Tag Archives: glitches

Goofy Spider-Man Glitch Turns Everyone Into Walking Piles Of Denim

In the Marvel comic books and films, Spider-Man is a superhero who was bitten by a radioactive spider that granted him the proportionate strength, speed, and agility of an arachnid. In Spider-Man, the PlayStation 4 video game, you play this man in a world gone mad, where everyone was bitten by a pair of radioactive Levis and turned into horrifying denim mannequins.

At least, that’s what happened to Reddit user trilbyfrank, who posted a series of screenshots last night from one of the game’s Miles Morales interludes.

Screenshot: trilbyfrank (Reddit)

As you can see, something has gone very wrong in New York City, and every pedestrian has suddenly become a sentient pair of Wranglers. Walking Canadian Tuxedos. Denim Knights of the Round.

Maybe it’s something in the water. The tap water here is really good.

Source: Kotaku.com

Breath Of The Wild Players Discover An Infinite Jump Glitch

A new glitch in The Legend of Zelda: Breath of the Wild is setting off a flurry of testing and exploration from speedrunners and glitch hunters. The complicated trick allows Link to jump infinitely, making it possible to explore the upward bounds of Hyrule and completely skip shrine puzzles.

Exploration and experiments with the new trick, tentatively dubbed “moonwalking” by some speedrunners, started after Japanese Twitter account @HyruleDojo posted a clip of Link leaping high into the air with a series of jumps. The discovery of the glitch is attributed to a player called Melissist. Since then, glitch hunters have been testing the glitch to learn more about it. Triggering the glitch actually involves a sequence of highly specific tricks. While this makes the glitch somewhat difficult for casual play, it’s a potentially powerful tool for speedrunning.

To perform the moonwalk glitch, players must first complete two other glitches. The first is known as “Hold Smuggling,” a trick that allows Link to hold items anywhere in the game world. For instance, it becomes possible to hold items while riding a horse or while in a shop’s menu. This trick involves dropping an item, taking damage from a bomb or jelly, and teleporting at precisely the right time. The process is laid out in this tutorial by Kleric, who discovered the glitch in late 2018. Hold Smuggling is required for another trick called “Walk on Horse,” which itself is needed to trigger the moonwalking glitch. Walk on Horse involves triggering Hold Smuggling, attempting to mount a horse while triggering a text box such as the ones that pop up when finding a new item, and pausing the game to hold an item. This allows Link to mount his horse and stand on it. To trigger moonwalking from this point, you the player needs to either kill the horse or warp off it. If they do the former, they must also pull out Link’s paraglider, and then use a menuing trick that’s typically used to cancel fall damage. This complicated setup process puts Link into a state where he can jump nearly infinitely. This state persists through warps and load screens, making it possible to explore the world or enter shrines while keeping the ability to jump through the air. As of writing, it seems that the only way to cancel this state is to mount a horse.

The lengthy nature of this set up, which requires grabbing multiple items and having a horse, means that moonwalking might not have a role in every speedrun. The Any% speedrun, in which runners seek to clear the game as fast as possible, could very well ignore the trick entirely. But moonwalking opens up a great deal of possibility for beating individual Sheikah Shrines quickly or skipping sections of dungeons, as this video from Twitch streamer and Breath of the Wild speedrunner Orcastraw shows:

Breath of the Wild speedrunning has rapidly changed over the last two years thanks to a variety of major glitch discoveries, including the “Bullet-Time Bounce,” which allows runners to launch across huge distances at high speed by precisely shield-jumping on an enemy. The specifics of moonwalking are still unclear, and more is bound to be discovered. However, the trick already holds promise, and we might get to enjoy playthroughs that involving a flying, probably half-naked Link.

Source: Kotaku.com

The Sad Story Of Steve, The Pet Deathclaw Whose Life Was Cut Short By Fallout 76 Bugs

“This is how a Deathclaw is supposed to feel,” Hertell said. “This one doesn’t look like its about to die any minute.”
Screenshot: Mikael Hertell (Fallout 76)

Mikael Hertell really wanted a pet Deathclaw. He wanted one so bad he spent hours searching through Fallout 76’s broken wilds in search of one he could tame. He named it Steve. Steve was a good boy. Some might say a very good boy. That is, until Hertell went to sleep, woke up the next day and found Steve dead, killed by a glitch. That wasn’t the first time this happened to Hertell, either.

