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*** ''{{Marathon}}'' actually had grenade jumping similar to "modern" rocket jumping, about the same time as ''Doom''. It became an ascended glitch, too, with secret areas requiring it. However, it did not have true rocket jumping -- a point-blank rocket explosion would kill you instantly.

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*** ''{{Marathon}}'' actually had grenade jumping similar to "modern" rocket jumping, about the same time as ''Doom''. It became an ascended glitch, too, with secret areas requiring it. In lower-gravity stages, you could even use the flamethrower to launch you up and over platforms. However, it did not have true rocket jumping you could ''never'' use the Rocket Launcher for this purpose -- a point-blank rocket explosion blast would kill you instantly.
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** in the original [[TheLegendOfZelda Zelda]] players can flip Link backwards while stabbing with the sword to attack both front and back, in ''A Link to the Past'', this move became officially as the spin attack allowing Link to attack in a full circle and became a staple since then.
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** The Move Cancel: by quickly entering a second attack before the first one is finished, the second attack occurs instantly and bypasses the recovery animation of the first. This strategy is now the cornerstone of many of the fighting genre most devastating combos.
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* In ''{{Magicka}}'', there's one level where at the end, you get the Teleport spell, but it can be gotten (in multiplayer) at the start of the level by laying mines at your feet and blowing yourself up and over a wall. The developers thought this was so clever they opted to leave it in.

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* In ''{{Magicka}}'', there's one level where at the end, you get the Teleport spell, spell is normally only obtainable at the beginning of level 7, but it can be gotten (in multiplayer) at the start of the in level 1 by laying mines at your feet and blowing yourself up and over a wall. The developers thought this was so clever they opted to leave it in.

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** One stock map in ''Doom'' requires you to rocket jump on the horizontal axis by firing a rocket at a wall and using it to clear a larger gap than regularly possible in order to access a bonus stage. However, rocket jumping as we know it originated with RiseOfTheTriad-- though ''Game/{{Quake}}'' made it popular.



* Pseudo-example: ''{{Final Fantasy I}}'''s "[[PeninsulaOfPowerLeveling Peninsula of Power]]", while technically a glitch, was popular enough to have remained in all subsequent remakes of the game.

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* Pseudo-example: ''{{Final Fantasy I}}'''s "[[PeninsulaOfPowerLeveling Peninsula of Power]]", while technically a glitch, was popular enough to have remained in all subsequent remakes of the game.



** That's actually an ascended UrbanLegendOfZelda, as there was confirmed to be no such PaletteSwap in the original's ROM.
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* In ''{{Magicka}}'', there's one level where at the end, you get the Teleport spell, but it can be gotten (in multiplayer) at the start of the level by laying mines at your feet and blowing yourself up and over a wall. The developers thought this was so clever they opted to leave it in.
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spelling


* In the first ''MortalKombat'' game, there was a rare occurence where Scorpion or Sub-Zero would appear in a red outfit[[hottip:*:The game uses live-action motion-captured graphics, and since Scorpion and Sub-Zero are PalleteSwaps of each other, the actor wore a red outfit that could be digitally recoloured]] and the words "ERMAC" would appear on the screen, short for "error macro". By ''Mortal Kombat 3'', one of the new additions to the cast was a red pallete swap of Scorpion named Ermac.

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* In the first ''MortalKombat'' game, there was a rare occurence where Scorpion or Sub-Zero would appear in a red outfit[[hottip:*:The game uses live-action motion-captured graphics, and since Scorpion and Sub-Zero are PalleteSwaps {{Palette Swap}}s of each other, the actor wore a red outfit that could be digitally recoloured]] and the words "ERMAC" would appear on the screen, short for "error macro". By ''Mortal Kombat 3'', one of the new additions to the cast was a red pallete palette swap of Scorpion named Ermac.
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* Noob Saibot was DummiedOut of the arcade version of ''MortalKombat 4'', but made unlockable in the console versions, and had a couple rather glitchy alternate costumes.

