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** The Sheer Force ability is supposed to raise the base power of all damaging moves that have any additional effects by 30%, and ignore their additional effects as a drawback. However, if (and ''only'' if) a move is boosted by the effect of Sheer Force, several other effects that normally happen after attacking are unexpectedly skipped as well. [[note]]This includes the effects of Eject Button, Red Card, Shell Bell, Kee Berry, and Maranga Berry; the recoil damage from Life Orb; the Abilities Color Change, Pickpocket, Wimp Out, Emergency Exit, and Berserk; as well as Meloetta's opportunity to switch forms if it acquires Sheer Force and uses Relic Song.[[/note]] Most likely, its programming doesn't just eliminate secondary effects, but all other effects besides dealing damage on the affected moves, as the same programming that cancels the secondary effects also removes the hidden effects every other move and ability has. After it was discovered, competitive players started to abuse the glitch by filling many of the Pokémons with Sheer Force's movesets with as many attacks as possible with secondary effects, and giving them a Life Orb. Gamefreak, either due to how widespread the glitch is among competitive players, or due to the franchise being infamously programmed in "spaguetti code", has never patched this glitch, and has even added some in-game trainers that abuse the glitch as well.

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** The Sheer Force ability introduced in ''Black'' and ''White'' is supposed to raise the base power of all damaging moves that have any additional effects by 30%, and ignore their additional effects as a drawback. However, if (and ''only'' if) a move is boosted by the effect of Sheer Force, several other effects that normally happen after attacking are unexpectedly skipped as well. [[note]]This includes the effects of the Eject Button, Button and Red Card, Card (which switch out the holder with a teammate if they take damage), Shell Bell, Bell (heals the holder for one-eighth of the damage they dealt to an enemy), Kee Berry, Berry (eaten upon taking damage to raise the holder's Defense by one stage), and Maranga Berry; Berry (same but for Special Defense); the recoil damage from Life Orb; Orb (boosts damage 30%, but takes 10% of the user's HP for each attack); the Abilities Color Change, Pickpocket, Change (changes the user's type to match that of the most recent attack they've been hit with), Pickpocket (steals the attacker's held item when hit with a contact move), Wimp Out, Out and Emergency Exit, Exit (causes the user to flee or switch with a teammate when their health is brought below 50%), Berserk (raises the user's Special Attack one stage every time their HP is brought below 50%), and Berserk; Anger Shell (raises Attack, Special Attack and Speed by one stage but drops Defense and Special Defense by one when brought below 50% health); as well as Meloetta's opportunity to switch forms if it acquires Sheer Force and uses Relic Song.[[/note]] Most likely, its programming doesn't just eliminate secondary effects, but all other effects besides dealing damage on the affected moves, as the same programming that cancels the secondary effects also removes the hidden effects every other move and ability has. After it was discovered, competitive players started to abuse the glitch by filling many of the Pokémons using Pokémon with Sheer Force's Force, filling their movesets with as many attacks as possible with secondary effects, effects as possible, and giving them a Life Orb. Gamefreak, Gamefreak has so far chosen not to patch this glitch, either due to how widespread the glitch is among competitive players, players or due to the franchise being infamously programmed in "spaguetti code", code" where nothing ever gets fixed unless it can actively crash the game, has never patched this glitch, and has even added some in-game trainers in later generations that abuse the glitch as well.

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* ''VideoGame/FinalFantasyVII'': Tifa's famously huge breasts are a result of the [=PS1's=] rendering limitations; her concept art depicted her with a modest B- or C-cup at most and this was supposed to be reflected by her character model, but such detail simply didn't work with the technology of the time and the creators were forced to choose between modeling Tifa completely flat-chested (like they did with Aerith and most other female characters), or with [[MostCommonSuperpower an exaggerated chest to signify breasts]]. They chose the latter, and the results ended up becoming [[AmazonianBeauty such an iconic aspect of the character]] that nearly all subsequent works set in the ''VII'' world very deliberately portray Tifa with a large bust, long after technology advanced enough to easily depict the originally intended size. ''VideoGame/FinalFantasyVIIRemake'' would finally tone down her bust size to focus more on her legs - but only because she's very clearly now wearing a sports bra as part of her outfit so they don't get in the way, when she's seen in her dress while infiltrating Don Corneo's manor, it's clear her bust, while shrunken, has only been very slightly so.

