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These “Features” Started As Glitches And Later Became Part Of The Game

1-10

Ignacio Weil Ignacio Weil
Gaming - December 30th 2025, 21:00 GMT+1
Street Fighter 2

Street Fighter II (1991) — Combos were a glitch, not a feature

The funny part is that the “combo system” didn’t arrive with trumpets and a tutorial—it snuck in through the side door. Early on, certain attacks could recover so quickly after a hit that the next strike landed before the opponent could block, and players realized they could chain damage like they’d cracked a secret code. What could’ve been dismissed as a balancing mistake turned into the backbone of competitive Street Fighter II: confirms, punishes, and those “did you just do that?” moments that made arcades louder. Capcom leaned in hard, refining timing windows and building future entries around deliberate chaining and hit-stun logic. The glitch didn’t just survive; it basically got a corner office and a name tag. | © Capcom

Quake 1 cropped processed by imagy

Quake (1996) — Bunny hopping emerged from movement physics

Somewhere between “this is a shooter” and “why am I flying down this hallway,” Quake accidentally invented a movement obsession. The speed gain from jumping while strafing wasn’t framed as a skill mechanic at first—it was a side effect of how the engine handled acceleration and momentum, and players treated it like free candy. Suddenly, map control wasn’t only about aim; it was about rhythm, angles, and turning your keyboard into a percussion instrument. Bunny hopping became a competitive staple because it rewarded precision and nerve: mess up a hop and you’re just a very determined jogger. Over time, the behavior stopped being a weird quirk and became part of the game’s identity, echoed in arena shooters for years. It’s the rare “bug” that made people feel like superheroes without handing them a cape. | © id Software

Silent Hill 1 cropped processed by imagy

Silent Hill (1999) — The fog was added to mask limited draw distance

Fog usually says “bad weather,” but in Silent Hill it says “your imagination is about to do unpaid overtime.” What began as a practical trick to hide how far the hardware could comfortably render ended up becoming the game’s signature mood: thick, oppressive, and oddly intimate, like the town is breathing down your neck. The genius move wasn’t just using fog—it was weaponizing it, letting the unknown take center stage while the audio and radio static did the rest. Every street corner feels like a dare because you can’t see what’s waiting, and your brain fills in the gaps with something worse than any polygon monster. The limitation didn’t dilute the horror; it concentrated it. If you’ve ever praised Silent Hill for its dread, you’ve also praised a very practical performance solution. | © Konami

Grand Theft Auto III police

Grand Theft Auto III (2001) — Police ramming behavior likely grew from early AI

Nothing says “open-world freedom” like a squad car treating your rear bumper as a personal goal. In Grand Theft Auto III, cops didn’t just politely follow—they had a habit of barging into traffic and clipping you like they were auditioning for demolition derby. Whether it started as an AI rough edge or an intentional “keep the pressure on” choice, Rockstar kept the vibe: law enforcement that feels impatient, clumsy, and dangerously committed to the bit. The result is a chase style that’s messy in the most memorable way, with sudden impacts that flip the power dynamic from “I’m escaping” to “I’m improvising.” It also nudged the series toward a recognizable chase language—ramming, blocking, forcing mistakes—before those ideas became more formally tuned in later entries. Either way, players remember the attitude, not the code path that caused it. | © Rockstar Games

Tomb Raider 1996 cropped processed by imagy

Tomb Raider (1996) — Lara Croft’s proportions were "accidentally" set to 150%

If you’ve ever wondered how an icon can be born from a slider set a little too confidently, Tomb Raider has an answer—and it’s awkwardly famous. The story goes that Lara Croft’s model was accidentally scaled up during development, creating a more exaggerated silhouette than intended, and instead of quietly undoing it, the team kept the look. That choice—part mistake, part marketing lightning—helped Lara stand out instantly in a mid-’90s landscape where 3D characters were still finding their faces. Of course, the game’s real pull was the fantasy of exploration: tombs, traps, tight platforming, and that particular blend of solitude and danger that made every ledge feel personal. Still, it’s hard to separate the cultural impact from the “oops” that became a brand-defining visual. A glitch didn’t just make it into the final build; it walked onto the cover. | © Core Design

Minecraft Creepers

Minecraft (2011) — Creepers came from a failed pig model

Some of the most recognizable video game monsters started life as a farm animal having a very bad day. During early Minecraft development, a pig model went wrong—proportions got scrambled—and the result looked less like “oink” and more like “quietly ruin your evening.” Instead of deleting the mistake, Mojang leaned into it and gave the creature a purpose: a hostile mob that doesn’t just attack, it ambushes, hisses, and turns your carefully arranged base into modern art. The Creeper’s design works because it’s simple, readable at a distance, and instantly associated with that particular kind of panic only Minecraft can deliver. It also became the face of the game’s survival tension: exploration is relaxing until it isn’t, and then it’s suddenly about blast radius and regret. A modeling error turning into the franchise’s mascot is peak sandbox logic—if it exists, players will build around it. | © Mojang Studios

