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10 Accidents and Making Mistakes That Lead to Big Changes in the Video Game World

BingMag.com 10 <b>Accidents</b> and <b>Making</b> <b>Mistakes</b> <b>That</b> <b>Lead</b> to <b>Big</b> <b>Changes</b> in the <b>Video</b> <b>Game</b> World

The prerequisite for innovation and initiative is usually planning, perseverance and patience. If you have an idea for innovation, it may take years for it to work. From time to time, however, innovation and initiative happen quite by accident. Chocolate Chip Cookies and Microwave Ovens were innovations and inventions That were made by mistake, but became the greatest inventions in their field.

has it? In all respects. Sometimes Game developers accidentally do things That give rise to new and amazing innovations and innovations. Sometimes gaming companies make very bad decisions That Lead to disastrous results. The following is a list of random decisions made by Game developers and gaming companies in the industry That have played a role in shaping the gaming industry. These include sheer errors, technical mediations, and even a few legal issues. Here are you and here are 10 lip Accidents That led to Big Changes in the Game world:

10. Gradual increase in difficulty ( Difficulty Spike )

Game: Space Invaders

Platform: Arcade

BingMag.com 10 <b>Accidents</b> and <b>Making</b> <b>Mistakes</b> <b>That</b> <b>Lead</b> to <b>Big</b> <b>Changes</b> in the <b>Video</b> <b>Game</b> World

Let's List Let's go back to the 1970s, the decade with the hottest disco music, fashion slippers and high-heeled shoes, all with long hair, 85% of all TV cartoons belonged to Hannah Barbara Studios, and Video games to childhood. Were left behind. If you've been watching Angry Video Game Nerd, you probably know how old-fashioned home consoles were at the time. But let's get to the point. The development That I want to point out in this entry is how the space invaders arcade Game introduced the concept of a gradual increase in difficulty to the Game world. Ordinary computers at the time were not strong enough for Game developer Tomohiro Nishikado to carry out his initial idea, so he had to build the computer himself, and even then, it was not powerful enough. To enable enemies to move as fast as they intended.

However, Nishikado found That the more attacking players the more ships exploded, the faster and faster they moved, because There were fewer of them on the screen, and reducing them made the computer's memory more private; Because of this, the computer could more easily process faster enemies. Therefore, the more you progressed in the game, the harder the Game became. Unfortunately or fortunately, this random initiative was the basis for a gradual increase in the difficulty of Video games.

9. Combos ( Combos )

Game: Street Fighter 2: Street Fighter II: The World Warrior)

Release Year: 1991
Platform: Arcade

BingMag.com 10 <b>Accidents</b> and <b>Making</b> <b>Mistakes</b> <b>That</b> <b>Lead</b> to <b>Big</b> <b>Changes</b> in the <b>Video</b> <b>Game</b> World

There is no doubt about the importance of Street Fighter 2: World Warrior. This arcade fighting Game made a lot of noise when it was released in 1991. Still, people remember the fighters of the Game and their symbolic gestures like Hadooken Ken and Ryu and Sonicoboom Guile. The Game was even mentioned in one of the episodes of the popular Baywatch series called Pier Pressure. There is also the infamous and mistranslated phrase "You have to defeat Sheng Long to have a chance". Now we come to the part where we talk about the middle ground. One of the main mechanisms of the Game was its combo system, according to which players had to perform several movements in a chain to inflict more damage than usual. However, the goal of the Game developers was not to include such a mechanism in the final version of the game.

Noritaka Funamizu, the game's senior developer, noticed a bug while testing the game. He found the bug at the point of punching the car. He realized That when he puts two punches in a row into a car, the Game counts as one punch. For Fonamizu, the move was very difficult to execute, so he kept it in the final version of the game. But he realized That he was badly mistaken, and since then comos have become not only a symbolic element of fighting games, but also a symbolic element of Video games.