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* Noob Saibot was DummiedOut of the arcade version of ''MortalKombat 4'', but made unlockable (although he lacked fatalities) in the console versions, and had a couple rather glitchy alternate costumes.
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** That's actually an ascended UrbanLegendOfZelda, as there was confirmed to be no such PaletteSwap in the original's ROM.
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* Noob Saibot was DummiedOut of the arcade version of ''MortalKombat 4'', but made unlockable in the console versions, and had a couple rather glitchy alternate costumes.
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* ''{{Gradius}} III AC'' had significant slowdown when there was a lot of enemies/bullets on the screen, which was practically required to navigate these bullet storms. The PS2 CompilationRerelease even had an option to emulate the lag/slowdown.

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* The egregiously NintendoHard ''{{Gradius}} III AC'' had significant slowdown when there was a lot of enemies/bullets on the screen, which was practically required to navigate these bullet storms. The PS2 CompilationRerelease even had an option to emulate the lag/slowdown.
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* ''{{Gradius}} III AC'' had significant slowdown when there was a lot of bullets on the screen, which was effectively required to navigate these bullet storms. The PS2 CompilationRerelease even emulated it (at your choice).

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* ''{{Gradius}} III AC'' had significant slowdown when there was a lot of bullets enemies/bullets on the screen, which was effectively practically required to navigate these bullet storms. The PS2 CompilationRerelease even emulated it (at your choice).
had an option to emulate the lag/slowdown.
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* ''{{Gradius}} III AC'' had significant slowdown when there was a lot of bullets on the screen, which was effectively required to navigate these bullet storms. The PS2 CompilationRerelease even emulated it (at your choice).
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* In Minecraft, the creeper' model was that of a failed pig model.

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* In Minecraft, {{Minecraft}}, the creeper' model was that of a failed pig model.
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* ViolationOfCommonSense, which most of these bugs tend to rely upon.
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** Also, in Red and Blue, there was a truck found only when surfing before the S.S. Anne had gone off. A player could get to it through a glitch or by losing to a trainer after receiving Cut so that the ship wouldn't leave. The truck didn't do anything, but in the remakes, you could find a Lava Cookie nearby.
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**** And in the Japanese ''SMB2'' some warp zones were hidden beyond the flagpole, however, some of these warped you backwards.

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* Jumping against a wall in the original ''{{Super Mario Bros}}'' with frame-perfect timing would allow one to execute a wall jump. Mario gained this ability for real in ''SuperMario64''.
** Not quite a gameplay mechanic, but a nod to another glitch - When Mario arrives in the Underwhere in ''SuperPaperMario'', a Shayde tells him that some call it "[[MinusWorld World -1]]".
** Also in ''SuperPaperMario'', pinning a Koopa shell against a wall and continually jumping on it would [eventually] make you ''lose points'', a nod to the classic InfiniteOneUps instance.
*** Speaking of such, InfiniteOneUps were included in both ''NewSuperMarioBros.'' games, to the point that one of the Hint Movies in ''[[NewSuperMarioBrosWii New Super Mario Bros. Wii]]'' shows Mario executing the technique (the World 2-3 Infinite 1-Ups video, to be exact).
*** Heck the InfiniteOneUps bug was so popular in SuperMarioBros that the designers made the glitch possible to do in the very beginning of World 1-1 in the difficult [[SuperMarioBrosTheLostLevels japanese version of Super Mario Bros. 2]]
** Again, also in ''SuperPaperMario'', one of the Sammer Guys is named "Over the Flagpole" and talks about cheating. This is regarding a glitch in Super Mario Bros where you... Well, go over the flagpole.
** Though less of a bug and more of just an oddity, holding an item in ''SuperMarioWorld'' made the swimming physics change drastically, inexplicably giving the player constant forward momentum and allowing them to swim ''down'' instead of up. This was nodded to in ''SuperMarioGalaxy'' as holding a turtle shell underwater acted like an underwater jet ski and constantly propelled the player forward.
** This one may well have been nodded to earlier than that: there's an underwater turtle shell in ''SuperMario64'' that does the same thing. It's only in two levels, though.