Before, Steve there was a Mega Sloth. There was also a gun—a legendary TSE (two-shot explosive) .50cal machine gun. Both disappeared. The gun vanished, Hertell believes, because of a glitch, something many players on the game’s subreddit have shared experiences of. What happened to the Mega Sloth is less clear, but Hertell, a YouTuber and musician who lives in Finland, thinks it died because of the unstable way campsites occasionally load in the game.

“What is the point of having near impossible to find weapons in the game if [Bethesda] won’t even acknowledge a bug that just deletes your most beloved guns from your inventory?” Hertell wrote in a frustrated May 1 Reddit post. “And I’m also out of my tamed sluggish mega sloth that i server hopped for ages [to get]…logged in and poof no sloth in my camp anymore.”

“I’m afraid to log back in, I lost my pet and my favorite gun i can’t afford to lose anything else :/”

What happened to the Sloth? Hertell still isn’t entirely sure.

Screenshot: Mikael Hertell (Fallout 76)

“I logged in and I noticed that there was no sound from the sloth but all the enemies that spawned were dead, looked around for a bit and found him hanging from the ceiling of one of the pre-existing buildings that existed inside my camp boundaries,” Hertell told Kotaku in an email. “To this day I have no idea what killed him because the only enemies there were low level mole rats.”

Whatever the bug was that took his first pet’s life, Hertell remained undeterred in his quest for an irradiated buddy. “I’m a huge pet lover irl and currently have three cats and a ball python in the house so it just felt like something was missing from my camp unless it had a pet in it,” he said.

The mysterious nature of pets in Fallout 76 also appealed to him. Nothing in the game tells you that you can tame wild animals. Even the game’s official strategy guide only mentions it in passing when discussing the perk card for Wasteland Whisperer, the skill that makes it possible to pacify wild creatures, and even then it doesn’t specify that these animals, if properly tamed, will follow you back to your campsite and hang out with you till death do you part.

Hertell crowdsourced information from random Google searches, equipped Wasteland Whisperer, and went out hoping for the best. The creatures have to spawn alone, and even then it doesn’t always work. Yesterday, after weeks of preparation and server hopping, Hertell finally found a lone Deathclaw and managed to woo it over to his side. He was elated. He posted about it on the game’s subreddit.

“God I hope this one doesn’t die like my megasloth…” he wrote.

Then today he logged back onto the game, and it had died. “Well that lasted a whopping 12 hours, I logged in and somebody was checking out my camp and he told me that a Supermutant killed my pet…” he wrote in a follow up post.

This time, the culprit was clear: bad loading times.

Screenshot: Mikael Hertell (Fallout 76)

Ever since Fallout 76’s Wild Appalachia update arrived at the beginning of April, loading into the game has become a slightly more wonky affair. It’s hit people with elaborate campsites the hardest, as different parts of the game world appear to occasionally load in at different times. This is what Hertell believes happened to him, and why Steve is now dead. “The problem is that now when you log in to the game the game loads you into the game world quite fast and then loads enemies relatively quickly or agonizingly slow depending on where you are spawning,” he told Kotaku.

“Same goes for camps,” he continued. They take a minimum of around 1.5-2 minutes to fully load into the world so you are stuck there waiting for them to load. My issue with the pet was that for some reason while my camp took a long time to load into the game (and as almost everything is client side in the game this holds true to every visitor I get) my pet deathclaw steve would load the same second you spawned near the camp along with enemies.”

Before Hertell could do anything, Steve was dead. A super mutant had killed him. Since pets in Fallout 76 don’t scale to match the level of the player they belong to, it doesn’t always take much to kill them, even if they’re a dreaded Deathclaw. And the pets don’t respawn. Once they’re gone they’re gone for good. If Hertell’s camp turrets had spawned in more quickly, they might have been able to save Steve. “I’m just pretty pissed really, i spend so much time getting the pet only for it to be killed in a matter of hours,” he wrote on Reddit.

Screenshot: xCryocide (Imgru)

The tragic story of Steve might seem like a strange, isolated incident, but it’s indicative of a broader tension within the game and its community. It’s possible to get a pet to get attached to in Fallout 76,, but almost everything about the world, going down to the very code its built on, seems intent on trying to extinguish that relationship at a moment’s notice. The subreddit is full of posts with people requesting an overhaul to the pet mechanic, or a little more attention for itso that more players can give it a try for themselves.