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* ''VideoGame/FinalFantasyVII'': ''VideoGame/FinalFantasyVII''
**
Tifa's famously huge breasts are a result of the [=PS1's=] rendering limitations; her concept art depicted her with a modest B- or C-cup at most and this was supposed to be reflected by her character model, but such detail simply didn't work with the technology of the time and the creators were forced to choose between modeling Tifa completely flat-chested (like they did with Aerith and most other female characters), or with [[MostCommonSuperpower an exaggerated chest to signify breasts]]. They chose the latter, and the results ended up becoming [[AmazonianBeauty such an iconic aspect of the character]] that nearly all subsequent works set in the ''VII'' world very deliberately portray Tifa with a large bust, long after technology advanced enough to easily depict the originally intended size. ''VideoGame/FinalFantasyVIIRemake'' would finally tone down her bust size to focus more on her legs - but only because she's very clearly now wearing a sports bra as part of her outfit so they don't get in the way, when she's seen in her dress while infiltrating Don Corneo's manor, it's clear her bust, while shrunken, has only been very slightly so.so.
** In the original Japanese version of ''Final Fantasy VII'', a debug test enemy called Test 0 was left on the encounter tables at the bottom of the well in Corel Prison. Test 0 used the Guard Hound's model, had very high evasion stats, had dialogue when attacked, and lacked an attack script of its own. It was patched out of all subsequent releases but, come ''VideoGame/FinalFantasyVIIRebirth'', Test 0 can be fought at the combat arena at the bottom of the Dustbowl's well and is a highly evasive hound that screams at you constantly in battle and doesn't move unless you attack it first. The arena match that pits you against it is even called "Unknown Error" as a referance to the fact that it appearing in the original JP release was a bug.
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This isn't a glitch at all, I don't know what I was thinking at the time


** Similarly, the common PlayerTic of trying to catch the post-boss Red Orb while using an attack to strike a cool pose was attached to an EasterEgg in ''VideoGame/CastlevaniaHarmonyOfDissonance''. Catch the Orb while jumping into it with Juste/Maxim/[[spoiler:Simon in the boss rush]] while you're at the final frame of the attack animation and the game pauses with a "Perfect!" popping up over their head.
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** Similarly, the common PlayerTic of trying to catch the post-boss Red Orb while using an attack to strike a cool pose was attached to an EasterEgg in ''VideoGame/CastlevaniaHarmoyOfDissonance''. Catch the Orb while jumping into it with Juste/Maxim/[[spoiler:Simon in the boss rush]] while you're at the final frame of the attack animation and the game pauses with a "Perfect!" popping up over their head.

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** Similarly, the common PlayerTic of trying to catch the post-boss Red Orb while using an attack to strike a cool pose was attached to an EasterEgg in ''VideoGame/CastlevaniaHarmoyOfDissonance''.''VideoGame/CastlevaniaHarmonyOfDissonance''. Catch the Orb while jumping into it with Juste/Maxim/[[spoiler:Simon in the boss rush]] while you're at the final frame of the attack animation and the game pauses with a "Perfect!" popping up over their head.
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** Similarly, the common PlayerTic of trying to catch the post-boss Red Orb while using an attack to strike a cool pose was attached to an EasterEgg in ''VideoGame/CastlevaniaHarmoyOfDissonance''. Catch the Orb while jumping into it with Juste/Maxim/[[spoiler:Simon in the boss rush]] while you're at the final frame of the attack animation and the game pauses with a "Perfect!" popping up over their head.
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None


* ''VideoGame/FinalFantasyVII'': Tifa's famously huge breasts are a result of the [=PS1's=] rendering limitations; her concept art depicted her with a modest B- or C-cup at most and this was supposed to be reflected by her character model, but such detail simply didn't work with the technology of the time and the creators were forced to choose between modeling Tifa completely flat-chested (like they did with Aerith and most other female characters), or with [[MostCommonSuperpower an exaggerated chest to signify breasts]]. They chose the latter, and the results ended up becoming [[AmazonianBeauty such an iconic aspect of the character]] that all subsequent works set in the ''VII'' world very deliberately portray Tifa with a large bust, long after technology advanced enough to easily depict the originally intended size.

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* ''VideoGame/FinalFantasyVII'': Tifa's famously huge breasts are a result of the [=PS1's=] rendering limitations; her concept art depicted her with a modest B- or C-cup at most and this was supposed to be reflected by her character model, but such detail simply didn't work with the technology of the time and the creators were forced to choose between modeling Tifa completely flat-chested (like they did with Aerith and most other female characters), or with [[MostCommonSuperpower an exaggerated chest to signify breasts]]. They chose the latter, and the results ended up becoming [[AmazonianBeauty such an iconic aspect of the character]] that nearly all subsequent works set in the ''VII'' world very deliberately portray Tifa with a large bust, long after technology advanced enough to easily depict the originally intended size.size. ''VideoGame/FinalFantasyVIIRemake'' would finally tone down her bust size to focus more on her legs - but only because she's very clearly now wearing a sports bra as part of her outfit so they don't get in the way, when she's seen in her dress while infiltrating Don Corneo's manor, it's clear her bust, while shrunken, has only been very slightly so.
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** The Arc update brought the Uncharted Isles, which had (among other things) unique skyboxes. Players quickly figured out that if you teleported away from the island, you kept the skybox. This was used for some fairly spectacular landscape photography before it was patched out... and the next update not only reintroduced the skyboxes as a supported feature, but added free camera mode and lighting filters to go with it.

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** The Arc update brought the Uncharted Isles, which had (among other things) unique skyboxes. Players quickly figured out that if you teleported away from the island, you kept the skybox.{{skybox}}. This was used for some fairly spectacular landscape photography before it was patched out... and the next update not only reintroduced the skyboxes as a supported feature, but added free camera mode and lighting filters to go with it.
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* ''VideoGame/{{Roblox}}'' had a glitch in 2008 where you can wear 2 or 3 hats at once. It was eventually made a feature.