Super Smash Bros Melee 2001 Wavedashing cropped processed by imagy

Super Smash Bros. Melee (2001) — Wavedashing came from air-dodging into the ground so momentum slides your character without the usual dash animation

There’s a special kind of joy in discovering a “move” that the game never bothered to explain because, technically, it didn’t mean to teach it. Super Smash Bros. Melee players figured out that an air dodge angled into the ground could convert into a low-friction slide, letting you reposition with weird precision while still keeping access to attacks. It looks like cheating if you’re seeing it for the first time, but it’s really a physics-and-input loophole that turned into a cornerstone of competitive play. Wavedashing doesn’t just add speed—it adds options: micro-spacing, baiting, faster out-of-shield pressure, and a constant sense that the stage is made of ice if you know the trick. Nintendo didn’t frame it as a feature, yet the community built an entire movement language around it, like everyone collectively agreed the rules were negotiable. If Melee feels “alive” compared to later entries, wavedashing is a big reason why. | © Nintendo

Kirbys Dream Land 1992 cropped processed by imagy

Kirby’s Dream Land (1992) — Kirby’s simple round look began as an early placeholder-style design

Before Kirby became a pink legend with merchandising gravity, the character’s appeal was basically: “what if we made a cute circle and called it a day?” During prototyping, a super-simple design helped the team test movement and animations without getting stuck on details, and that minimal look ended up being the final identity—because it read well, animated cleanly, and had instant charm. The genius is how much personality that simplicity can carry: a few features, a squishy silhouette, and suddenly you’ve got a hero who can be adorable and oddly unstoppable in the same breath. It also made Kirby flexible as a brand, since the character can swallow powers, wear costumes, and still look like Kirby doing it. In a world where “temporary” usually means “please don’t ship this,” Kirby is the reminder that sometimes the first readable idea is the best one. And yes, it’s funny that the design equivalent of a sticky note became a Nintendo icon. | © Nintendo

Space Invaders 1978 cropped processed by imagy

Space Invaders (1978) — The aliens speed up as you clear them because fewer on-screen sprites means the game can run its movement loop faster

That rising panic you feel when only a few invaders are left isn’t just good pacing—it’s a hardware side effect that aged into brilliance. As you shoot more aliens in Space Invaders, the system has fewer enemies to process, so the remaining ones update more quickly, making the march accelerate and the tension spike. The result is that the game practically dares you to choke: the closer you get to victory, the harder it becomes to finish the job. It’s one of the cleanest examples of a “glitch” (or at least an unintended performance behavior) becoming an iconic difficulty curve that designers would later imitate on purpose. Even the sound design locks in with the tempo, turning a technical constraint into a heartbeat. If you’ve ever felt your hands sweat on the last invader, you’ve experienced engineering accidentally doing drama. | © Taito

Dota 2 cropped processed by imagy

DotA (2003) — Creep denying grew from Warcraft III mechanics that let you kill your own units

It sounds rude on paper: “I’m going to destroy my own stuff so you can’t have it.” In DotA, creep denying turned that rudeness into a full strategy, because Warcraft III already allowed self-kills in certain situations and the mod’s economy made experience and gold matter like oxygen. Denying creeps doesn’t win fights directly—it wins time, slows enemy levels, and turns a lane into a psychological staring contest where every last hit feels personal. It also adds texture to the early game: you’re not just farming, you’re defending your farm from being farmed, which is wonderfully circular and a little petty in the best competitive way. Over years of MOBA evolution, denying became a defining skill check and a constant topic of balance debates, precisely because it rewards precision and lane control. Calling it a “feature” is fair now, but it started as players noticing what the underlying rules would allow and then refusing to unsee it. | © Valve

1-10

Some of the best “features” in gaming didn’t begin life as brilliant design documents. They began as accidents: a physics hiccup, a weird animation, a bug that made testers laugh instead of file a complaint. And then—because game dev is basically controlled chaos—someone decided to keep the mistake on purpose.

Let’s round up the most iconic examples of glitches that graduated into official mechanics, from happy little exploits to full-on genre staples. If you’ve ever wondered why a game lets you do something that feels slightly illegal (in the fun way), you’re in the right place—and yes, the quotation marks are doing a lot of work here.

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Some of the best “features” in gaming didn’t begin life as brilliant design documents. They began as accidents: a physics hiccup, a weird animation, a bug that made testers laugh instead of file a complaint. And then—because game dev is basically controlled chaos—someone decided to keep the mistake on purpose.

Let’s round up the most iconic examples of glitches that graduated into official mechanics, from happy little exploits to full-on genre staples. If you’ve ever wondered why a game lets you do something that feels slightly illegal (in the fun way), you’re in the right place—and yes, the quotation marks are doing a lot of work here.

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