Based on his recent experience, Hertell warns players against trying until the feature is fixed, or at least the load times for campsites become more stable. “What good is taming a cat when it dies to the first radroach that decides to attack your camp,” he said. “[It] would be cool for Bethesda to actually make it work instead of leaving it in a sorry state that its in now but I feel like the only things that get patched are the ones that get a lot of public outcry and the pets aren’t that well known so I really don’t see them making any significant improvements to them in a while.”

Slowly but surely, pet taming might finally be starting to get the attention it deserves. There’s already a meta memorial service for Steve going on in the game’s subreddit, with some players calling on one another to celebrate the Deathclaw’s legacy in some way at their own camp.

“May the legend of Steve live on in campfire tales,” wrote one player.

Source: Kotaku.com

Mordhau Players Glitch Out Of Map To Troll Each Other

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One upside of multiplayer games from smaller developers is that they can take risks bigger games might not. Mordhau fits that bill, eschewing traditional shooter mechanics in favor of finely-honed sword swinging and lute plucking. The downside is that smaller games can end up jankier than their bigger counterparts. Case in point: Mordhau players have figured out how to glitch free of one map’s bounds.

The map in question is called Contraband, and while breaking free from the walled garden of endless gladiatorial shenanigans takes some doing, it’s entirely possible. Some players, like _pepsi_, have used this for relatively humble pursuits, like visiting the edge of the world:

Others have figured out that Contraband’s character select screen is actually housed in a typically off-limits portion of the map, so of course they’ve barged into it and started playing classic medieval lute hits like Luis Fonsi’s “Despacito”:

Lastly, there’s In Pu, who used the glitch to create art. They decided to make a music video out of their misadventures skipping atop the ocean waves like some kind of Naruto and ruining people’s days with off-screen arrows. Naturally, they set their artfully edited video to the painfully ‘90s sounds of “Ocean Man” by Ween:

Mordhau’s jankiness is good, actually, when it results in stuff like this. Well, unless you dislike the idea of having “Ocean Man” stuck in your head for the next several weeks.

Source: Kotaku.com

Zelda: Skyward Sword Speedrunning Has Been Stale For A While, But A New Trick Might Change That

It has proven difficult to find big glitches in The Legend of Zelda: Skyward Sword, which is why speedrunners haven’t yet figured out how to complete the game in less than five hours. Other big Zelda games, like Ocarina of Time, are far glitchier and therefore far easier to speedrun. But a new discovery, which has led to a plethora of fresh skips and sequence breaking, has brought new life to Skyward Sword.

Speedrunner gymnast86 is known for running numerous Zelda games including The Wind Waker HD, Skyward Sword, and Breath of the Wild. The 20-year-old runner is also a skilled glitch hunter whose knowledge has helped push these games to further heights. When the Holy Grail “Barrier Skip” glitch was found in The Wind Waker HD, allowing players to skip a supposedly impassable barrier, gymnast86 figured out a consistent set up for making it happen. In the last few days, he’s uncovered numerous skips for Skyward Sword using a new glitch that he calls “Reverse BitMagic.”

In three Zelda games, Skyward Sword, Twilight Princess, and The Wind Waker, you can use a glitch to access a trick called ‘Back in Time” or BiT. Triggering it involves dying as Link and resetting the game immediately after selecting continue. The window for this trick is small, roughly half a second, but the result is that Link can access the maps used on each game’s title screen. In Skyward Sword, the trick loads Link into a different version of Skyloft, the game’s main hub. From there, speedrunners can access a variety of quirks that make it easier to finish the game as quickly as possible. For instance, the door to the Goddess Statue is open on this map. This allows players to get the Goddess Sword earlier than intended or skip picking up the Sailcloth.

The Back in Time trick also allows players to tinker with save data. Gymnast86’s “Reverse BiTMagic” takes advantage of how Skyward Sword organizes data within memory to perform certain actions in Skyloft that then affect the rest of the game world.