8. Original Theme Song ( The Theme Song )

Game: The Legend of Zelda

Release year: 1986
Platform: NES

BingMag.com 10 <b>Accidents</b> and <b>Making</b> <b>Mistakes</b> <b>That</b> <b>Lead</b> to <b>Big</b> <b>Changes</b> in the <b>Video</b> <b>Game</b> World

When it comes to popular music themes, the legend of Zelda is one of the best. Sometimes the soundtrack of a set or even a whole orchestra is dedicated to a song That has succeeded in evoking all kinds of emotions in the audience throughout the games of a set. The main theme of each series, which is usually played in the home menu of all games in the series, and even the most casual players can identify it, has become one of the most valuable identifying elements of the Big franchises. But did you know That the main theme might never come to fruition? Because in my opinion, this song was suitable for the opening text. However, he ran into a legal problem. The song was still protected by copyright in Japan. In Japan, most pieces of music are allowed for public use 50 years after the composer's death. Although the copyright of the piece expired in another month, Miyamoto did not consider it permissible to delay the game, so Koji Kondo had to stay up all night to make a replacement. You read That right. One of the most iconic pieces of music in the Game industry was originally a rush and the result of its creator's liveliness. But the scary thing is That if the Game was finished a month later, we would lose one of the classic parts of the Game industry forever.

7. Breaking the Superhero Game Curse ( Breaking the Superhero Game Curse )

Game: Batman: Arkham Asylum ( Batman: Arkham Asylum)

Release year: 2009
Platforms: PlayStation 3, Xbox 360, PC

BingMag.com 10 <b>Accidents</b> and <b>Making</b> <b>Mistakes</b> <b>That</b> <b>Lead</b> to <b>Big</b> <b>Changes</b> in the <b>Video</b> <b>Game</b> World

It's hard to believe, but the Batman-based Game is one of the best Video games in history. Although quality Batman-centric games have been made in the past, none of them have used the full potential of the console built on them to deliver a Game worthy of a cloak fight. This was because most of these games were made as Ashantion for Batman's latest movie or cartoon in order to bring more profit to their publisher under their umbrella. In Making a series of other Batman games, the developer did not know exactly what he was doing. However, Rocksteady came and changed everything; The studio came up with a formula for superhero games That wanted to be great. However, this would never have happened if Pandemic Studios had failed to satisfy Electronic Arts.

When Christopher Nolan's "The Dark Knight" on July 18 Released in 2008, an adaptation Game was to be released at the same time. Electronic Arts, which owned Pendemic Studios, gave them the task of Making a Game based on the Dark Knight. However, by the time the film was released, Pendemic Studios was not even close to finalizing the game. It is reported That due to the unpreparedness of the game, Electronic Arts lost 100 million potential profits, thousands lost their jobs and Pandemic Studio was closed. As a result of this defeat, Eidos was given the freedom to license any Batman-based Game to any studio it wanted. They gave the point to Rocksteady Studios, a company That had only made one Game so far and That Game had received good, but not great, scores. The Game development team was 40 people at the beginning of the project and 60 people at the end of the project, but they had a special privilege That the others lacked: love and affection. In fact, one of the Game developers spent two years perfecting the design of the Batman cape. The result was one of the best games of the seventh generation.

6. In-Game Cheat Codes ( In-Game Cheat Codes )

Game: Gradius

Release Year: 1985
Platform: Arcade

BingMag.com 10 <b>Accidents</b> and <b>Making</b> <b>Mistakes</b> <b>That</b> <b>Lead</b> to <b>Big</b> <b>Changes</b> in the <b>Video</b> <b>Game</b> World

Top , Up, down, down, left, right, left, right, B, A, starter.

How many readers of this article keep this code? Given the very high degree of difficulty of Konami Micro Games (NES), I think a large audience of these games should keep this code. This is the code That was the starting point for everything: The Konami Code. This code has been used in many games: in Contra, its use is to add 30 lives to the player; In solid gears 3 and 4, its use is to show the location of some bases; In Gradius, its use is to provide the player with access to almost all powers. The code is so popular That it even has a place in popular culture, and is referenced in the episode "Space Cadet" by Family Guy and the animated Wreck-it Ralph. Although Kazuhisa Hashimoto deliberately included the code in the NES version of Gradius, it was to make it easier for him to test the game.