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* ''VideoGame/{{Roblox}}'' ''Platform/{{Roblox}}'' had a glitch in 2008 where you can wear 2 or 3 hats at once. It was eventually made a feature.
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* By glitching out the character selection in ''VideoGame/SuperSmashBrosMelee'', you could play as Master Hand. You would always crash the game by doing so, but you could. Flash forward 17 years, and ''VideoGame/SuperSmashBrosUltimate'' allows you to play as Master Hand, but only in one stage in the Adventure Mode.
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* ''VideoGame/AnimalCrossing2001'': Blathers will acknowledge a bug resulting from leftover code in the Platform/Nintendo64 version that he did not yet exist in. Not as a feature, [[GameBreakingBug but as a dire warning]]. Blathers isn't yet licensed to identify fossils himself, so you have to send them to a place called the Farway Museum, and you can only do so after receiving a letter from them. The game will check if you have a fossil that isn't buried before it sends this letter, and will get confused if you dig one up but re-bury it, making the letter never arrive and leaving fossils permanently unidentifiable.
-->''"Oh! Hoo! One more thing. While you're waiting for your initial correspondence from the Farway Museum...\\
...you must NOT re-bury fossils in the earth. This is very important, you see. Vital! Terribly crucial!\\
Don't ask me why! To be perfectly honest, I'm not quite sure of the reasoning myself, wot wot!\\
It seems that re-burying fossils creates some confusion about whether or not you're ready to receive that letter."''
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* The ''VideoGame/FZero'' games have numerous glitches that allow your vehicle to either gain way more speed than intended or do some crazy aerial maneuvers that can sometimes completely eliminate the actual track from the equation. Most of these were probably not intended by the developers, but we do have two confirmed cases of the developers discovering physics quirks in testing and [[ThrowItIn deliberately leaving them in]].
** In ''X'', if you perform a side attack at the very edge of a half pipe track such as in White Land 2, it will cause your machine to gain a burst of speed as demonstrated in the beginning of [[https://youtu.be/9PhNO30nxqA?si=GuPtX9jMgU1aB9P1 this speedrun.]] This was confirmed in an interview to have been discovered by the developers in playtesting, and they thought that it was such a cool trick that had appropriate risk to it (you have to side attack into the edge of the track, risking falling off and losing your machine) that they kept it in as a way to reward expert players.
** In ''GX'', if you rapidly fall off and back on to the track, such as shifting off and on a section of the track with no rails, the game's aerial physics cause your machine to gain a sudden burst of speed. This technique is known in the community as Shift Boosting, and while there was no direct confirmation that the devs found this trick in playtesting like the previous example, there is indirect confirmation--[[https://youtu.be/8YIBm6S--P0?si=5AeGRuHC6nv1sEFf one of the staff ghosts, the one for Sand Ocean Lateral Shift, uses this technique over the titular lateral shifts to set its time.]]
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** In the original UsefulNotes/{{Wii}} version of ''VideoGame/TheLegendOfZeldaTwilightPrincess'', it was possible to get Green Chu Jelly if a Blue and Yellow Chu combined. Green Chu Jelly was (supposed to be) a DummiedOut leftover from earlier builds where the game still had a magic meter, but the developers forgot the possibility of a Blue and Yellow Chu combining and providing the item, which has no text when obtained and no effect when drunk. This was fixed for the UsefulNotes/GameCube version (Blue and Yellow Chus combine to make a Purple Chu instead), but in the UsefulNotes/WiiU HD edition the glitch was embraced instead: Green Chus are encounterable and the jelly's flavor text points out "it doesn't look all that tasty" and "doesn't look like it will do much."

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** In the original UsefulNotes/{{Wii}} Platform/{{Wii}} version of ''VideoGame/TheLegendOfZeldaTwilightPrincess'', it was possible to get Green Chu Jelly if a Blue and Yellow Chu combined. Green Chu Jelly was (supposed to be) a DummiedOut leftover from earlier builds where the game still had a magic meter, but the developers forgot the possibility of a Blue and Yellow Chu combining and providing the item, which has no text when obtained and no effect when drunk. This was fixed for the UsefulNotes/GameCube Platform/GameCube version (Blue and Yellow Chus combine to make a Purple Chu instead), but in the UsefulNotes/WiiU Platform/WiiU HD edition the glitch was embraced instead: Green Chus are encounterable and the jelly's flavor text points out "it doesn't look all that tasty" and "doesn't look like it will do much."



** Not particularly something added into other games per se, but the Small Fire Mario glitch from the original game is the focus of one of the later challenges in the UsefulNotes/WiiU game ''VideoGame/NESRemix''.

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** Not particularly something added into other games per se, but the Small Fire Mario glitch from the original game is the focus of one of the later challenges in the UsefulNotes/WiiU Platform/WiiU game ''VideoGame/NESRemix''.



