Another Bug that turned into a feature was the spy from team fortress 2. In the original team fortress classic, the spy would sometimes spawn with the wrong color, which eventually turned into the spy’s disguise kit
EDIT 27-10-2024: Turns out I misremembered and IT WAS INDEED A BUG, but one discovered by the lead dev before release. In the commentary stream they also go on to mention intended features confused for bugs, thereby the confusion. SOURCE WITH TIMESTAMP (2:05:45): ua-cam.com/video/kaImho5JioI/v-deo.htmlsi=_wpU61eVlkCw7Uzc&t=7546 On Hakita's first developer commentary stream, he confirmed that parrying your own shotgun bullets always has been an intended feature from even before adding the shotgun. The belief that it was a bug turned feature is a common misconception in the community, often caused by people hearing about it, thinking "that sounds about right", and sharing it without scrutiny.
@@PixelRory you didn't know it because it's not true I'm pretty sure the commenter is mixing up what he said about shotgun swapping with proj boosting otherwise I have no idea what they're talking about
When did he confirm this? Bc I remember playing one of the early itchio demos where it was a bug, and I remember it got updated to be a proper feature and had to be nerfed significantly (the og bug version had every pellet become explosive and counted as 10 parries at once iirc so it was ridiculously overpowered)
@@Arakus99 After checking the dev commentary again, it seems that I completely misremembered what they said. ua-cam.com/video/kaImho5JioI/v-deo.htmlsi=rq3VC9Lpa1aZOoTW&t=7546 IT WAS INDEED A BUG, but it was discovered during development, so it's been in the game since release. Hakita in the stream then goes to mention a few other features that were intended features that people assume are bugs, thereby the confusion.
3:41 if you slide jump instead of just jumping after a slam storage you get all of the vertical momentum converted into horizontal speed, making you go really fast :3
What i think is interesting is that mercy's slingshot, itself was a bug. Then slingslot was turned into a feature, which spawned superjump, which was then turned into a feature.
So for warframe, coptering (or zoren coptering because it was the best weapon for it) goes deeper. It wasnt really finicky, just melee while sliding at any point, basically crouch jumping with a cooldown as far as inputs required. Second there was a step in between coptering getting removed and bullet jump getting added. They reworked melee to give it an attack that was meant to be used to hit flying enemies because they wanted to rework melee to be able to be used completely on its own. As it turns out this just gave us a spinny attack in the air that gave us momentum and since then became a staple for movement techs until FINALLY they removed old wall running, the directional melee as it was called, and gave us bullet jumping. I wouldnt call the second iteration a bug, but definitely is an unintended mechanic being embraced as a movement tech that inspired bullet jumping!
@@stiffbored spoke a lot about those in my reworks video but basically: they were bugs, which got fixed then blizzard patched them back in but not as features, they patched the bugs back in but in the wrong way so the bugs are different than before and actually way more buggy to try complete Though since you're mentioning doom I'm sure you already knew that.. my bad! But that's why I didn't mention him here as they weren't actually patched in as intentional mechanics
4:38 the technique was also (and far more commonly) called Zorencoptering, after the Dual Zoren melee weapon that was the most common choice to do this with. I think it was because the Dual Zoren has an extremely high attack speed, which made the technique easier to perform, and is a Dual Blades weapon, which I believe has the furthest-travelling slide attack in the game. The weapon shown in the video demonstrating the technique is the Dual Ichor, a weapon in the same class as the Dual Zoren that is overall stronger but has a lower attack speed, making it better for combat but slightly worse for traversal.
3:10 Usually, when you do a normal Slam Jump, V1 falls at a consistent speed, so Hakita probably programmed it to count how LONG you've been falling instead of the actual height you fall from. This way, when you Slam Storage, the game thinks you're falling a long distance because you spend a long time in the air, hence the super-high bounce.