He intended to do so before the Game was ready for release. Delete this code, but forgot to do so until someone discovered it. Since then, this code has been a staple of Konami games (and beyond). Although Hashimoto died on February 25, 2020, his legacy will last as long as there are Video games.

5. Stealth ( Stealth )

Game: Metal Gear

Platform: MSX2 PC

BingMag.com 10 <b>Accidents</b> and <b>Making</b> <b>Mistakes</b> <b>That</b> <b>Lead</b> to <b>Big</b> <b>Changes</b> in the <b>Video</b> <b>Game</b> World

Hideo Kojima is one of the most unpredictable Players. From the ability to read your memory card by Psycho Mantis in Metal Gear Solid to the Fission Mailed scene in Metal Gear Solid 2: Sons of Liberty, you can never guess what trick he has in his sleeve. has it. His unpredictability began with the first Game of the Metal Gear series. But did you know That Metal Gear was not supposed to be a stealth Game based on avoiding being seen? The Game was originally intended to allow the player to fight several people at once, like Chuck Norris. However, the power of the MSX2 console was not enough to allow Kojima to put his idea into action.

What was the solution? That the player does not allow the enemy to see him. Inspired by Paul Brickhill's novel The Great Escape, Kojima designed the Game in such a way That the player would not let his enemies or CCTV cameras see him. Hiding under a cardboard box - which has now become one of the iconic elements of Metal Gear - was also built into the game. Can you imagine Metal Gear heroes like Solid Snick and Big Boss hitting the enemy in the heart? I can not.

4. Wanted Levels ( Wanted Levels )

Game: Grand Theft Auto

Year of Publication: 1997
Platform: Computer

BingMag.com 10 <b>Accidents</b> and <b>Making</b> <b>Mistakes</b> <b>That</b> <b>Lead</b> to <b>Big</b> <b>Changes</b> in the <b>Video</b> <b>Game</b> World

Collection Grand Theft Auto is one of the most lucrative franchises in the history of the game. The series has sold more than 280 million copies so far and has brought more than $ 9 billion to Rockstar. Even this series inspired the Western series Red Dead Redemption, which brought more profit to Rockstar. All of this happened because of a bug in the process of Making a Game called Race and Chase. When the DMA (later known as Rockstar North) was Making the Game around 1995-1996, the Game was about a fight between thieves and police, in which one could take on the role of a thief and escape from the police, and then He stepped into the role of the police and tried to catch the thieves.

However, the initial build of the Game was very unstable and the AI of the police sank into the thieves' bellies like crazy. But a crucial decision prevented the Game from being canceled because BMG, the company That was supposed to release the game, was not satisfied with the development of the game. Gary Penn was the one who made this crucial decision; He embraced the idea of the police's insane artificial intelligence during the chase and eliminated the mechanism of playing the role of the police. According to him: "The Game was originally a [digital version] of thieves and police, but it evolved very quickly. Nobody wanted to play the role of the police. Being bad is more fun. The next Game turned into a jet. Remember That all of these games came true because of their artificial intelligence.

3. May ( The Fog )

Game: Silent Hill

Release year: 1999
Platform: Playstation

BingMag.com 10 <b>Accidents</b> and <b>Making</b> <b>Mistakes</b> <b>That</b> <b>Lead</b> to <b>Big</b> <b>Changes</b> in the <b>Video</b> <b>Game</b> World

Resident Evil Evil (released in 1996) helped boost the popularity of the Survival Horror genre with its limited resources, surprising horror scenes, and deep storytelling and worldliness. In 1999, Konami decided to try his luck in this genre by Making a psychological-centric psychological horror Game called Silent Hill. Silent Hill is about an ordinary man who is looking for his adopted daughter in an abandoned, mysterious and foggy city. As you explore the city, this fog creates a sense of dread and horror, as you never know what you will encounter in the next few steps. You may not know That this fog was not supposed to be present in the Game from the beginning.

