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Glitchwords

Welcome to GlitchBlog’s glitching dictionary. Glitchwords is the very first collection of glitching terms created to define the world of video game glitches. Glitchwords is a constantly updated and edited source of information, and we strongly encourage that you give suggestions, throw around ideas, and point out corrections in our forums.

A

AI (n) – artificial intelligence; the property of a computer controlled character that allows it to realistically react to its environment

achievement glitch (n) – a glitch occurring in an Xbox or Windows Live game that unlocks an achievement in a manner not normally intended; may also include the attainment of trophies in PlayStation 3 games

assisted aim (n) – an aiming handicap generally found in console games that makes it easier for the player to hit a target

auto-aim (n) – an aiming handicap that allows the player to automatically hit a target

B

beta (n) – a test of an unfinished game meant to discover any problems with the code that have eluded the developers

boosting (v) – exploiting a design flaw in a multiplayer game to artificially raise a level or rank

bug (n) – faulty coding that causes a negative effect; a bad glitch

C

capture card (n) – a device connected either internally or externally to a computer that will transfer and record audio and video data from a source

cheat code (n) – a feature implemented by a game’s developers that allows the player access to previously inaccessible material

cheating (v) – the act of abusing a trick, glitch, or other exploit to gain an unfair competitive advantage

checkpoint (n) – a designated point(s) in a level that the player will return to upon death or restart

clipping (n) – when a player passes through geometry or textures in a game environment

cloning (n) – when a player creates duplicates of one or more objects in a game environment

collection (n) – a grouping and organization of objects in a game environment

combo (n) – a series of button presses that will initiate a special move or ability

co-op (n) – cooperative play of a game’s campaign or story mode

crash (n) – when a game freezes or ceases to run as intended; a game-ending glitch

D

death barrier (n) – an invisible barrier in a game environment that, if touched, will cause the player to die or respawn; a barrier meant to prevent a player from moving beyond a specific area

debug menu (n) – a menu used during a game’s development to easily adjust various attributes of the game

demo (n) – a publicly available trial of an unfinished game that offers a sample of a game’s content

disc-read error (n) – an error occurring when a game console is unable to read data from a game disc

dummy (n) – a cloned version of a player’s avatar

E

Easter egg (n) – a hidden object, texture, or sound; a secret created by a game developer

elastic barrier (n) – an invisible barrier that pushes a player away from it; a barrier used to prevent a player from moving past a specified area

elevator glitch (n) – a glitch that causes unaided and typically stationary ascent through a game environment

exploration (n) the act of traveling outside of the normal bounds of a game environment

F

fort building (n) – using objects in a game environment to create a structure

framerate (n) – the number of consecutively rendered frames of animation; the number of frames per second

G

game-ending glitch (n) – a glitch that forces the player to restart their game console, prevents normal progress, or forces a player to load a prior game save to continue progress

game engine (n) – the core component of a game that governs the majority of its functions

glitch (n) – an action performed within the bounds of the game engine that was not intended to occur by the game’s developers

glitcher (n) – anyone who performs a glitch

glitching (v) – the act of performing a glitch

glitchy (adj) – describes a game acting strangely or unexpectedly due to bugs or glitches

H

hit detection (n) – the property of a game engine that determines where contact is made between two objects

host (n) – the player whose connection is used to run an online match

I

invisible floor (n) – an invisible surface that can be traveled on by the player

invisible wall (n) – an invisible barrier created to hinder a player’s movement

J

jump (v) – the act of leaving the main surface of a game environment

K

L

lag (n) – a condition caused by a poor connection in online games that causes the frame rate to drop

launch (n) – a glitch in a game’s physics engine that allows objects to be propelled by use of force

level (n) – a specific game environment

level geometry (n) – solid objects in a game environment made up of polygons

linear (adj) – game design that does not afford the player freedom of choice

load (v) – the streaming of data from a disc, hard drive, or other storage medium for use within a level

loading glitch (n) – a glitch that occurs during or as a result of a game loading data

lock-on (n) – an aiming handicap that allows a player to remain targeted to another player or object

M

mod (n) – modification; any user-created alteration made to a game’s code

N

NPC (n) – non-playable character

O

object overload (n) – the disappearance of objects in a game environment that occurs when a large number of objects are in close proximity

OoB (adj) – out of bounds; the condition of being outside of the normal bounds of the game environment

open-ended (adj) – game design that affords the player freedom of choice

out of the level (n) – the condition of being outside of the normal bounds of the game environment

P

partner jump (n) – the cooperative act of jumping from the head of an already jumping player to gain greater height

patch (n) – officially created code meant to repair or improve previously created code

physics-based glitch – (n) a glitch that occurs as the result of a game’s physics engine

physics engine (n) – the component of a game that controls how objects move and react to each other in the game environment

polygon (n) – a multi-sided shape combined with other shapes to create three-dimensional objects

pop-in (n) – when previously distant or unseen objects suddenly appear in view

pop-up glitch (n) – a glitch that causes a player’s avatar to jump up to an object of higher elevation

pressure launch (n) – when great pressure between two objects causes one to go inside of the other and be propelled out

Q

R

ragdoll glitch (n) – a glitch that occurs as the result of faulty ragdoll physics

ragdoll physics (n) – refers to the physics that govern the movement of dead, incapacitated, or airborne characters in a game environment

respawn (v) – the return to play following death, failure, or other circumstances

rocket jump (v) – to launch a player’s avatar with a rocket launcher or similarly explosive weapon

S

sandbox (adj) – describes games that are open-ended in nature

save eraser (n) – a glitch that causes the deletion of saved data

scripted event (n) – an event that will occur regardless of the player’s actions

secret room (n) – refers to any area in a game that cannot be accessed without the use of a glitch

sequence breaking (n) – using shortcuts during a speedrun to skip sequences of gameplay

shakeycam (adj) – describes video recorded with a handheld or portable video camera

skydive (v) – the launch of a player’s avatar followed by a rapid descent back to the normal game environment

slide wall (n) – an invisible barrier found on slanted surfaces that causes the player to slide downwards

spawn point (n) – the location of respawn

speedrun (n) – the completion of a videogame in the shortest amount of time possible

sticky barrier (n) – an invisible barrier that the player sticks to after jumping

T

texture (n) – a two-dimensional surface placed on level geometry to give the illusion of form

texture gap (n) – a space between two textures

tool-assisted speedrun (n) – a speedrun created with assistance from an emulator or other related tools

trick (n) – synonymous with glitch, or an action performed with the use of a glitch

tut. (n) – tutorial; an explanation of how to perform a trick or glitch

U

under the level (n) – the condition of having fallen beneath the normal bounds of the game environment; sometimes referred to as “falling through the map”

V

variety video (n) – a single video that demonstrates an assortment of tricks and glitches

W

wormhole (n) – any space between textures or level geometry that allows objects to pass through

X

Y

Z

(last updated on 2/27/10)