Grover from Paladins has vine tech that allows him to fly across the map. They only recently added it to the description of his ability, but its been known that the devs weren't going to fix it for year. There is also a patch where Seris's ammo card was bugged to proc twice. They fixed it but they realized the card was bad after that, so they doubled the ammo it gives a patch later.
Splatoon recognized sub-strafing, a technique people discovered in the first game where aiming most of the sub-weapon cancels your momentum, into a legitimate thing with all sub-weapons able to do it since an early patch in the sequel. Not sure if it counts as a bug but it was definitely not an intended feature!
3:11 the math would roughly be if slamming = true stored jump height = arbitrary number times time spent slamming slam stoarge works by cheesing the "time spent slamming" variable to get super high
One of the craziest examples of this not in the video is probably GunZ: The Duel. A third person shooter where almost anything could be animation cancelled, and due to spaghetti code, they could slightly change the physicis of the character. For example, there's some animation cancels that slow down the player's fall speed along with harder to do ones that let the player fall even slower. This combined with the other animation cancels, caused really good players to effectively go airborne for most fights. Zigzagging violently at extreme speeds. The spaghetti code went so weird that swordplay had a insane amount of complexity as well. With the weirdest part of all of this being how consistent all of it was. With logically harder versions of easier to do techniques. It almost felt intentional how fluidly the player's could improve due to how consistent the logic of the techniques were.
Slam storage basically happens because slam jumps go higher the further you slam, but because the slam calculates height by time spent slamming and you can wall jump while in the slam state, it quickly maxes out the slam jump height. A normal slam is a fraction of a second, so a full second or two of airtime while “slamming” is considered a lot
Looking at the title of the video, my first thought were illegal moves made possible in Pokémon. In SV, for example, Female Indeedee caught in Tera Raids had access to Trick Move, which is normally exclusive to its Male counterpart. Because of it being a legitimate bug that you could catch, they later patched Trick Room into its TM learnset.
I love Bullet Jumps and Combos, it's so interesting to think that they used to be a bug and now they're the most easily recognisable part of the game/genre.
An interesting case of this is rocket league as they rarely patch non games breaking bugs. The best example is the flip reset which is an unintended mechanic added when they made it so landing on ceilings give you a flip and when your car hits the ball with all 4 wheels it thinks you landed on a wall. Another bug is the pinch where you just pinch the ball between the car and another object and it goes flying at max speed. Overall very fun and I love bugs and getting to places I'm not supposed to in games
For ultra kill I think the slam jump hight is calculated but the amount of time you’re in the slam animation and by jumping if the wall the codes timer keeps going up increasing the subsequent jump height
En Paladins, cuando estaba diseñando a Fernando o Makoa, no recuerdo bien, tenían un bug donde después de atar a un enemigo con su gancho (Fernando solía tener un gancho en lugar de la bola de fuego) podían lanzar al enemigo en cualquier dirección, a los desarrolladores les pareció muy entretenido y al final terminaron convirtiendo ese bug en la habilidad definitiva de Khan y otro ejemplo también relacionado con los desarrolladores de Hi-Rez lo podemos encontrar en la franquicia de juegos Tribes, esta franquicia fue la que inventó la mecánica de poder deslizarse por el suelo y las paredes en los mapas, y esto también surgió de un bug, si presionabas el botón de salto demasiado rápido en el primer juego de la franquicia, aterrizar con tu personaje te hacía deslizar un poco, después de descubrir eso la gente empezó a usar autoclickers para ver cuánto podía deslizarse el personaje, al final a los desarrolladores les gustó tanto que terminaron convirtiéndolo en la mecánica principal de la franquicia, además de que estos juegos también inventaron el sistema de vuelo que usa Phara y también añadieron el sistema de gancho de agarre capaz de girar con inercia como el que usaba por Wrecking Ball (no estoy seguro si eso también lo inventaron ellos) para completar esa mecánica