* The song "GAMBOL" in ''VideoGame/BeatmaniaIIDX'' has one of the easiest charts in the game; however a bizarre bug caused it to have much tighter timing windows than any other song in earlier versions of the game, making it easy to clear but extremely hard to score well on it. On Happy Sky, the bug was finally fixed: the glitched version was moved up to the Hyper difficulty, while Normal now contained a fixed version. But then on the UsefulNotes/PlayStation2 version of IIDX 11, the developers decided to troll players further by adding an Another chart; it's exactly the same as the other difficulties, except the timing windows were shrunk to the point where it's almost impossible to score well on it ''at all.'' Even worse, DJ Troopers' home version introduced EasterEgg codes that let players [[SelfImposedChallenge use the Gambol Hyper and Another timing windows on any song.]]

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* The song "GAMBOL" in ''VideoGame/BeatmaniaIIDX'' has one of the easiest charts in the game; however a bizarre bug caused it to have much tighter timing windows than any other song in earlier versions of the game, making it easy to clear but extremely hard to score well on it. On Happy Sky, the bug was finally fixed: the glitched version was moved up to the Hyper difficulty, while Normal now contained a fixed version. But then on the UsefulNotes/PlayStation2 Platform/PlayStation2 version of IIDX 11, the developers decided to troll players further by adding an Another chart; it's exactly the same as the other difficulties, except the timing windows were shrunk to the point where it's almost impossible to score well on it ''at all.'' Even worse, DJ Troopers' home version introduced EasterEgg codes that let players [[SelfImposedChallenge use the Gambol Hyper and Another timing windows on any song.]]



* ''Makai Toushi [=SaGa=]'' AKA ''VideoGame/TheFinalFantasyLegend'' has the infamous Saw Glitch. This weapon was supposed to instant kill any enemy whose defense was lower than the user's strength but instead it does the opposite: it instants kill enemies whose defense is ''higher'' than the user strength. And it works on the ''Final Boss''. Not only the UsefulNotes/WonderSwan Color remake kept the glitch but it's been referenced in other ''[[VideoGame/SagaRPG [=SaGa=]]]'' games such as ''Romancing [=SaGa=]: Minstrel Song'' (the tale of the Axe that Slew a God), ''[[VideoGame/SagaScarletGrace [=SaGa=] Scarlet Grace]]'', (the legendary Emperor's Saw, capable of slaying a God) and ''Romancing [=SaGa=] [=Re;Universe=]'' (The "Black and White Towers" event where Aishe attempts to kill the final boss of ''Makai Toushi [=SaGa=]'' with her chainsaw. He survives, but his life flashes before his eyes, complete with death by chainsaw.) and other Creator/SquareEnix games (''VideoGame/FinalFantasyXIII'' [[spoiler:where the final boss Orphan is vulnerable to Vanille's Death spell once staggered]]).

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* ''Makai Toushi [=SaGa=]'' AKA ''VideoGame/TheFinalFantasyLegend'' has the infamous Saw Glitch. This weapon was supposed to instant kill any enemy whose defense was lower than the user's strength but instead it does the opposite: it instants kill enemies whose defense is ''higher'' than the user strength. And it works on the ''Final Boss''. Not only the UsefulNotes/WonderSwan Platform/WonderSwan Color remake kept the glitch but it's been referenced in other ''[[VideoGame/SagaRPG [=SaGa=]]]'' games such as ''Romancing [=SaGa=]: Minstrel Song'' (the tale of the Axe that Slew a God), ''[[VideoGame/SagaScarletGrace [=SaGa=] Scarlet Grace]]'', (the legendary Emperor's Saw, capable of slaying a God) and ''Romancing [=SaGa=] [=Re;Universe=]'' (The "Black and White Towers" event where Aishe attempts to kill the final boss of ''Makai Toushi [=SaGa=]'' with her chainsaw. He survives, but his life flashes before his eyes, complete with death by chainsaw.) and other Creator/SquareEnix games (''VideoGame/FinalFantasyXIII'' [[spoiler:where the final boss Orphan is vulnerable to Vanille's Death spell once staggered]]).



* Lilith in ''VideoGame/TalesOfDestiny'' was originally supposed to be a DummiedOut character, but a party glitch in the Japanese version allowed her to join the party at a very low level. She was immensely popular, and in the [[UsefulNotes/PlayStation2 PS2]] remake is an optional but official party member with a revamped moveset.

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* Lilith in ''VideoGame/TalesOfDestiny'' was originally supposed to be a DummiedOut character, but a party glitch in the Japanese version allowed her to join the party at a very low level. She was immensely popular, and in the [[UsefulNotes/PlayStation2 [[Platform/PlayStation2 PS2]] remake is an optional but official party member with a revamped moveset.



* The egregiously NintendoHard ''VideoGame/{{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 [[UsefulNotes/PlayStation2 PS2]] CompilationRerelease subsequently included an option to emulate the lag/slowdown. This would influence other games, as intentional, hardcoded slowdown when bullet density reaches a certain point has become a widespread feature in BulletHell games.

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* The egregiously NintendoHard ''VideoGame/{{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 [[UsefulNotes/PlayStation2 [[Platform/PlayStation2 PS2]] CompilationRerelease subsequently included an option to emulate the lag/slowdown. This would influence other games, as intentional, hardcoded slowdown when bullet density reaches a certain point has become a widespread feature in BulletHell games.