Team Silent, while designing the game, realized That the PlayStation could only render a few hundred centimeters in front of the player . That's why the creators added fog to the Game to hide what did not exist from the player. This issue, along with the Taromar texture of the game, had created a unique atmosphere. In fact, the Silent Hill HD Collection version does not have this fog, and if you play this version, you will probably notice That something is out of place. So in this particular case, the graphical limitations of PlayStation were a blessing.

2. Rocket Jumping ( Rocket Jumping )

Game: Quake

Platform: Computer

BingMag.com 10 <b>Accidents</b> and <b>Making</b> <b>Mistakes</b> <b>That</b> <b>Lead</b> to <b>Big</b> <b>Changes</b> in the <b>Video</b> <b>Game</b> World

Action Games in the 90s First person were very popular. During this decade, iconic games such as Wolfenstein 3D, Doom, Goldeneye 007, Half-Life, and of course the Quick series were released. When the Quick 1 was released, it used the new Quake Engine. The engine rendered a realistic 3D environment That allowed for super-fast gameplay in exchange for reduced graphical complexity. But it did not take long for the players to succeed in using the Game engine in ways That had not occurred to the creators. One of these methods was rocket jumping.

Doom was basically the first Game in which you fired backwards by firing a rocket close to you due to the effect of the explosion. But rocket jumping was very difficult in this game, because the effect of the blow did not push you back too hard, and unlike the first personal games That were released in the future, in Doom you could not look up or down, at least not without females. After the release of Quick, rocket jumping became possible, and this mechanism, which at first seemed like a kind of Glitch, made its way into many first-person action games.

1. Mario's Symbolic Design ( Mario's Iconic Design )

Game: Donkey Kong <//>

Release Year: 1981
Platform: Arcade

BingMag.com 10 <b>Accidents</b> and <b>Making</b> <b>Mistakes</b> <b>That</b> <b>Lead</b> to <b>Big</b> <b>Changes</b> in the <b>Video</b> <b>Game</b> World

Now This is how one of the most iconic characters in the Game World came into being. Mario's symbolic design depends on three factors, which will be described below. First of all, when Shigeru Miyamoto tried to make a Game That was as successful as Pac-Man, he first wanted his main character to be Popeye the Sailor Man, made by Elzie Crsiler. But he could not get a legal license to make a Game based on the garbage sailor until 1982, so he had to create new characters. This led him to create three characters: Dunky Kang, a female character named Pauline, and a character who did not have a name at first, later named Mr. Video, then Jumpman, and finally Mario. The second factor is Mario's symbolic plumbing mustache and dress. The reason for choosing such an appearance for him was That arcade machines were very primitive in the 80's and Miyamoto could not perform a special art by combining the available colors for it. So he decided to wear a blue shirt with red work pants for the playable character to distinguish his hands from the rest of his body. He wore a Mario hat so he would not have to animate his hair. Finally, he put a Big mustache and nose on Mario's face so That he would not have to open his mouth for him.

The third factor is Mario's name. His name came from Mario Segale, the owner of a Nintendo branch warehouse in the United States, who appeared in the middle of a meeting between Minoru Arakawa and his staff one day and demanded his overdue rent. After the staff assured him That he would receive his rent, everyone agreed to name the main character of the Game "Mario". It's because of this strange series That we now have a iconic character in the World of computer games who is perhaps more famous these days than the iconic Disney character Mickey Mouse.


All right, now That the list is complete, here are a few more examples:

  • Team Fortress has a spy class because of a bug It made the players look like an enemy team.
  • Final Fantasy's popularity was due to the fact That Squaresoft used all its resources to finish the game.
  • (Tomb Raider) (Toby Gard) .
  • (Kirby) (Masashiro Sakurai) .

. (Bob Ross) : . . .

Source: GameFAQs

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