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Brofessor Slayton
Jan 1, 2012

In Mortal Kombat: Deception, you can try to pull off a Fatality and a Hara-Kiri at the same time. The game just splits the difference and has you do a fatality on yourself.
https://www.youtube.com/watch?v=A-egksufiao

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Brofessor Slayton
Jan 1, 2012

GreatGreen posted:

It would be like if in the Half-Life 1 intro, the tram you ride in mostly does what it's supposed to but every now and then it would randomly decide to just flip out and spin around while clipping through walls.

It's not quite random, but I remember messing around in that tram as a child, as I was bored waiting for the game to actually start. You can crouch-jump out of the back window if you time it right, and run along the track. You'll never be able to get back in, and the game is now unwinnable. Of course, you can just start again, and not move, and you'll just have to wait a few minutes to get where you're meant to go.

Brofessor Slayton
Jan 1, 2012

Gumbel2Gumbel posted:

There's no button combination to press, and people eventually shut the console off.

Somehow the completely evil designers coded it to where if you press that little reset button on the Genesis, it loads the next level.

Even worse, there was a time limit. If you didn't reset the console before it hit 0, it was a game over.

Stick Insect posted:

In Transport Tycoon, an earlier game from the same creator, you could use a railroad crossing and good timing to cause your train to destroy the opponent's road vehicles.

Not quite as directly destructive, but somewhat related. There was at one point an Open Transport Tycoon Deluxe AI competition, where one entrant was an AI that never built any real kind of transport system by itself. Instead, it would basically latch onto roads built by opponents and eventually just run everyone else's transportation networks as some kind of bizarre corporate parasite. Instead of programming their bot to play the game well, the creators of it had decided to just ruthlessly exploit every glitch and oversight they could - it would sell buses with people still inside them because it got paid the second they started offloading, pawn cargo trucks whenever they'd be empty on the way back, and finally boost it's score by sinking itself massively into debt in such a way that the first loan repayment would be expected exactly a second after the game ended.
Apparently the glitches exploited by it have since been fixed - they weren't present in Transport Tycoon, and weren't intended behaviour in OpenTTD.

Brofessor Slayton
Jan 1, 2012

scarycave posted:

I kept getting a glitch in NV during the one casino with the cannibals.

The entire White Glove Society questline is buggy. It's also a really complicated set of quests with at least four massively different endings, lots of minor things that you can do to influence it, etc. It's a really fun and memorable part of the game, but it must have been a playtesting nightmare.

For example: The informant who gets assassinated is scripted to die. Right after he tells you where the guy about to be killed and eaten is being kept, an assassin bursts in and kills him with one shot. He'll die even if you reverse-pickpocket a helmet onto him ("here, wear this Power Armour Helmet"), or jam the door closed, or put a pile of frag-mines and C4 at the spot the assassin spawns. He'll just spontaneously drop dead of a gunshot wound to the head, even if you're fast enough to shoot the gun out of the assassin's hand (which is doubly weird because that's a thing you can do to Mister Burke in Fallout 3). It's not really a glitch, but it's clear that his death was made a scripted event to stop clever players keeping him alive, which would raise all sorts of questions later in the quest.

Also, Mortimer is no longer counted as a member of the White Gloves if you trick him into serving fake human flesh then reveal it (by showing the guy he was meant to have cooked). He's a neutral character at this point, but dealing any damage to him causes him to go hostile towards you, leading to the entire White Glove Society bludgeoning him to death with their canes. Just clip him with anything when he's on his way out, and watch the upper-class bumrush this guy to lynch him. If you don't hurt him at all, nobody stops him fleeing.

Brofessor Slayton
Jan 1, 2012

Inspector_666 posted:

It seemed to be fine until the character started spinning super fast, so I assume the engine just couldn't calculate where to send the body next fast enough, and eventually it just ends up taking off.

This has been a problem for Bethesda as far back as Morrowind. If you used the Fortify Intelligence potion trick to keep buffing your Alchemy to absurd levels, you could brew up Fortify Speed (or Levitation) potions that would move you through entire areas in a single step. It didn't calculate clipping properly at high speeds (and not at all for areas it hadn't loaded yet), so you could just walk straight through walls. The downside is that you'd be completely unable to stop with any kind of precision, and also the potions would probably last for several real-time days. Good luck getting close enough to a bed to sleep it off, then having to sleep several in-game months when you do.