* Dotfiles in [[{{UsefulNotes/UNIX}} Linux/Unix systems]] are hidden files that can be used to define and declare how certain programs and systems on one's machine should work. [[https://linux-audit.com/linux-history-how-dot-files-became-hidden-files/ As this article explains,]] they came from an oversight. Within Unix ([[{{UsefulNotes/UNIX}} which Linux is based on]]), two files were added to each directory, a '.' and a '..'. The former would reference the current directory, and the latter would reference the directory above. The `ls`command was then updated to ignore anything that started with a dot. While the intention was just to ignore the '.' and the '..', other programmers discovered they could create "hidden" files by prepending them with a dot.

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* Dotfiles in [[{{UsefulNotes/UNIX}} [[{{Platform/UNIX}} Linux/Unix systems]] are hidden files that can be used to define and declare how certain programs and systems on one's machine should work. [[https://linux-audit.com/linux-history-how-dot-files-became-hidden-files/ As this article explains,]] they came from an oversight. Within Unix ([[{{UsefulNotes/UNIX}} ([[{{Platform/UNIX}} which Linux is based on]]), two files were added to each directory, a '.' and a '..'. The former would reference the current directory, and the latter would reference the directory above. The `ls`command was then updated to ignore anything that started with a dot. While the intention was just to ignore the '.' and the '..', other programmers discovered they could create "hidden" files by prepending them with a dot.



* Trying to make Microsoft Sam say "soy" makes him say "schwa" instead, and typing "soi" instead doesn't fix it. Later versions of UsefulNotes/MicrosoftWindows come with text-to-speech voices that pronounce "soy" correctly but deliberately pronounce "soi" like "schwa."

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* Trying to make Microsoft Sam say "soy" makes him say "schwa" instead, and typing "soi" instead doesn't fix it. Later versions of UsefulNotes/MicrosoftWindows Platform/MicrosoftWindows come with text-to-speech voices that pronounce "soy" correctly but deliberately pronounce "soi" like "schwa."
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** In ''VideoGame/Fallout4'' guns with the [[BottomlessMagazines Neverending]] legendary effect draw ammo directly from your inventory without needing to reload. [[GatlingGood Gatling]] [[BeamSpam Lasers]], however, use long-lasting fusion cores instead of individual bullets, which makes the effect glitch and causes them to have unlimited ammo. Bethesda decided this would be a GameBreaker and made Neverending Gatling Lasers impossible to acquire in the main game. However, for the Final DLC, they added one named [[InfinityPlusOneSword Aeternus]] that you can get by defeating the [[OptionalBoss Rogue Knight]].

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** In ''VideoGame/Fallout4'' guns with the [[BottomlessMagazines Neverending]] legendary effect draw ammo directly from your inventory without needing to reload. [[GatlingGood Gatling]] [[BeamSpam Lasers]], however, use long-lasting fusion cores instead of individual bullets, which makes the effect glitch and causes them to have unlimited ammo. Bethesda decided this would be a GameBreaker and made Neverending Gatling Lasers impossible to acquire in the main game. However, for the Final ''Nuka World'' DLC, they added one named [[InfinityPlusOneSword Aeternus]] that you can get by defeating the [[OptionalBoss Rogue Knight]].Knight]] in an optional side quest.
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* ''VideoGame/{{Terraria}}'': "Hoiking" was originally a bug where something can be pushed when interacting with a sloped block, allowing for fast travel if sloped blocks are chained together. The developers became aware of this, considered it a feature, and purposefully left it in the game for its beneficial uses.
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added example(s)

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* Dotfiles in [[{{UsefulNotes/UNIX}} Linux/Unix systems]] are hidden files that can be used to define and declare how certain programs and systems on one's machine should work. [[https://linux-audit.com/linux-history-how-dot-files-became-hidden-files/ As this article explains,]] they came from an oversight. Within Unix ([[{{UsefulNotes/UNIX}} which Linux is based on]]), two files were added to each directory, a '.' and a '..'. The former would reference the current directory, and the latter would reference the directory above. The `ls`command was then updated to ignore anything that started with a dot. While the intention was just to ignore the '.' and the '..', other programmers discovered they could create "hidden" files by prepending them with a dot.
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*** A morphing animation glitch from ''[[VideoGame/Sonic3AndKnuckles Sonic & Knuckles]]'', commonly referred to as [[https://s3unlocked.blogspot.com/2017/09/blue-knuckles.html "blue Knuckles,"]] inspired the appearance of Thrash the Tasmanian Devil. Knuckles in ''WesternAnimation/SonicBoom'' would paint himself blue ([[ObviousStuntDouble poorly]]) to act as Sonic's stunt double.

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*** A morphing animation glitch from ''[[VideoGame/Sonic3AndKnuckles Sonic & Knuckles]]'', commonly referred to as [[https://s3unlocked.blogspot.com/2017/09/blue-knuckles.html "blue Knuckles,"]] inspired the appearance of Thrash the Tasmanian Devil.Devil; Nixus the Echidna ([[spoiler:a guise of Walter Naugus]]) would later borrow from Thrash's aesthetic. Knuckles in ''WesternAnimation/SonicBoom'' would paint himself blue ([[ObviousStuntDouble poorly]]) to act as Sonic's stunt double.
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Franchise namespace update.