@@juanmanuelrodriguezarango4415 I'm sure this comment is really informative but: Mi español es muy mal porque aprendí Durante El colegio (idk if that's even grammatically correct)
@@PixelRory Sorry, I didn't notice that I had written it in Spanish, In Paladins, when I was designing Fernando or Makoa, I don’t remember well, they had a bug where after they tied up an enemy with their hook (Fernando used to have a hook instead of the fireball) they could throw the enemy in any direction, the developers found it very entertaining and in the end they ended up turning that bug into Khan’s ultimate ability and another example also related to the Hi-Rez developers can be found in the Tribes game franchise, this franchise was the one that invented the mechanic of being able to slide on the ground and walls in the maps, and this also arose from a bug, if you pressed the jump button too fast in the first game of the franchise, landing with your character made you slide a little, after discovering that people started using autoclickers to see how much the character could slide, in the end the developers liked it so much that they ended up making it the main mechanic of the franchise, plus these games also invented the flight system that Phara uses and they also added the grappling hook system capable of turning with inertia like the one used by Wrecking Ball (not sure if they invented that one too) to complete that mechanic
Project moon ost mentioned in the description. This comment section is under project moon fans jurisdiction. ACTIVATE SLEEPING AGENTS Glory to Project Moon!
Smite’s Nemesis is a really interesting one. It was intended to only give a second dash if it landed a hit - a fairly standard thing for double-cast abilities in that game…but on release, it was bugged and always gave two. After a VERY short period of it being fixed, just about everyone agreed it was horrific. It was promptly reverted, and shortly thereafter “fixed” in that it was no longer relying on a bugged.
@@bazzfromthebackground3696 I did talk about them? Not at length as they've been discussed to absolute death but I do mention them at 1:09. There's nothing for me to say that hasn't already been mentioned so I personally see it as meaningless to bring up in more detail since the vast majority are aware of it
While TF2 was in this video, the rocket jump is just not that impressive as to how Spy changed from Classic to 2 Basically there was a bug only with Spy that for some reason enemies could see you as part of their team but get killed either way That later transformed into the disguise kit Spy has in TF2, it literally changed everything about the class
3:11 iirc the reason slam storage works is because the momentum you get from jumping after a slam is based off of the time you have been slamming for. Wall jumps cancel your downwards momentum but the game still thinks you are slamming so the timer keeps going up. Meaning that the game thinks you slammed from way higher than you actually have leading to you getting insane height when you jump. This is useful if you either want to go up very fast (like at the start of 3-2 for example) or alternatively if you slide then jump the speed from the slam transfers into horizontal speed which can let you get a lot of speed off of basically nothing (also if you press jump and slide at the same time you go up and forward and its very funny)
No mention of hitfalling from rivals of aether? probably one of the coolest pieces of tech in a platform fighter for those unfamiliar, when programming the ability to fastfall, essentially the only requirement was that you couldn't have any upwards momentum unintentionally, this would let you fastfall out of hitstop (the period where both characters freeze for a moment to sell the impact of a hit), leading to incredibly expressive combos and dynamic advantages states without coming at the cost of the game's neutral, since you needed to actually land a hit to do it in the first place
Surprised you didn't include rocket riding, one of Fortnite's most famous memes created from an issue with the jack o lantern launcher, though I guess I don't want to hear an Irish lad rambling about Fortnite
