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** The NES version of the original ''VideoGame/MetalGear1'' had a glitch when you entered the computer room, if you went immediately right you would glitch into the final boss room without having to blow up the computer. This was helpful if you didn't rescue the professor (even though you ''knew'' you needed plastic explosives to destroy the computer, the game won't let you unless the professor told you).

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** The NES version of the original ''VideoGame/MetalGear1'' had a glitch when you entered the computer room, if you went immediately right you would glitch into the final boss room without having to blow up the computer. This was helpful if you didn't rescue the professor (even though you ''knew'' you needed plastic explosives to destroy the computer, [[YouShouldntKnowThisAlready the game won't let you unless the professor told you).you]]).
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So many things wrong here; 1. The homing effect is intentional, 2. the bug was how slow it was, not the homing part. 3. the video linked uses the newer, deliberately slower, briefcase, and 4. they changed it because it was harmful and was unintended, hence the new briefcase to make it a perk and not a game-wide effect. and finally, 5. it was not introduced into Hitman 3 — it was a challenge pack item in 2.


* ''VideoGame/Hitman2'' featured a briefcase that could be used for the mundane task of smuggling equipment into secure locations as well as the slightly less mundane task of hitting people in the head to knock them out. It could also be thrown for the same purpose. The problem was that Creator/IOInteractive had not counted on the briefcase being thrown at fast-moving targets, and had only accounted for the briefcase to take a 'logical' shortest travel path to strike the target in the head. It turns out that 'logical' and 'realistic' are not the same thing, resulting in the infamous but hilarious [[https://www.youtube.com/watch?v=6do1-cmcQHE homing briefcase glitch]]. This glitch proved to be so popular (and ultimately harmless) that it came back as a piece of special equipment for ''VideoGame/Hitman3''.

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* ''VideoGame/Hitman2'' featured a briefcase that could and ''VideoGame/Hitman3'' features the briefcase, which can be used for the mundane task of smuggling equipment into secure locations locations, as well as the slightly less mundane task of hitting people acting as a melee weapon in the head a pinch to knock them people out. It could can also be thrown at peoples' heads for the same purpose. The problem was that Problems arose when Creator/IOInteractive had did not counted count on the briefcase being thrown at fast-moving targets, targets (people on Jetski's, runners going round corners), and while they had only accounted for adjusted the speed of the briefcase to take a 'logical' shortest travel path not be so instant like other melee weapons, it was not even ''close'' to strike being fast enough to look somewhat realistic, so you could see the target in the head. It turns out that 'logical' and 'realistic' are not the same thing, resulting in the infamous but hilarious [[https://www.youtube.com/watch?v=6do1-cmcQHE homing briefcase glitch]]. This glitch being thrown across a room, slowly curving to find its target, among other silly things. While [=IOI=] did patch this out four months later into Hitman 2's life, this bug proved to be so popular (and ultimately harmless) and memetic that it came back in the form of the [[https://hitman.fandom.com/wiki/ICA_Executive_Briefcase_Mk_II#HITMAN%E2%84%A2_3 "ICA Executive Briefcase MK.II"]], as a piece reward by completing the "Best Case Scenario" challenge pack, and the item restored the slow homing properties, and also slapped a worn-out "2" sticker on it, which itself was some SelfDeprecation at their [=MK.II=] line of special equipment for ''VideoGame/Hitman3''.weapons.

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* VideoGame/MetalGear series:

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* VideoGame/MetalGear ''VideoGame/Hitman2'' featured a briefcase that could be used for the mundane task of smuggling equipment into secure locations as well as the slightly less mundane task of hitting people in the head to knock them out. It could also be thrown for the same purpose. The problem was that Creator/IOInteractive had not counted on the briefcase being thrown at fast-moving targets, and had only accounted for the briefcase to take a 'logical' shortest travel path to strike the target in the head. It turns out that 'logical' and 'realistic' are not the same thing, resulting in the infamous but hilarious [[https://www.youtube.com/watch?v=6do1-cmcQHE homing briefcase glitch]]. This glitch proved to be so popular (and ultimately harmless) that it came back as a piece of special equipment for ''VideoGame/Hitman3''.
* ''VideoGame/MetalGear''
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*** It also has the Vent Glitch used by speedrunners. Switching to first person view while in a specific position in a specific vent causes Snake to go out of bounds. Guiding him then to certain spot causes a cutscene to be triggered that advances the story to the part where [[spoiler:Snake has been captured]], allowing him to skip 5 bosses, at the cost of having a shorter lifebar.
*** When you quick-equip any item, it resets Snake's walkcycle. This means that by mashing the quick-equip button over and over you can ''sprint'' across noisy floors and puddles without making a noise since, as far as the game is concerned, you never actually ''stepped'' on that floor.