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* Reportedly, the blocks from ''SuperMarioBros.'' that release multiple coins when hit multiple times were actually due to a programming mistake. After fixing the blocks, the designers decided they missed them and deliberately programmed them back in, and they've been mainstays in the series ever since.
**
Jumping against a wall in the original ''{{Super Mario Bros}}'' with frame-perfect timing would allow one to execute a wall jump. Mario gained this ability for real in ''SuperMario64''.
** *** Not quite a gameplay mechanic, but a nod to another glitch - When Mario arrives in the Underwhere in ''SuperPaperMario'', a Shayde tells him that some call it "[[MinusWorld World -1]]".
** *** Also in ''SuperPaperMario'', pinning a Koopa shell against a wall and continually jumping on it would [eventually] (eventually) make you ''lose points'', a nod to the classic InfiniteOneUps instance.
*** **** Speaking of such, InfiniteOneUps were included in both ''NewSuperMarioBros.'' games, to the point that one of the Hint Movies in ''[[NewSuperMarioBrosWii New Super Mario Bros. Wii]]'' shows Mario executing the technique (the World 2-3 Infinite 1-Ups video, to be exact).
*** Heck **** Heck, the InfiniteOneUps bug was so popular in SuperMarioBros that the designers made the glitch possible to do in the very beginning of World 1-1 in the difficult [[SuperMarioBrosTheLostLevels japanese Japanese version of Super Mario Bros. 2]]
** *** Again, also in ''SuperPaperMario'', one of the Sammer Guys is named "Over the Flagpole" and talks about cheating. This is regarding a glitch in Super Mario Bros Bros. where you... Well, go over the flagpole.
** *** Though less of a bug and more of just an oddity, holding an item in ''SuperMarioWorld'' made the swimming physics change drastically, inexplicably giving the player constant forward momentum and allowing them to swim ''down'' instead of up. This was nodded to in ''SuperMarioGalaxy'' as holding a turtle shell underwater acted like an underwater jet ski and constantly propelled the player forward.
** *** This one may well have been nodded to earlier than that: there's an underwater turtle shell in ''SuperMario64'' that does the same thing. It's only in two levels, though.



* Reportedly, the blocks from ''SuperMarioBros.'' that release multiple coins when hit multiple times were actually due to a programming mistake. After fixing the blocks, the designers decided they missed them and deliberately programmed them back in, and they've been mainstays in the series ever since.
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None



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* In the first ''MortalKombat'' game, there was a rare occurence where Scorpion or Sub-Zero would appear in a red outfit[[hottip:*:The game uses live-action motion-captured graphics, and since Scorpion and Sub-Zero are PalleteSwaps of each other, the actor wore a red outfit that could be digitally recoloured]] and the words "ERMAC" would appear on the screen, short for "error macro". By ''Mortal Kombat 3'', one of the new additions to the cast was a red pallete swap of Scorpion named Ermac.
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** Additionally, the "minecart boosters", a glitch that allowed minecarts to virtually never slow down, was accidentally implemented. Notch, the game developer, didn't get rid of them in a timely fashion, and by the time he did, the player-base angrily responded. He promptly put them back it.
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*In Minecraft, the creeper' model was that of a failed pig model.
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* A non video game example: There's a web-enabled tool for creating fonts called Fontstruct. There was a glitch that enabled you to stack bricks you use to create fonts. In a recent update they made it an actual feature.

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* A non video game example: There's a web-enabled tool for creating fonts called Fontstruct.[[http://fontstruct.com/ Fontstruct]]. There was a glitch that enabled you to stack bricks you use to create fonts. In a recent update they made it an actual feature.
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* A bug with jumping inertia in ''Starsiege: Tribes'' let skilled players reliably "ski" downhill at high speed. When it was fixed, not only after player feedback was it quickly put in, skiing became a trademark feature of the sequels, even being required at various points in ''Vengeance'''s campaign.