Brings up genre-defining bugs, leads in with arena shooters, and *_doesn't_* mention air strafing? Ok, maybe I'm a nerd, but that was egregious, although TBF it could arguably be covered under the short mention of "b-hopping" later on. An explanation of the Ultrakill features: parrying is simply creating an extremely short-lived hitbox in front of the player, checking for parryable attacks within that hitbox, making you invulnerable for an extremely short duration (likely the same lifespan as the hitbox), and firing the parry projectile. Since "parryable attack" is programmatically calculated to be "any attack or combination thereof that can do more than 1 damage, and is not on the 'unparryable attack' list" and all guns do in fact deal self damage, shotgun blasts count. Slam storage is a combination of the intended mechanic that jump after slam should propel you upward to your starting position, the upward momentum of that jump is calculated as a scalar of "time in slam animation" ("scalar" is a fancy way to say "multiply by some constant number, which I probably discovered by guess-and-check"); and wall hopping, which cancels all downward momentum no matter what. This is why modern AA+ games never use timers for anything physics-related -- they inevitably produce unintended (and unwanted, if you're a fun-hating geezer) movement mechanics. Also, the Moira OG fade jump is the same thing that happens on Doom punch diags and bounces, Ball bounces, and Rein bounces (you can bounce off players, BTW -- this is why when Hog hooks you onto his head, you can jump into the stratosphere). The height on bounce/diag scales with speed, which is why _my_ personal Doom balance patch would be revert to DPS Doom, nerf punch damage to 100 HP max (impact + wall impact, say 50 each on full charge), reduce punch charge time, reduce distance traveled by punch and punched characters, increase punch speed to current charge punch speed, stop punch from traveling through barriers (like Brig bash used to do, no idea why that isn't a thing anymore), never remove air control from enemy on uppercut or slam, boop then away like Lucio boop on uppercut (but more up, I still want to kill Bap out of lamp, that was a classic funny), and nerf overhealth gain to something abysmal. He's going to be shit, I don't care. I just want to go to the skybox on the other side of the map when I press right click while looking at a fence post. Heck, DPS Doom is still a valid tank by Mauga or Ball standards, if you want to keep stuns to the tank category. I don't understand OG superjump. That was straight spaghetti code. Thank you for coming to my TED talk.
Another Bug that turned into a feature was the spy from team fortress 2. In the original team fortress classic, the spy would sometimes spawn with the wrong color, which eventually turned into the spy’s disguise kit
Huh.
note: that wasn't tfc, it was actually quake fortress mod afaik
Wtf was the spy's original playstyle if not *being a spy*
EDIT 27-10-2024: Turns out I misremembered and IT WAS INDEED A BUG, but one discovered by the lead dev before release. In the commentary stream they also go on to mention intended features confused for bugs, thereby the confusion.
SOURCE WITH TIMESTAMP (2:05:45): ua-cam.com/video/kaImho5JioI/v-deo.htmlsi=_wpU61eVlkCw7Uzc&t=7546
On Hakita's first developer commentary stream, he confirmed that parrying your own shotgun bullets always has been an intended feature from even before adding the shotgun. The belief that it was a bug turned feature is a common misconception in the community, often caused by people hearing about it, thinking "that sounds about right", and sharing it without scrutiny.
@@NekuZX I did not know this, thank you!
@@PixelRory you didn't know it because it's not true
I'm pretty sure the commenter is mixing up what he said about shotgun swapping with proj boosting otherwise I have no idea what they're talking about
When did he confirm this? Bc I remember playing one of the early itchio demos where it was a bug, and I remember it got updated to be a proper feature and had to be nerfed significantly (the og bug version had every pellet become explosive and counted as 10 parries at once iirc so it was ridiculously overpowered)
@@Arakus99 After checking the dev commentary again, it seems that I completely misremembered what they said.
ua-cam.com/video/kaImho5JioI/v-deo.htmlsi=rq3VC9Lpa1aZOoTW&t=7546
IT WAS INDEED A BUG, but it was discovered during development, so it's been in the game since release.
Hakita in the stream then goes to mention a few other features that were intended features that people assume are bugs, thereby the confusion.
@@mistical5030 Yeup. That's literally what happened. My bad!
3:41 if you slide jump instead of just jumping after a slam storage you get all of the vertical momentum converted into horizontal speed, making you go really fast :3
What i think is interesting is that mercy's slingshot, itself was a bug.
Then slingslot was turned into a feature, which spawned superjump, which was then turned into a feature.