* In the ''VideoGame/{{Fallout}}'' series, players quickly learned that you wouldn't get blamed for killing someone if you [[GrenadeTag reverse-pickpocketed a live grenade]] onto them; in ''VideoGame/Fallout2'', this was an easy way to [[WouldHurtAChild get rid of those annoying child pickpockets in the Den]] [[LoopholeAbuse without becoming a]] [[VideoGameCrueltyPunishment childkiller]]. Future installments canonized this as a game tactic; ''VideoGame/Fallout3'' keeps a running tally of "Pants Exploded" every time you do it (along with an achievement for your first time) and the ShowWithinAShow calls it "the ol' Shady Sands Shuffle."

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* In the ''VideoGame/{{Fallout}}'' ''Franchise/{{Fallout}}'' series, players quickly learned that you wouldn't get blamed for killing someone if you [[GrenadeTag reverse-pickpocketed a live grenade]] onto them; in ''VideoGame/Fallout2'', this was an easy way to [[WouldHurtAChild get rid of those annoying child pickpockets in the Den]] [[LoopholeAbuse without becoming a]] [[VideoGameCrueltyPunishment childkiller]]. Future installments canonized this as a game tactic; ''VideoGame/Fallout3'' keeps a running tally of "Pants Exploded" every time you do it (along with an achievement for your first time) and the ShowWithinAShow calls it "the ol' Shady Sands Shuffle."
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Added info for Deep Rock Galactic.

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* ''VideoGame/DeepRockGalactic'' used to have a bug where the weekly core hunt assignment would reset when you promoted a dwarf. The developers patched this out, but when the community requested it be put back in, they obliged. Now, whenever you promote a dwarf, you earn 3 overclock cores, no assignment needed.
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* ''VideoGame/SuperMarioRPG'': Geno can learn a move known as "Geno Whirl", which does [[OneHitKill 9999 damage]] if performed perfectly, but [[ObviousRulePatch for obvious reasons]], does not work on bosses. The exception is the ClimaxBoss, Exor, due to a programming oversight (all bosses have instant-death damage preset turned off, but Exor is immune to all damage unless one of his eyes is taken out first, and the preset for not taking instant-death damage was accidentally put on the eyes, so once an eye is taken out, it makes him vulnerable not just to regular hits, but OneHitKill hits). The remake, completely remade from the ground, retains the glitch as a feature.
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* Many, ''many'' features in ''VideoGame/DefenseOfTheAncients'', which were either bugs in Guinsoo and Pendragon's original game or quirks of the old ''VideoGame/WarCraftIII'' engine, were faithfully ported into ''VideoGame/Dota2'', and some of them in ''VideoGame/HeroesOfNewerth'' as well. To this day, the main diference between ''VideoGame/Dota2'' and ''VideoGame/LeagueOfLegends'' is that ''DOTA 2'' kept them whereas ''LOL'' removed or fixed them.

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* Many, ''many'' features in ''VideoGame/DefenseOfTheAncients'', which were either bugs in Guinsoo and Pendragon's original game or quirks of the old ''VideoGame/WarCraftIII'' engine, were faithfully ported into ''VideoGame/Dota2'', and some of them in ''VideoGame/HeroesOfNewerth'' as well. To this day, the main diference difference between ''VideoGame/Dota2'' and ''VideoGame/LeagueOfLegends'' is that ''DOTA 2'' kept them whereas ''LOL'' removed or fixed them.

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* The arcade version of ''[[VideoGame/DonPachi DoDonPachi Saidaioujou]]'' had a glitch where if your combo bonus exceeded [[UsefulNotes/PowersOfTwoMinusOne (2³¹
- 1)]]/100, it would turn into 999,999,999 because the programmers correctly detected the overflow but used 32-bit fixed-point signed integers instead of 64-bit ones in the intermediate calculations. This would then send your score through the roof. When the game was ported to Xbox 360, the glitch was fixed, but Arcade HD Mode contains an option to restore the original glitched behavior.

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* The arcade version of ''[[VideoGame/DonPachi DoDonPachi Saidaioujou]]'' had a glitch where if your combo bonus exceeded [[UsefulNotes/PowersOfTwoMinusOne (2³¹
(2³¹ - 1)]]/100, it would turn into 999,999,999 because the programmers correctly detected the overflow but used 32-bit fixed-point signed integers instead of 64-bit ones in the intermediate calculations. This would then send your score through the roof. When the game was ported to Xbox 360, the glitch was fixed, but Arcade HD Mode contains an option to restore the original glitched behavior.
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* [[Videogame/WarioWare WarioWare: Get it Together]] contains an in-universe example. The plot sees the employees of the titular company [[TrappedInTvLand getting sucked into their a videogame]] they've just created. They soon discover it's filled with bugs and promptly hunt down and eliminate them. The DiscOneFinalBoss is a particularly tough bug in Wario's level, which Wario ultimately allows to stay.

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* [[Videogame/WarioWare WarioWare: Get it Together]] contains an in-universe example. The plot sees the employees of the titular company [[TrappedInTvLand getting sucked into their a videogame]] they've just created. They soon discover it's filled with bugs and promptly hunt down and eliminate them. The DiscOneFinalBoss is a particularly tough bug in Wario's level, which Wario ultimately allows to stay.
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Cleaned up poor wording in an example.