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*** It also has the Vent Glitch used by speedrunners. Switching to first person view while in a specific position in a specific vent causes Snake to go out of bounds. Guiding him then to a certain spot causes a cutscene to be triggered that advances the story to the part where [[spoiler:Snake has been captured]], allowing him to skip 5 bosses, at the cost of having a shorter lifebar.
*** When you quick-equip any item, it resets Snake's walkcycle.walk cycle. This means that by mashing the quick-equip button over and over you can ''sprint'' across noisy floors and puddles without making a noise since, as far as the game is concerned, you never actually ''stepped'' on that floor.



*** ''Also'' involving the cardboard box, is guards outright ignore it when investigating a downed ally. Even if it's ''moving''. You can down a guard and run right past another, right in front of him, bump into him even, and he will [[TooDumbToLive completely ignore the cardboard box with human lets running past him to see why his buddy is sleeping on the job]].

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*** ''Also'' involving the cardboard box, is guards outright ignore it when investigating a downed ally. Even if it's ''moving''. You can down a guard and run right past another, right in front of him, bump into him even, and he will [[TooDumbToLive completely ignore the cardboard box with human lets feet sticking out and running past him to see why his buddy is sleeping on the job]].
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*** When you quick-equip any item, it resets Snake's walkcycle. This means that by mashing the quick-equip button over and over you can ''sprint'' across noisy floors and puddles without making a noise since, as far as the game is concerned, you never actually ''stepped'' on that floor.
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*** ''Also'' involving the cardboard box, is guards outright ignore it when investigating a downed ally. Even if it's ''moving''. You can down a guard and run right past another, right in front of him, bump into him even, and he will [[TooDumbToLive completely ignore the cardboard box with human lets running past him to see why his buddy is sleeping on the job]].
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*** Speaking of the cardboard box, Snake normally slows down considerably when running uphill or up stairs. With the box equipped, though, he will run at normal speed no matter how steep the slope is. This is ''very'' useful for getting good end-times for the game, as well as dodging and escaping guards who ''are'' still slowed down by these slopes.
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*** Though it's less of a glitch and more of an exploit, the developers not disabling the radar in the snowfield the second Sniper Wolf battle takes place in allows you to use Nikita missiles on her. As they only expected you to use the [=PSG1=], she's not programmed to avoid, shoot down, hide from, or in any way respond to the missiles, allowing for an absolute ZeroEffortBoss.

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*** Though it's less of a glitch and more of an exploit, the developers not disabling the radar in the snowfield the second Sniper Wolf battle takes place in allows you to use Nikita missiles on her. As they only expected you to use the [=PSG1=], she's not programmed to avoid, shoot down, hide from, or in any way respond to the missiles, allowing for an absolute ZeroEffortBoss. This glitch was so well-known that not only [[AscendedGlitch was it retained]] in all future releases ''and'' the [[VideoGame/MetalGearSolidTheTwinSnakes Gamecube remake]], but also inspired the trend of having deliberate {{Cheese Strateg|y}}ies for defeating all the sniper bosses in future games[[note]]''VideoGame/MetalGearSolid2SonsOfLiberty'' allows you to radio Snake for help during the brief sniper duel. ''VideoGame/MetalGearSolid3SnakeEater'' allows you to use the KonamiCode to reveal The End's position, wait a week for him to die of old age, ''or'' fatally shoot him after a cutscene earlier in the game (which, admittedly, is more difficult than the sniper duel, but still). ''VideoGame/MetalGearSolid4GunsOfThePatriots'' allows you to hide under the truck where you will ''never'' be seen or targeted, even if the opponent sees you go under it. ''VideoGame/MetalGearSolidVThePhantomPain'' allows you to call a supply drop on Quiet's position and KO her instantly (or in two hits, on the highest difficulty)[[/note]].

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* In VideoGame/ThiefTheDarkProject there are underground giant bipedal lizards called burricks, which can be dangerous because they emit poisonous gas. While the game was still in development, though, bad coding led their attack to not have any range. That means, the gas was released on their place, damaging them, leading to what the developers commented as "farting to death". It was so humorous that they added it back in a special secret level for Thief Gold, dedicated to show to players the bugs and the scrapped ideas before game shipping with with comments from the team.

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* ''VideoGame/{{Thief}}''
**
In VideoGame/ThiefTheDarkProject there are underground giant bipedal lizards called burricks, which can be dangerous because they emit poisonous gas. While the game was still in development, though, bad coding led their attack to not have any range. That means, the gas was released on their place, damaging them, leading to what the developers commented as "farting to death". It was so humorous that they added it back in a special secret level for Thief Gold, dedicated to show to players the bugs and the scrapped ideas before game shipping with with comments from the team.team.
** In the first two games, crouching and repeatedly tapping the movement keys instead of holding them down allows Garrett to move silently, albeit much slower.

