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.