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I was tempted to post some Halo examples (not to mention Morrowind!), as I was really big into the Halo:CE jumping community back in, oh, 2001/2002. I have many, many fond memories of halo.bungie.org and the like — in fact, I remember seeing sneaky Halo-related hints on Bungie's website before they even did the famous reveal during a Macworld keynote (with you-know-who): http://www.youtube.com/watch?v=y2obYHzJ3n8.

Then, Halo 2 came out with off-the-shelf Havok physics replacing the (wonderfully) "buggy" penalty springs-based physics from H:CE. Because Havok was "more-realistic", it was extremely difficult to do the sort of insane physics-stunting the first game allowed. It was this single change that turned me off of the rest of the Halo series.

Like Super Metroid, H:CE was a magnificent case of the weaknesses in code allowing for brilliant system-breaking ingenuity on the part of users. And as long as video game devs are forcing themselves to the very bleeding edge of technology under a merciless deadline, we're bound to see more "glitchy" games offering plenty of opportunity to enterprising and creative sequence-breakers, speedrunners, stunters, and the like.




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