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* GoodBadBugs/YandereSimulator

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!!Other games:
* VideoGame/MetalGear series:
** The NES version of the original ''VideoGame/MetalGear1'' had a glitch when you entered the computer room, if you went immediately right you would glitch into the final boss room without having to blow up the computer. This was helpful if you didn't rescue the professor (even though you ''knew'' you needed plastic explosives to destroy the computer, the game won't let you unless the professor told you).
** ''VideoGame/MetalGearSolid'' had the Instant Elevator bug. Rather than wait after calling an elevator, if you hit the button again it would arrive ''instantly''.
*** It also has the Vent Glitch used by speedrunners. Switching to first person view while in a specific position in a specific vent causes Snake to go out of bounds. Guiding him then to certain spot causes a cutscene to be triggered that advances the story to the part where [[spoiler:Snake has been captured]], allowing him to skip 5 bosses, at the cost of having a shorter lifebar.
*** There is also [[https://www.youtube.com/watch?v=YBQShydrjmo&feature=youtu.be this rather difficult to explain glitch]] that allows you to get up close and personal to Sniper Wolf in ''both'' battles. Normally if you try to get too close you are hit by a scripted, unavoidable attack that pushes you back several feet, but through a specific glitch involving a grenade and a ration you can render yourself immune to it, run right up, and punch her to death as she [[AIBreaker helplessly strafes around still trying to snipe you]].
*** Though it's less of a glitch and more of an exploit, the developers not disabling the radar in the snowfield the second Sniper Wolf battle takes place in allows you to use Nikita missiles on her. As they only expected you to use the [=PSG1=], she's not programmed to avoid, shoot down, hide from, or in any way respond to the missiles, allowing for an absolute ZeroEffortBoss.
** ''VideoGame/MetalGearSolid2SonsOfLiberty'':
*** Raiden has invincibility frames when he pops out from a corner and aims his pistol. If you get the timing down, you can outright NoSell attacks from enemies by hopping out, firing a round, hopping back, and repeating. This is one of the most effective ways to battle Fortune and the Harrier, as you can just stand there like an arsehole dry-firing an empty pistol while they ineffectually spam you with their attacks.
*** There is one bug which, when combined with an AntiFrustrationFeature, allows you to skip the ''entire'' HoldTheLine battle where Raiden and Snake have to hold off waves of [[DemonicSpiders Arsenal Tengu]]. Before it begins go ahead and sucker-punch Snake a couple of times so he decks you back and you have less than half health, as you having low health will make Snake use his M4 Carbine instead of the USP during the battle. That's the legit part. Then, grab an Arsenal Tengu in a chokehold and drag him outside the room (through the door you came in) and choke him just ''once'' every single time he struggles, keeping him alive as long as possible. For some reason, as long as you're doing this, all the other Arsenal Tengu will leave you alone and target Snake, who can hold his own no problem with his M4. Then when the one guard finally goes down, take down the one next guard who comes in and the fight ends. You finish ''the entire battle'' by only taking out two enemies.
** ''VideoGame/MetalGearSolid3SnakeEater'':
*** Cardboard is fireproof. Yes, by wearing the cardboard box you won't take damage from flames and can't be lit on fire, and even if on fire donning a box will put it out. The only thing that can hurt you is a direct blast from a flamethrower, and even ''that'' can't light you on fire. The glitch is because the developers never bothered to program an animation for Snake burning while in the box, presumably because [[ViolationOfCommonSense they never assumed anyone would be dumb enough to use cardboard to shield from fire]], and thus the game just ignores it.
*** When you pull the pin of a grenade there is a ''very'' brief window where Snake becomes both invisible and silent for all intents and purposes. With careful timing you can basically just run in front of guards without them noticing you and, since it's possible to put grenades away without throwing them, with practice you can just gallumph through entire areas without triggering alerts.
** In ''VideoGame/MetalGearSolid4GunsOfThePatriots'', a glitch with the long-barreled and scoped version of the Desert Eagle means the magazine he grabs to reload the weapon with is inside ''another'' long-barreled and scope Desert Eagle, which he duly inserts into the space occupied by the first. It helps if you exclaim "my deagle needs more deagle!" while doing this.
* In VideoGame/ThiefTheDarkProject there are underground giant bipedal lizards called burricks, which can be dangerous because they emit poisonous gas. While the game was still in development, though, bad coding led their attack to not have any range. That means, the gas was released on their place, damaging them, leading to what the developers commented as "farting to death". It was so humorous that they added it back in a special secret level for Thief Gold, dedicated to show to players the bugs and the scrapped ideas before game shipping with with comments from the team.
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