As an example: entering the Earth Temple usually requires finding five pieces of the door key. To skip that, gymnast86 loads into the BiT version of Skyloft, triggers a cutscene to open a shed in the town’s graveyard, and then loads another file in the Eldin Volcano. This has a ripple effect on the loaded file that immediately triggers a cutscene that brings the player into the Earth Temple. No need to find all those pesky pieces of the key.

“When you select a file, the flags get updated to the area the file is saved in,” gymnast86 told Kotaku via Discord. “When you start the file it reloads them right after you press start. When we open the shed door after pressing Start, we’re updating the value for the area after the recheck has already occurred, so that value of the shed opening on Skyloft will stay during the load to the Eldin region.”

Put plainly: trigger an event in Skyloft, quit and load fast enough, and the game’s memory will actually make the change happen wherever you load. Open a door in one place, load to the other, and you can make the game open a different door or trigger a different cutscene.

Skyward Sword is notoriously resistant to glitching compared to other Zelda titles like Ocarina of Time or The Wind Waker HD. Those games have seen speedrun times cut drastically over the last few years, but Skyward Sword speedruns take more time. The Any% run, in which players seek to reach the end as fast as possible, has a current world record of 4h 50m 59s. There are still more discoveries to be found, so the total amount of time saved using this trick is somewhat unclear.

“As a conservative guess, I would say that all of this stuff probably saves at least 40 minutes as of right now,” gymnast86 said. That would theoretically allow speedrunners to cut down the world record to closer to 4 hours.

This total comes as a result of the various skips found with Reserve BitMagic. For instance, runners can now open a gate in Eldin early that allows them to essentially skip half of the Sandship dungeon and save nearly 15 minutes. In special runs like Harp%, in which speedrunners rush to grab the Goddess’s Harp, Reverse BitMagic lets them skip an entire dungeon and will likely lead to drastically reduced times. That’s impressive, especially considering gymnast86 wasn’t even specifically looking for this glitch.

“I actually wasn’t intending to find this trick the way I did,” gymnast86 said. Instead, he was searching for a way to access a locked off area in Skyloft. “But during the process of trying that and after staring at how the game updates its memory of these values, I began wondering if there was a way to apply Skyloft value changes to other maps.”

Instead of trying to make changes to Skyloft’s data, gymnast86 started to search for ways to change the rest of the game. That search has paid off. The discovery is altering Skyward Sword at a rapid pace. The result will be faster records, and even further discoveries. Skyward Sword hasn’t always been the most popular of the Zelda games for speedrunning, but that could change as the times start to drop.

“I’m glad there’s been interest in this game again. It’s kinda been dead for a while, but thankfully this should change that. I really like speedrunning this game and I hope others may try it and have fun also,” gymnast86 said.

Source: Kotaku.com

Sekiro Speedrunners Are Using A Glitch To Swim Through The Air

Speedrunners use a variety of tricks to reduce Sekiro: Shadows Die Twice from a difficult combat gauntlet to a breeze. The fastest Any% runs now take less than 30 minutes, with the current world record at 24:37 at time of publication, held by Distortion2. Some tricks involve dying in the right place to avoid a giant snake or using items to break boss AI. One of the most recent glitches allows speedrunners to literally swim through large stretches of the game world into otherwise inaccessible areas.

The out of bounds “flying” glitch has become an essential part of Sekiro speedrunning, particularly in the Any% run, in which players seek to complete the game as fast as possible by whatever means available. That means achieving Sekiro’s “bad” ending, and it involves various skips to avoid bosses and move fast. Flying occurs when a player manages to break out of bounds while underwater, either through finding areas where it is possible to slip through the cracks of the world or saving and reloading to slide through geometry as it is loaded in. Players can then slide out of bounds and retain all the speed and mobility of swimming.

This trick has tons of applications. Sekiro’s game world exists on an interconnected map. If you’re out of bounds and fall in the right direction, you can land in areas you usually have to take long treks to reach. This was how speedrunners previously skipped certain parts of the game. Now, with flying, they can swim around obstacles and enter distant areas with ease. In Any% runs, speedrunners use this flying to completely avoid bosses like the Guardian Ape. It’s also used to glide into the Folding Screen Monkeys’ arena and fly around to kill them swiftly.