* [[Videogame/WarioWare WarioWare: Get it Together]] contains an in-universe example. The plot sees the employees of the titular company [[TrappedInTvLand getting sucked into their own videogame]], where they discover it's filled with bugs and promptly hunt down and eliminate them. The DiscOneFinalBoss is a particularly tough bug in Wario's level, which Wario ultimately allows to stay.

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* [[Videogame/WarioWare WarioWare: Get it Together]] contains an in-universe example. The plot sees the employees of the titular company [[TrappedInTvLand getting sucked into their own videogame]], where they a videogame]] they've just created. They soon discover it's filled with bugs and promptly hunt down and eliminate them. The DiscOneFinalBoss is a particularly tough bug in Wario's level, which Wario ultimately allows to stay.
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Added DiffLines:

[[folder:Other]]
* [[Videogame/WarioWare WarioWare: Get it Together]] contains an in-universe example. The plot sees the employees of the titular company [[TrappedInTvLand getting sucked into their own videogame]], where they discover it's filled with bugs and promptly hunt down and eliminate them. The DiscOneFinalBoss is a particularly tough bug in Wario's level, which Wario ultimately allows to stay.
-> '''5-Volt:''' Hey! What on earth are we going to do with this giant bug?
-> '''Wario:''' Hmmm... I say we leave it alone. It's grimy and stinky and messed everything up. Which makes it perfect for my level!
[[/folder]]
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** [[RocketJump Infinite bomb jumping]]. In [[VideoGame/Metroid1 the first game]], while the developers had always intended for Samus to be elevated by her bomb explosions in order to enter hidden passages, they did not expect that players would learn that proper timing and bomb placement can allow the player to chain these explosions together indefinitely, allowing for SequenceBreaking. It had become an official, mainstay part of the series' mechanics by [[VideoGame/MetroidIIReturnOfSamus the very next entry]], with almost every 2D game having its own rhythm for pulling off the maneuver and its main purpose still being purely as a sequence breaking tool.[[note]]The only game where you can't IBJ is ''VideoGame/MetroidFusion'', which is the only entry in the series that completely discourages sequence breaking.[[/note]] ''VideoGame/SuperMetroid'' would even show it off in the AttractMode.

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** [[RocketJump Infinite bomb jumping]]. In [[VideoGame/Metroid1 the first game]], while the developers had always intended for Samus to be elevated by her bomb explosions in order to enter hidden passages, they did not expect that players would learn that proper timing and bomb placement can allow the player to chain these explosions together indefinitely, allowing for SequenceBreaking. It had become an official, mainstay part of the series' mechanics by [[VideoGame/MetroidIIReturnOfSamus the very next entry]], with almost every 2D game having its own rhythm for pulling off the maneuver and its main purpose still being purely as a sequence breaking tool.[[note]]The only game where you can't IBJ is ''VideoGame/MetroidFusion'', which is the only entry in the series that completely discourages sequence breaking.[[/note]] ''VideoGame/SuperMetroid'' would even show it off in the AttractMode.AttractMode, and ''VideoGame/MetroidSamusReturns'' includes a new obstacle specifically made for the purpose of disabling bomb jumping in its presense in the form of a vent that sucks up any bombs placed close to it before they can explode.
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Replacing dead link


** In a likely reference to [=MissingNo.=], when Sirfetch'd [[https://swordshield.pokemon.com/en-us/pokemon-galar-region/zbpkxr1gw8/ was initially revealed]] for ''VideoGame/PokemonSwordAndShield'', its appearance was a pixellated mess and its name, category and height were all censored with glitchy blocks of text, not unlike those found in the name of Missingno.'s brethren, such as 'M. According to [[https://twitter.com/Pokemon/status/1174307278553374720 the official Pokémon Twitter account]], a Rotom was the cause for the corrupted data.

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** In a likely reference to [=MissingNo.=], when Sirfetch'd [[https://swordshield.[[https://web.archive.org/web/20190913060258/https://swordshield.pokemon.com/en-us/pokemon-galar-region/zbpkxr1gw8/ was initially revealed]] for ''VideoGame/PokemonSwordAndShield'', its appearance was a pixellated mess and its name, category and height were all censored with glitchy blocks of text, not unlike those found in the name of Missingno.'s brethren, such as 'M. According to [[https://twitter.com/Pokemon/status/1174307278553374720 the official Pokémon Twitter account]], a Rotom was the cause for the corrupted data.
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* A glitch in the Paragon resolution of the [[LoonyFan Conrad Verner]] side quest in ''VideoGame/MassEffect1'' (where Shepard gently talks Verner into going home) flags ''both'' the Paragon and Renegade resolutions in the OldSaveBonus data. ''VideoGame/MassEffect2'' ends up reading for the Renegade option first when importing the data, causing it to assume you went with the Renegade resolution (where Shepard threatens Verner into giving up on becoming a Spectre). In ''VideoGame/MassEffect3'', you can encounter Verner on the Citadel, where he apologizes to Paragon Shepard for claiming they threatened him with a gun -- he was under a lot of stress. Also, unlike a lot of similar glitches that happened that ''Legendary Edition'' fixed such as correctly registering an assignment as saving the hostages, this one is still there.