So for warframe, coptering (or zoren coptering because it was the best weapon for it) goes deeper. It wasnt really finicky, just melee while sliding at any point, basically crouch jumping with a cooldown as far as inputs required.
Second there was a step in between coptering getting removed and bullet jump getting added. They reworked melee to give it an attack that was meant to be used to hit flying enemies because they wanted to rework melee to be able to be used completely on its own.
As it turns out this just gave us a spinny attack in the air that gave us momentum and since then became a staple for movement techs until FINALLY they removed old wall running, the directional melee as it was called, and gave us bullet jumping.
I wouldnt call the second iteration a bug, but definitely is an unintended mechanic being embraced as a movement tech that inspired bullet jumping!
no mention of Doomfist movement tech bugs :(
@@stiffbored spoke a lot about those in my reworks video but basically: they were bugs, which got fixed then blizzard patched them back in but not as features, they patched the bugs back in but in the wrong way so the bugs are different than before and actually way more buggy to try complete
Though since you're mentioning doom I'm sure you already knew that.. my bad! But that's why I didn't mention him here as they weren't actually patched in as intentional mechanics
idk if im surprised Landfall werent mentioned or if im not, since theyre basically the kings of its not a bug its a feature
4:38 the technique was also (and far more commonly) called Zorencoptering, after the Dual Zoren melee weapon that was the most common choice to do this with. I think it was because the Dual Zoren has an extremely high attack speed, which made the technique easier to perform, and is a Dual Blades weapon, which I believe has the furthest-travelling slide attack in the game. The weapon shown in the video demonstrating the technique is the Dual Ichor, a weapon in the same class as the Dual Zoren that is overall stronger but has a lower attack speed, making it better for combat but slightly worse for traversal.
3:10 Usually, when you do a normal Slam Jump, V1 falls at a consistent speed, so Hakita probably programmed it to count how LONG you've been falling instead of the actual height you fall from. This way, when you Slam Storage, the game thinks you're falling a long distance because you spend a long time in the air, hence the super-high bounce.
Grover from Paladins has vine tech that allows him to fly across the map. They only recently added it to the description of his ability, but its been known that the devs weren't going to fix it for year. There is also a patch where Seris's ammo card was bugged to proc twice. They fixed it but they realized the card was bad after that, so they doubled the ammo it gives a patch later.
Another example is The Legend of Zelda TotK which reinvented the mechanics of BotW that many pros used to speedrun the game
Day 31 of asking for an Irish Review of Risk of- WAIT WHAT DO YOU MEAN YOU MENTIONED ULTRAKILL??
@dynamic-dranah bro, it doesn't work that wa- OH MY GAWD IS THAT REAL JOHN ULTRAKILL!?
Splatoon recognized sub-strafing, a technique people discovered in the first game where aiming most of the sub-weapon cancels your momentum, into a legitimate thing with all sub-weapons able to do it since an early patch in the sequel. Not sure if it counts as a bug but it was definitely not an intended feature!
3:11
the math would roughly be
if slamming = true
stored jump height = arbitrary number times time spent slamming
slam stoarge works by cheesing the "time spent slamming" variable to get super high
One of the craziest examples of this not in the video is probably GunZ: The Duel.
A third person shooter where almost anything could be animation cancelled, and due to spaghetti code, they could slightly change the physicis of the character.
For example, there's some animation cancels that slow down the player's fall speed along with harder to do ones that let the player fall even slower.
This combined with the other animation cancels, caused really good players to effectively go airborne for most fights. Zigzagging violently at extreme speeds.
The spaghetti code went so weird that swordplay had a insane amount of complexity as well. With the weirdest part of all of this being how consistent all of it was. With logically harder versions of easier to do techniques. It almost felt intentional how fluidly the player's could improve due to how consistent the logic of the techniques were.