There are smaller uses of this trick as well. Near the end of the game, runners leap out of bounds in Ashina Castle, land in a pool of water, and then use their swimming powers to avoid climbing the castle to the final boss arena. There are longer speedruns, like the All Memories and Beads category, which includes all bosses and mini-bosses, but the trick is still used for navigation there. Regardless of category, the end results are speedruns starring a magical flying ninja-dude gliding through the unknowable void.

Source: Kotaku.com

Anthem Glitches Can Make Your Javelin Even Cooler

Screenshot: BioWare (Anthem)

While its day-one patch fixed a number of issues, BioWare’s sci-fi epic Anthem still has bugs. Not all of them are bad though, and players have recently discovered a few glitches that make the game’s Javelin exo suits even cooler than before.

There are four types of Javelins in Anthem, each with unique abilities: Ranger, Colossus, Storm, and Interceptor. Over the course of the game players unlock them all and can create custom builds to switch between while back at their home base of Fort Tarsis. However, the game doesn’t always do a clean job of swapping one Javelin out for another. As a result, some players have found ways to actually load one Javelin inside another and then use that hybrid creation out on the battlefield.

A short clip shared on Reddit by a user called Feefski shows one example of the Colossus with the agile Interceptor’s charge attack equipped allowing the otherwise slow, hulking Javelin to dash across the map and melee strike a boss in the blink of an eye.

Other commenters in the thread said they were able to recreate the glitch on PC if their copy of the game was installed on an HDD. There are multiple videos on YouTube of the glitch as well.

In a comment now deleted by the mods because it was interpreted as encouraging cheating, one poster said the key to enabling the glitch was spamming the escape button right after selecting a new Javelin in the forge. I wasn’t able to get it to work, possibly because my game is installed on an SSD.

Other commenters did report success, however, including one who claimed to have been able to combine more than two Javelins. “You can also trigger the glitch multiple times, so you could equip both colossus and storm and ranger abilities/weapons on an Interceptor,” wrote a user who goes by Callyste. “It’s wicked.”

A different but equally cool Javelin glitch was recently shared in a separate thread by a user called . Miniscream. Normally, Javelins can’t use their guns or abilities while flying through the air. Once again using the Colossus Javelin, Miniscream discovered that if they triggered its lightning coil attack before taking off into the air, they were able to still use their flamethrower even once they were in full-on flight mode.

These bugs might end up getting patched out in a future update but for now they’ve pushed players’ imaginations regarding cool new hybrid Javelin-builds BioWare could officially add to the game in the future.

Source: Kotaku.com

Terrifying Resident Evil 2 Glitch Summons A Second Mr. X

Mr. X is Resident Evil 2 most dangerous enemy and greatest horror trump card. The near-immortal Tyrant stalks the player from room to room, filling the dark halls with his stomping boot-steps. He’s terrifying, but what if there was two of him? A sneaky glitch can make this terrifying scenario possible, conjuring a second implacable man to haunt your nightmares.

One of Resident Evil 2’s more surprisingly design details is that Mr. X isn’t simply summoned randomly to hound the player from time to time. Once he arrives in the Raccoon City Police Department, he is always patrolling the game’s map. You can see that in this episode of the YouTube show Boundary Break. That means that even while you don’t see him, he’s there. But this design quirk also creates some interesting possibilities, one of which is the ability to have two unstoppable death monsters chasing the player, like in this video by YouTuber Dan the Hitman.

Getting this to happen is tricky. At its most basic level, glitching a second Mr. X into existence means keeping the first one nearby while hitting one of the few moments in the game where he is meant to arrive. In those moments, the game generates a Mr. X to pop in on the player. Those moments trigger when the player reaches certain areas or does a specific action, such as dousing the fire on a burning helicopter or reaching a certain spot near the STARS office in a second playthrough. In those moments, a player who has manipulated the patrolling Mr. X to be nearby or who has managed to go out of bounds can trick that Mr. X and the one tied to one of these trigger scenes to both show up.

That level of manipulation means that you’re more likely to see two Mr. Xes in already glitchy scenarios more than in casual play. Barring some glitching or a very unlucky chase from an already present Mr. X, players should only have to deal with one horrible zombie dude.

The glitch is a neat look at how Resident Evil 2’s dedication to detail—many games would not have Mr. X constantly patrolling the map in real-time— can lead to some silly if terrifying results.

Source: Kotaku.com