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* A glitch in the Paragon resolution of the [[LoonyFan Conrad Verner]] side quest in ''VideoGame/MassEffect1'' (where Shepard gently talks Verner into going home) flags ''both'' the Paragon and Renegade resolutions in the OldSaveBonus data. ''VideoGame/MassEffect2'' ends up reading for the Renegade option first when importing the data, causing it to assume you went with the Renegade resolution (where Shepard threatens Verner into giving up on becoming a Spectre).Spectre) and Verner to call out Shepard for having pointed a gun in his face regardless of whether they actually did it or not. In ''VideoGame/MassEffect3'', you can encounter Verner on the Citadel, where he apologizes to Paragon Shepard for claiming they threatened him with a gun -- he was under a lot of stress. Also, unlike a lot of similar glitches that happened that ''Legendary Edition'' fixed such as correctly registering an assignment as saving the hostages, this one is still there.
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** In Vanilla [=WoW=], the paladin talent Reckoning gave the paladin an extra melee attack every time he received a critical hit, stacking up to four times (i.e. at four stacks, the next melee attack the paladin performs would result in 5 simultaneous weapon swings). Originally, there was no upper limit to how many times this ability could stack, resulting in a famous case where a paladin dueled a rogue 'til he'd been crit 10,000 times, then attacked a World Boss and killed it in one blow (while also bringing the server to its knees for several seconds as it tried to resolve 10,001 swings in an instant). This incident became known as "the reckoning bomb." The talent was quickly nerfed, but when the Wrath of the Lich King expansion came out a few years later, it included a quest in which you fired a cannon at scourge invaders in southeast Icecrown and could occasionally shoot an enormous area-effect weapon. The name they gave the enormous area-effect weapon? "Reckoning Bomb."

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** In Vanilla [=WoW=], the paladin talent Reckoning gave the paladin an extra melee attack every time he received a critical hit, stacking up to four times (i.e. at four stacks, the next melee attack the paladin performs would result in 5 simultaneous weapon swings). Originally, there was no upper limit to how many times this ability could stack, resulting in a famous case where a paladin dueled a rogue 'til he'd been crit 10,000 times, then attacked a World Boss and killed it in one blow (while also bringing the server to its knees for several seconds as it tried to resolve 10,001 swings in an instant). This incident became known as "the reckoning bomb." The talent was quickly nerfed, nerfed by [[ObviousRulePatch limiting the number of stacks]], but when the Wrath of the Lich King expansion came out a few years later, it included a quest in which you fired a cannon at scourge invaders in southeast Icecrown and could occasionally shoot an enormous area-effect weapon. The name they gave the enormous area-effect weapon? "Reckoning Bomb."

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** There was a glitch where Johnny Cage's uppercut fatality would decapitate the opponent twice. Developers took this a step further in ''II'', giving him his hidden ''triple'' decapitation fatality. It even got a MythologyGag in ''11'', where his Deadly Uppercut is revisited so that the head doesn't come off, causing Johnny's camera crew to call for more takes until Cage pulls off the fatality (with three onscreen takes happening, in an allusion to II).

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** There was a glitch where Johnny Cage's uppercut fatality would decapitate the opponent twice. Developers took this a step further in ''II'', giving him his hidden ''triple'' decapitation fatality. It even got a MythologyGag in ''11'', where his Deadly Uppercut is revisited so that the head doesn't come off, causing Johnny's camera crew to call for more takes until Cage pulls off decapitates them but their head gets stuck to his fist instead of flying off, prompting him to RageQuit and throw it at the fatality camera (with three onscreen takes happening, in an allusion to II).



** The "invisible Dhalsim" glitch (where occasionally, after doing a Yoga Fire move, the character's sprite would become invisible, unable to take or receive damage) was later incorporated into Dhalsim's Yoga Teleport.

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** The "invisible Dhalsim" glitch (where occasionally, after doing a Yoga Fire move, the character's sprite would become invisible, unable to take or receive deal damage) was later incorporated into Dhalsim's Yoga Teleport.

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** Being able to avoid the self-damage from the Blast Mask (which creates an explosion centered on your face) [[BlockingStopsAllDamage by putting your shield up]] in ''VideoGame/TheLegendOfZeldaMajorasMask'' ''probably'' wasn't intentional, but it was kept in the [=3DS=] remake because it was so iconic. The remake actually tells you how to do it upon obtaining the mask for the first time.

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** Being able to avoid the self-damage from the Blast Mask (which creates an explosion centered on your face) [[BlockingStopsAllDamage by putting your shield up]] in ''VideoGame/TheLegendOfZeldaMajorasMask'' ''probably'' wasn't intentional, but it was kept in the [=3DS=] remake because it was so iconic. The remake actually tells you how to do it upon obtaining the mask for the first time. ''VideoGame/TheLegendOfZeldaTearsOfTheKingdom'' even recreates it in a new form by letting you fuse an explosive to your shield, so it makes an explosion right in Link's face when you block an attack without damaging him at all.

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