7:02 Limbus Company 3.5 Intervallo music
Slam storage basically happens because slam jumps go higher the further you slam, but because the slam calculates height by time spent slamming and you can wall jump while in the slam state, it quickly maxes out the slam jump height. A normal slam is a fraction of a second, so a full second or two of airtime while “slamming” is considered a lot
Shoutout to Riven's wallhop from LoL, originally an inconsistent bug.
Paddy the woz 💀💀
@@user-js1mf7gg8t that's a new one
Loved learning the tech back in ow1,, ow2 fade feels like molasses by comparison, and the mercy tech is different enough to be its own thing.
Looking at the title of the video, my first thought were illegal moves made possible in Pokémon. In SV, for example, Female Indeedee caught in Tera Raids had access to Trick Move, which is normally exclusive to its Male counterpart.
Because of it being a legitimate bug that you could catch, they later patched Trick Room into its TM learnset.
The Pro Skater community was basically built off bugs, with people finding new ways to get crazy air and speed.
I love Bullet Jumps and Combos, it's so interesting to think that they used to be a bug and now they're the most easily recognisable part of the game/genre.
An interesting case of this is rocket league as they rarely patch non games breaking bugs. The best example is the flip reset which is an unintended mechanic added when they made it so landing on ceilings give you a flip and when your car hits the ball with all 4 wheels it thinks you landed on a wall. Another bug is the pinch where you just pinch the ball between the car and another object and it goes flying at max speed.
Overall very fun and I love bugs and getting to places I'm not supposed to in games
You need to rocket jump to reach a secret level on the first Doom
fade jumping is still a thing with moira and it useful in many situations
Ow after flipping point at 99 used to go on overtime. This was bug that they fixed for ow2. Players cried about it and they added it back.
WARFRAME MENTIONED RHHHHAAAAAAAAAAAAAAAAAAAAAAARRRRR
this is alt universe scott the woz where he uses a pc instead
0:00 Persona 5 strikers music mentioned let's gooooo 🗣️🗣️🗣️🔥🔥🔥🔥🔥
For ultra kill I think the slam jump hight is calculated but the amount of time you’re in the slam animation and by jumping if the wall the codes timer keeps going up increasing the subsequent jump height
its like if scott the woz couldnt catch his breath
En Paladins, cuando estaba diseñando a Fernando o Makoa, no recuerdo bien, tenían un bug donde después de atar a un enemigo con su gancho (Fernando solía tener un gancho en lugar de la bola de fuego) podían lanzar al enemigo en cualquier dirección, a los desarrolladores les pareció muy entretenido y al final terminaron convirtiendo ese bug en la habilidad definitiva de Khan
y otro ejemplo también relacionado con los desarrolladores de Hi-Rez lo podemos encontrar en la franquicia de juegos Tribes, esta franquicia fue la que inventó la mecánica de poder deslizarse por el suelo y las paredes en los mapas, y esto también surgió de un bug, si presionabas el botón de salto demasiado rápido en el primer juego de la franquicia, aterrizar con tu personaje te hacía deslizar un poco, después de descubrir eso la gente empezó a usar autoclickers para ver cuánto podía deslizarse el personaje, al final a los desarrolladores les gustó tanto que terminaron convirtiéndolo en la mecánica principal de la franquicia, además de que estos juegos también inventaron el sistema de vuelo que usa Phara y también añadieron el sistema de gancho de agarre capaz de girar con inercia como el que usaba por Wrecking Ball (no estoy seguro si eso también lo inventaron ellos) para completar esa mecánica
@@juanmanuelrodriguezarango4415 I'm sure this comment is really informative but:
Mi español es muy mal porque aprendí Durante El colegio (idk if that's even grammatically correct)
@@PixelRory Sorry, I didn't notice that I had written it in Spanish,
In Paladins, when I was designing Fernando or Makoa, I don’t remember well, they had a bug where after they tied up an enemy with their hook (Fernando used to have a hook instead of the fireball) they could throw the enemy in any direction, the developers found it very entertaining and in the end they ended up turning that bug into Khan’s ultimate ability
and another example also related to the Hi-Rez developers can be found in the Tribes game franchise, this franchise was the one that invented the mechanic of being able to slide on the ground and walls in the maps, and this also arose from a bug, if you pressed the jump button too fast in the first game of the franchise, landing with your character made you slide a little, after discovering that people started using autoclickers to see how much the character could slide, in the end the developers liked it so much that they ended up making it the main mechanic of the franchise, plus these games also invented the flight system that Phara uses and they also added the grappling hook system capable of turning with inertia like the one used by Wrecking Ball (not sure if they invented that one too) to complete that mechanic
I have to admit, I've only watched a video and a half by this guy, but the little skits give me old Scott the Woz vibes, which I love
Was really expecting Stardew Valley to be mentioned
surprised tap-strafing in Apex wasnt mentioned, yet amazing video
Another bug turned featured is the flip reset in rocket league this takes advantage of the balls surface being counted as a wall or floor
Hell yeah some Gigantic gameplay!