Brofessor Slayton
Jan 1, 2012

In Hitman: Contracts there's an easter egg in the hotel level, where you can come across a crime scene and looking in the mirror briefly shows you the ghost of the victim. Who is apparently solid enough that you can kill him again. The corpse of this ghost is mostly invisible, but can be dragged around and dumped somewhere out of the way, like normal bodies. Guards will go hostile if they see you dragging this invisible ghost-corpse, though.

https://www.youtube.com/watch?v=V_z7AZR2euo

Brofessor Slayton
Jan 1, 2012

There's an RPGMaker game called Undertale 2: Overtale. The name sets the tone for how silly it is - you play as a skeleton called John Undertale, you travel back in time to save your boyfriend/police partner Constable Goblin (a goblin), you live in a town called Cornhole which is built over a portal to the corn dimension, whatever. The mechanics of the game are deliberately kind of janky as it's all intended to be as ridiculous as possible.

There's a late-game enemy called Mister Blobby, who is literally the weird pink-and-yellow thing from British TV shows (complete with his theme song). He's the toughest random encounter in the game and you can't run away from him, but a max-level party should have no trouble and experience is so easy to get by the last area that you'll definitely be at that point.

Unfortunately in the first version of the game Mister Blobby somehow ended up on the encounter list for just outside of the starting area. You had about a 1/100 chance of random battles opening with his bouncy theme song before this bizarre thing stomped your entire party effortlessly. And, of course, it was still impossible to flee from him.

Because of the tone of the game it took a while for anyone to realise this wasn't intentional.

Brofessor Slayton
Jan 1, 2012

Similarly you can die in the tutorial of Elona (by eating poisonous food the tutorial NPC tells you to), or get crushed by a thrown rock when you first play a piano, or render the first town a permanently unvisitable warzone by accidentally attacking a random NPC and triggering Ragnarok.
None of these are actually glitches. They're all deliberate attempts to dick you over less than five minutes into the game because Elona is apparently just like that. The real glitch is that the english translation cuts out some pretty important plot triggers so you're not likely to succeed anyway. Whoops.

Brofessor Slayton
Jan 1, 2012

m2pt5 posted:

I'm pretty sure that wasn't the first, or last, time Valve did something like that.

Not only was the Spy's crabwalk when using the Disguise Kit and crouching kept, a later patch added a small chance of taunting with it being the Spy snapping the disguise kit in the air like a crab claw.

Brofessor Slayton
Jan 1, 2012

Son of Thunderbeast posted:

E: oh and wasn't there something like land-roving undead carp ravaging the countryside at some point? lmao

Swimming for a long time gives extra strength to anyone - dwarves, humans, animals, monsters, etc. Carp, swimming all their lives, end up pretty buff. You wouldn't notice it because they're obviously unable to breathe outside of the water, and aren't aggressive.

Except there are some cursed biomes where anything that dies comes back as undead. So now you have evil-aligned aggressive carp that don't need to breathe, and their maxed-out strength lets them crawl onto land by the sheer force of their jaws alone, looking for new victims. Even a single fish dying of natural causes could rapidly escalate into a localised zombie apocalypse.

In the words of the dev, "I think I made carp too hardcore."

Brofessor Slayton
Jan 1, 2012

I started off building defensible forts with walls, and turrets to cover entrances, but gave up when literally none of them ever got attacked. It was a cool idea in principle but just doesn't work without mods.

The only good thing about the settlement system in the base game is using it to hide from Preston Garvey if he glitches his way into being an unstoppable killing machine.

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Brofessor Slayton
Jan 1, 2012

Zereth posted:

I think the dude with the Ragnarock Sword is in the tutorial, too, if you want to play russian roulette

No, the tutorial is two elves that teach you how to eat (by giving you poisoned food), how to equip items (by giving you clothes so heavy you will die of exhaustion in a few steps if you wear them) and how to fight (by setting loose enemies that hopelessly outlevel you). Go through it once just to find out why they deserve to be looted.

The first town outside it has:

  • Someone lurking by the piano who hates music played by all but the highest-level musicians, reacts to disliking music by going berserk and can instantly kill starting characters with thrown pebbles.
  • A mysterious figure with the "Sword That Ends All", a unique item that causes Ragnarok to start (summons a horde of hostile giants, dragons and gods) if it's used in an attack. Who can be aggroed by the music critic's combat if you survive the thrown pebble, causing your poor piano performance to literally end the world.
  • A well that your starting pet will path into and drown as you watch helplessly.
  • I think there's a vampire lord locked inside one of the houses?
  • Don't go to the starting town.

This all seems intended - the chair in front of the piano is covered in bloodstains when you first arrive. It's just that kind of game.

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