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* A bug with jumping inertia in ''Starsiege: Tribes'' ''[[StarsiegeTribes Starsiege: Tribes]]'' let skilled players reliably "ski" downhill at high speed. When it was fixed, not only after player feedback was it quickly put in, skiing became a trademark feature of the sequels, even being required at various points in ''Vengeance'''s campaign.
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*** Heck the InfiniteOneUps bug was so popular in SuperMarioBros that the designers made the glitch possible to do in the very beginning of World 1-1 in the difficult [[SuperMarioBrosTheLostLevels japanese version of Super Mario Bros. 2]]
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* GoodBadBugs where glitches can be used for gaining an advantage of the game or just pure entertainment
* AscendedMeme where those related to the source material of the meme recognize it
* AscendedFanon

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* GoodBadBugs GoodBadBugs, where glitches can be used for gaining an advantage of the game or just pure entertainment
entertainment.
* AscendedMeme AscendedMeme, where those related to the source material of the meme recognize it
it.
* AscendedFanonSureWhyNot, where fan-suggested ideas and stories are written into the {{Canon}}.
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** It's so beloved it's become an official feature in Gunz: The Duel 2.
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** One sequence in ''Left4Dead 2'' involves making your way through an abandoned sugar mill. An odd glitch caused a larger-than-usual number of Witches to spawn in the building; the testers thought this was a stroke of genius, so Valve left the glitch in and wrote the Witch's fondness for sugar into the backstory.

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** One sequence in ''Left4Dead 2'' involves making your way through an abandoned sugar mill. An odd glitch caused a larger-than-usual number of Witches to spawn in the building; the testers thought this was a stroke of genius, so Valve left the glitch in and wrote the Witch's fondness for the smell of sugar into the backstory.

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Zapping natter


** It's less a glitch and more of a map-making error, in that they put land in a spot it probably wasn't supposed to go when they came up with the enemy zones. FinalFantasyIV and the original DragonQuest have similar areas.



** It should also be noted that the fanbase responded to this by [[UnpleasableFanbase complaining wildly]] [[{{Wallbanger}} because apparently Nintendo was being condescending by including the option to do exactly what they wanted in the first place.]]
** However, the Zero Mission debacle forced an interesting question upon the speedrunning community: is it really sequence breaking if the break in question - IE, getting into Lower Norfair way early - is presented as a legitimate alternate route? It seems that the Metroid games most "fit" for speedrunning and sequence breaking - Super and Prime - weren't built with those concepts in mind either way (not counting the alterations Retro made on subsequent re-releases of Prime to make it less friendly to sequence breakers).
** Of course, this argument depends simply on whether the designers of Super Metroid were aware of the majority of sequence breaks. One could argue that the simple addition of the Shinespark, a largely unnecessary ability for anything other than sequence breaking, meant they were aware of most of the sequence breaking opportunities in the game, thus making them all viable alternate routes. Nintendo's testers have always been pretty ruthlessly efficient for the most part, after all.



* When swimsuits were introduced as equipment in ''PhantasyStar Universe'', they took up all three clothing slots. A bug allowed characters to equip two layers at clothing at once, which was mostly pointless, but allowed a few would-be fashionistas to wear a swimsuit top with normal pants (or, if their character was male, go shirtless with normal pants.) A later patch made swimsuit tops, bottoms, and sandals separate items, making the mix-and-match easier.

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* When swimsuits were introduced as equipment in ''PhantasyStar Universe'', they took up all three clothing slots. A bug allowed characters to equip two layers at clothing at once, which was mostly pointless, but allowed a few would-be fashionistas to wear a swimsuit top with normal pants (or, if their character was male, go shirtless with normal pants.) A later patch made swimsuit tops, bottoms, and sandals separate items, making the mix-and-match easier.

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Fixing something


*** Speaking of such, InfiniteOneUps were included in both ''NewSuperMarioBros.'' games, to the point that one of the Hint Movies in ''[[NewSuperMarioBrosWii New Super Mario Bros. Wii]]'' shows Mario executing the technique (the World 2-3 Infinite 1-Ups video, to be exact).



*** Speaking of such, InfiniteOneUps were included in both ''NewSuperMarioBros.'' games, to the point that one of the Hint Movies in ''[[NewSuperMarioBrosWii New Super Mario Bros. Wii]]'' shows Mario executing the technique (the World 2-3 Infinite 1-Ups video, to be exact).
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Over the Flagpole

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** Again, also in ''SuperPaperMario'', one of the Sammer Guys is named "Over the Flagpole" and talks about cheating. This is regarding a glitch in Super Mario Bros where you... Well, go over the flagpole.

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