if you shaved your head youd look exactly like lol off tracy beaker
havent finished the video yet but Hoiks in Terraria comes to mind.
Project moon ost mentioned in the description.
This comment section is under project moon fans jurisdiction.
ACTIVATE SLEEPING AGENTS
Glory to Project Moon!
Team fortresses is made with half life engine not quake despite gold source being glorified quake engine
Loving the OWWC jersey in the back 🙌
What about the hoik from terraria? TLDR if you hammer blocks in a certain way then you would rapidly clip through them at a rapid pace.
What about halo 5’s wacky weapon fusion bug, that was kept in intentionally and made into a feature of forge when it eventually was added to infinite
Doomfist tech would be cool to talk about, although most of it isn't usefull in ow2 because of kit change
Smite’s Nemesis is a really interesting one. It was intended to only give a second dash if it landed a hit - a fairly standard thing for double-cast abilities in that game…but on release, it was bugged and always gave two. After a VERY short period of it being fixed, just about everyone agreed it was horrific. It was promptly reverted, and shortly thereafter “fixed” in that it was no longer relying on a bugged.
I can't believe you didn't even talk about combos.
Combos in fighting games were a bug in one game that became a feature throughout the genre!
@@bazzfromthebackground3696 I did talk about them? Not at length as they've been discussed to absolute death but I do mention them at 1:09. There's nothing for me to say that hasn't already been mentioned so I personally see it as meaningless to bring up in more detail since the vast majority are aware of it
7:03 Is that mf limbus company music?
To be specific: the Hell's chicken story theme from intervalo 1?
ultrakill takes it to the next level
While TF2 was in this video, the rocket jump is just not that impressive as to how Spy changed from Classic to 2
Basically there was a bug only with Spy that for some reason enemies could see you as part of their team but get killed either way
That later transformed into the disguise kit Spy has in TF2, it literally changed everything about the class
I don't like to compare youtubers but you remind me a lot of what I love from Scott the Wozz!
