Notable Glitches

Bugs that became beloved — exploits that communities adopted as features

Rocket Jump
Quake · PC · 1996 · Became Feature

Firing a rocket at the ground and jumping simultaneously propels the player upward and forward far beyond any normal jump height, exploiting the game's own damage physics against the environment. id Software later formalised the technique as an intended mechanic in subsequent games.

Wavedash
Super Smash Bros. Melee · GameCube · 2001 · Competitive Exploit

Inputting an air dodge diagonally into the ground immediately after jumping causes a character to slide horizontally across the stage, preserving momentum from the dodge's physics while remaining grounded — a movement technique Nintendo never intended and never patched out.

Strafe Jumping
Quake / Quake III Arena · PC · 1996 · Competitive Exploit

By simultaneously strafing sideways and moving forward while jumping, players discovered they could accelerate beyond the game's intended maximum running speed — with each successive jump adding more velocity than the engine's friction system removed.

Wall Jump
Super Metroid · SNES · 1994 · Became Feature

By pressing into a wall and jumping at the precise frame of contact, Samus can leap away from vertical surfaces repeatedly, scaling shafts that would otherwise require specific equipment. The game includes a hidden room that teaches the technique — suggesting it was intentional, though never documented in any manual.

Minus World (World -1)
Super Mario Bros. · NES · 1985 · Accidental Design

By clipping through a specific wall in World 1-2 while ducking at a precise position, Mario enters an underwater level labelled "World -1" that loops infinitely — a glitch caused by the game reading an unintended memory address as a level pointer.

Backwards Long Jump (BLJ)
Super Mario 64 · Nintendo 64 · 1996 · Speedrun Staple

Repeatedly long-jumping backwards on specific staircases causes Mario's speed value to overflow the game's signed integer, launching him at extreme backwards velocity and allowing him to pass through locked doors — enabling completion of the game with zero stars.

Death Warp
The Legend of Zelda · NES · 1986 · Speedrun Staple

Deliberately dying in Zelda respawns Link at the entrance of the current dungeon, which speed-runners exploit to quickly return to dungeon starts after collecting an item deep inside — a technique faster than walking back through completed rooms.

Bunny Hopping
Half-Life · PC · 1998 · Competitive Exploit

Jumping continuously while strafing in Half-Life's Quake-derived engine allows players to maintain and exceed normal running speed indefinitely — a consequence of the air-acceleration code not applying the same speed cap as ground movement.

Infinite Combo Loops
Street Fighter II: Hyper Fighting · Arcade · 1992 · Competitive Exploit

Certain character-specific move sequences in Street Fighter II: Hyper Fighting can be repeated indefinitely — keeping the opponent in a stunned state that prevents escape until they are defeated — a consequence of the game's hitstun timing that Capcom had not anticipated.

Korean Backdash Cancel
Tekken 3 · Arcade / PlayStation · 1997 · Competitive Exploit

Rapidly inputting backdash commands in Tekken cancels the backdash recovery animation before it completes, allowing players to move backwards almost continuously — creating a defensive spacing technique that became the cornerstone of high-level Tekken strategy.

Infinite Sword Glitch
The Legend of Zelda: Ocarina of Time · Nintendo 64 · 1998 · Speedrun Staple

Using the Deku Nuts while performing certain sword animations leaves Link's sword in an extended hitbox state between frames — effectively creating a continuous sword attack that damages anything in range without further input.

Spectral Realm Teleport Glitch
Legacy of Kain: Soul Reaver · PlayStation · 1999 · Speedrun Staple

Shifting between the material and spectral realms while positioned in specific geometry causes Raziel to respawn at unintended coordinates — allowing large sections of the game's linear progression to be bypassed entirely.

Credits Warp (Arbitrary Code Execution)
Super Mario World · SNES · 1990 · Arbitrary Code Execution

By manipulating the game's memory through precise sprite interactions, players can make Super Mario World execute arbitrary instructions of their choosing — letting them jump straight to the ending or even reprogram the game live. What began as a sequence break became one of the most spectacular demonstrations of console exploitation ever performed in front of an audience.

The Kill Screen (Level 22)
Donkey Kong · Arcade · 1981 · Game-Ending Bug

Donkey Kong cannot be played past its twenty-second level: a bug in how the game calculates the bonus timer leaves the player with too little time to finish, killing Mario seconds after the stage begins. The unbeatable screen became the finish line of competitive Donkey Kong and a central drama of the documentary The King of Kong.

Glitch City
Pokémon Red / Blue · Game Boy · 1996 · Map Corruption

A mishandled exit from the Safari Zone can drop the player into "Glitch City" — a scrambled, mostly impassable landscape assembled from corrupted map data. The bizarre, walk-through-walls dreamscape became one of the most recognisable glitches of the first Pokémon generation.

The Speed Wall and the Crash
Tetris (NES) · NES · 1989 · Speed Wall / Crash

For decades NES Tetris was thought to end at level 29, where pieces fall faster than players could move them. New input techniques shattered that ceiling — and revealed that pushing far enough eventually crashes the game outright, giving Tetris a true kill screen reached for the first time in 2024.

Item Duplication
Diablo II · PC · 2000 · Economy-Breaking Exploit

A string of duplication exploits let Diablo II players copy rare items at will, flooding the game's trading economy with infinite high-end gear. The dupes hollowed out the value of legitimately earned loot and forced Blizzard into a long campaign of patches, item resets, and ladder seasons to keep the game playable.

The Corrupted Blood Incident
World of Warcraft · PC · 2005 · Emergent Plague

A debuff meant to stay inside a single raid encounter escaped into World of Warcraft's cities and triggered a virtual epidemic — a self-spreading disease that killed thousands of low-level characters and emptied towns. The accident became a genuine subject of epidemiological research into how people behave during outbreaks.

Vanish–Doom
Final Fantasy VI · SNES · 1994 · Exploit

Casting Vanish on almost any enemy and then following with an instant-death spell kills it immediately — even bosses that should be immune. A collision between two separate rules left one of the most powerful exploits in the Final Fantasy series.

Button Combos (BXR and the Double-Shot)
Halo 2 · Xbox · 2004 · Competitive Exploit

By interrupting Halo 2's weapon animations with precise button sequences, players could melee and shoot or fire the Battle Rifle far faster than intended. These "button combos" became the defining skill of competitive Halo 2 and split the community over whether they were exploits or technique.

Secret Worlds
Metroid · NES · 1986 · Out of Bounds

By exploiting how the original Metroid scrolls between rooms, Samus can leave the intended map entirely and wander through "secret worlds" built from leftover data. Far from a curiosity, the glitch lets speedrunners reach the ending from almost anywhere in the game.

Arbitrary Code Execution (Credits Warp)
Super Mario World · SNES · 1990 · Arbitrary Code Execution

A jaw-dropping exploit that lets players "program" the SNES from inside Super Mario World, tricking the game into running memory as code and warping straight to the credits — or even booting entirely new games.

Wrong Warp & Stale Reference Manipulation
The Legend of Zelda: Ocarina of Time · Nintendo 64 · 1998 · Wrong Warp / ACE

A family of exploits that corrupts Ocarina of Time’s scene and actor data to teleport Link to unintended places — ultimately warping straight into the credits and collapsing the world record to under 13 minutes.