpose?

I think super metroit was one of the first where there was lots but has any game included it by design where it still was breaking?

Zero Mission has a lot of intentional ones, and a few possibly unintentional.
 
Glitches make for great competitive play, as long as it isn't to stupid and crashes the game or something. They add a layer of "depth".

Kara cancelling amd guard breaking are the big things in my mind. (All I play is fighting games).

Is there any other FPS bugs that do this kinda things?
 
Red Scarlet said:
Zero Mission has a lot of intentional ones, and a few possibly unintentional.

Yeah! There were all sorts of places where I got something I didn't think I was supposed to be able to, and I thought "cool, this is only the first time I've played a real Metroid, and I'm already sequence breaking!" But I get the funny feeling they knew exactly what was going on there.
 
Grayman said:
has any game had sequence breaking on purpose?

I think super metroit was one of the first where there was lots but has any game included it by design where it still was breaking?

Metroid Fusion has a secret room you can only reach by using all sorts of "improper" Metroid techniques, doesn't it?

I believe the question being asked is what glitches existed in games that were later turned into normal game functions OR which glitches were planned for in later games.

For example, I don't believe the designers of Super Mario Bros. intended for you to be able to repeatedly bounce off a koopa turtle shell to generate gigantic numbers of extra lives... however, this glitch or "trick" became well known enough that we see levels set up to allow just that sort of thing in New Super Mario Bros..
 
ThatCrazyGuy said:
Glitches make for great competitive play, as long as it isn't to stupid and crashes the game or something. They add a layer of "depth".

Kara cancelling amd guard breaking are the big things in my mind. (All I play is fighting games).

Is there any other FPS bugs that do this kinda things?
lots are mentioned in this thread already(rocket jumps, strafe jumping, skiiing in tribes)


Your post made me think of a cancel in a shooter game. metal gear 3 online has one thats really debatable. You can cancel the shotgun pump animation and fire much faster than intended by switching weapons or unequiping right after firing.
 
Juggle combos in Mortal Kombat were unintentional. Just like SF II's that combo system is now a standard for the genre.
 
Straferunning in Doom. Not only has the same basic glitch found its way into other games, but the need to constantly move forward/back and simultaneously strafe caused the spread of a convenient key-bind: WASD

I believe it also had a relatively low maximum mouse sensitivity, and editing the ini was necessary for the twitch turns that are common today.
 
Bat said:
Not sure if they count as glitches, but there were tons of bugs in Diablo II that turned into central gameplay styles. Things like physical damage mods affecting magic attacks and modifications incorrectly overlapping. A lot of this was taken out in repeated patches, though.
The Guided Arrow piercing bug was around for years and was pretty much the most powerful PvP build for the money. Buriza/Cleg's = owned.

Stacking poison damage also comes to mind.
 
Mr Nash said:
Wouldn't it be fairer to call this stuff "emergent gameplay" as opposed to a glitch...though the whole term "emergent gameplay" sounds a bit like some sort of PR sound bite. :\
we just covered that topic in a subject at university :/
 
The head bob in Halo which the Red vs Blue team took use of.
Bungie implemented it in Halo 2 for this sole reason.
 
Ah, you guys are talking about Emergent Gameplay Properties. It's not always a glitch or a bug, it's often something the designers never had a clue would emerge, but often it just adds to the experience. It's very common i all complex systems, including games, especially if they are open-ended.
 
Grayman said:
little known game, Animation breaking became the standard way to pvp in asheron's call

lot of videos http://acmovies.phroztnet.org/

originally characters weren't supposed to move while casting spells.

Yeah, I remember that, people did it all the time with any and every animation, even the emotes. Just a slight turn to the side and sidestep. You'd see people sliding around town making snow angels or sliding away while getting up from lying down. But it was definitely really useful while casting spells, both in and out of pvp.

Asheron's Call was awesome. Why did the sequel have to change everything?
 
AndoCalrissian said:
I just realized I really hate all the special terms for fighting moves (i.e. wavedashing, etc.).

why? they all make perfect sense. wavedashing involves dashing and crouching alternately, ergo, wave-dashing.
 
If you're citing SFII, I'd say the infamous red hadoukens. Sure, they didn't do any more or any less than a regular one, but it was so notorious that its been in every port of SII, at least that I know of.
 
Kara's in 3rd Strike. Cancel any normal move after its first frame into a special, throw or super, causing the positioning of the character to change extremely quick. A quick example is increasing the range of your throws. But because of kara's, Makoto gains 100% stun combos, Yun can repeatly do palms during a Genei Jin combo (though most professionals don't do this because its too easy to screw up), and turns an easily avoidable Raging Demon from Akuma into an inescapable super. Its quite amazing, really.
 
LakeEarth said:
Kara's in 3rd Strike. Cancel any normal move after its first frame into a special, throw or super, causing the positioning of the character to change extremely quick. A quick example is increasing the range of your throws. But because of kara's, Makoto gains 100% stun combos, Yun can repeatly do palms during a Genei Jin combo (though most professionals don't do this because its too easy to screw up), and turns an easily avoidable Raging Demon from Akuma into an inescapable super. Its quite amazing, really.



I spent one day trying to do the mentioned kara-throw, over an hour later and nearly smashing my head into the wall, I gave up. I couldn't do it at all.

Cancelling any normal into a special too? Insane. So it's like a one frame window?
 
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