Holy shit it's irish scott the woz
YOU TRICKED ME INTO WATCHING AN OVERWATCH VIDEO HOW DARE YOU
0:08 LOOK MA IM ON TV
3:11 iirc the reason slam storage works is because the momentum you get from jumping after a slam is based off of the time you have been slamming for. Wall jumps cancel your downwards momentum but the game still thinks you are slamming so the timer keeps going up. Meaning that the game thinks you slammed from way higher than you actually have leading to you getting insane height when you jump. This is useful if you either want to go up very fast (like at the start of 3-2 for example) or alternatively if you slide then jump the speed from the slam transfers into horizontal speed which can let you get a lot of speed off of basically nothing (also if you press jump and slide at the same time you go up and forward and its very funny)
0:08 OMG IM ALSO THERE
I surprised you got overwatch without bringing up doomfist
No mention of hitfalling from rivals of aether? probably one of the coolest pieces of tech in a platform fighter
for those unfamiliar, when programming the ability to fastfall, essentially the only requirement was that you couldn't have any upwards momentum
unintentionally, this would let you fastfall out of hitstop (the period where both characters freeze for a moment to sell the impact of a hit), leading to incredibly expressive combos and dynamic advantages states without coming at the cost of the game's neutral, since you needed to actually land a hit to do it in the first place
Bethesda's motto
Terraria - Hoik ( if thats how they are spelt. )
The Goat simulator video
Surprised you didn't include rocket riding, one of Fortnite's most famous memes created from an issue with the jack o lantern launcher, though I guess I don't want to hear an Irish lad rambling about Fortnite
@@artilire I assure you, you definitely don't LMAO
Oh, ya! Love the vid day 24. I didn't forget, you did... ya
i love when the little white man in my phone talks about games i hate to play
Brings up genre-defining bugs, leads in with arena shooters, and *_doesn't_* mention air strafing? Ok, maybe I'm a nerd, but that was egregious, although TBF it could arguably be covered under the short mention of "b-hopping" later on.
An explanation of the Ultrakill features: parrying is simply creating an extremely short-lived hitbox in front of the player, checking for parryable attacks within that hitbox, making you invulnerable for an extremely short duration (likely the same lifespan as the hitbox), and firing the parry projectile. Since "parryable attack" is programmatically calculated to be "any attack or combination thereof that can do more than 1 damage, and is not on the 'unparryable attack' list" and all guns do in fact deal self damage, shotgun blasts count.
Slam storage is a combination of the intended mechanic that jump after slam should propel you upward to your starting position, the upward momentum of that jump is calculated as a scalar of "time in slam animation" ("scalar" is a fancy way to say "multiply by some constant number, which I probably discovered by guess-and-check"); and wall hopping, which cancels all downward momentum no matter what. This is why modern AA+ games never use timers for anything physics-related -- they inevitably produce unintended (and unwanted, if you're a fun-hating geezer) movement mechanics.
Also, the Moira OG fade jump is the same thing that happens on Doom punch diags and bounces, Ball bounces, and Rein bounces (you can bounce off players, BTW -- this is why when Hog hooks you onto his head, you can jump into the stratosphere). The height on bounce/diag scales with speed, which is why _my_ personal Doom balance patch would be revert to DPS Doom, nerf punch damage to 100 HP max (impact + wall impact, say 50 each on full charge), reduce punch charge time, reduce distance traveled by punch and punched characters, increase punch speed to current charge punch speed, stop punch from traveling through barriers (like Brig bash used to do, no idea why that isn't a thing anymore), never remove air control from enemy on uppercut or slam, boop then away like Lucio boop on uppercut (but more up, I still want to kill Bap out of lamp, that was a classic funny), and nerf overhealth gain to something abysmal. He's going to be shit, I don't care. I just want to go to the skybox on the other side of the map when I press right click while looking at a fence post. Heck, DPS Doom is still a valid tank by Mauga or Ball standards, if you want to keep stuns to the tank category.
I don't understand OG superjump. That was straight spaghetti code. Thank you for coming to my TED talk.
i love hakita
PIXEL RORY UPLOAD WOO
For movement Titanfall and apex
Nice vid Rory
terraria hoiks
"mercy" and "skill expression" together in so many sentences 😭😭😭 sir you made my day
go hit top 500 with her then
@@WunderwaffePrime one sec just gotta pay some random t500 guy to boost me there
Everythingin terraria
Has he heard of dead by daylight?
idk man that cockroach looking like a bug
WOOOOO WE EATING GOOD TONIGHT
These games would be so much worse without these
First
Ya...
I have become the very thing I saw to destroy
replying to yourself twice as if it's a conversation is crazy