Glitch Exploits

Glitch exploits are mostly used for forcing vehicles to fly in a certain direction or for bypassing restrictions and limitations that the developers put in place that can otherwise not be bypassed. The most infamous and most often used glitches are physics abuses such as torque cannons and falling roads.

## Vehicle Based Physics Exploits

Vehicle based physics exploits are the only exploits that are beneficial for gaining positions on leaderboards. A common pattern found in these vehicle based physics exploits is that many of the vehicle based physics exploits require a road or another object that has collision to be forced inside a vehicle or the vehicle to be forced inside an object. Vehicles often make sudden motions with great force and high velocities in an attempt to remove the road or other such object from the vehicle. These sudden motions are what often causes vehicles to go flying in any given direction, although there's usually somewhat of a pattern in which direction the vehicle chooses go to in.

### Falling Road (FR)

Falling Road is an umbrella term used to refer to the 3 forms of falling roads: SFR, PFR, and MFR.

### Stuck Falling Road (SFR)

Stuck Falling Road is one of the most common physics exploits. As mentioned before, vehicles behave strangely when objects are stuck inside them. SFR works by forcing a road into a vehicle using a combination of heavy weight on the end of the road and tremendous velocity which is achieved by dropping the SFR from a great height.

SFR has gone through 2 patches in an attempt to remove this physics exploit because most leaderboards were filled with SFR solutions. Unfortunately for the developers, this exploit still exists today. It is seen much less nowadays because SFR is no longer effective on most vehicles since the 2 patches; however, SFR still works with container trucks, tanker trucks, dune buggies, compact cars, and pick-up trucks.

#### SFR Patches

SFR had gone through 2 patches that attempted to eradicate SFR from the game. The first patch (patch 1.21) was published on August 31, 2020 4:12 PM PDT. It was one of the biggest patches in terms of physics exploits as it had severly diminshed the amount of FR that apperaed on the leaderboard. Many scores that used old FR were removed from the leaderboards.

The second patch (patch 1.25) was published on October 21, 2020 8:51 AM PDT. It made some adjustments to the Stuck Falling Road Detection to try and remove the remaining SFR that was still in the game. Unfortunately for the developers, SFR still worked on a selecet few vehicles.

### Precise Falling Road (PFR)

Precise Falling Road is a precision based falling road. The timing, position, and form of the FR all play a key role in the success of a PFR, hence the name, **Precise** Falling Road. It is typically small and it's dropped from a relatively low height onto a very specific point on a vehicle. This point varies from vehicle to vehicle.

PFR is very rarely used today since it is much less poweful in modern patches than how it was a long time ago. The only vehicle that PFR still works with is the vespa.

### Mass Falling Road (MFR)

Mass Falling Road, sometimes referred to as Massive Falling Road, is a brute force type of falling road. MFR are usually large and dense blocks of (typically reinforced) road dropped from not too far above a vehicle. It's significantlly more expensive than both SFR and PFR and it's often ineffective; however, if you used on the right vehicle, MFR can produce extreme launches. Typically MFR is most useful on container trucks and tanker trucks. MFR is hardly ever useful on any levels due to it's expensive price but it has been used for some top solutions (e.g. Week 31).

### Torque Cannon (TC)

Torque cannons are different from many of the other vehicle based physics exploits in that the roads of the torque cannons don't need to hit the top of the vehicle. Torque cannons pinch the front of the vehicle that it's trying to launch and push the front of the car into the ground. Once the front of the vehicle is in contact with the ground, the vehicle gains tremendous speed seemingly out of nowhere. The physics behind torque cannons are not yet fully understood; however, the developers have given an explanation on torque cannons.

> "The compact car has desired acceleration of some 0.5m/s, but it has HP that let it accelerate at 5m/s. So while it's being stopped and not accelerating, it builds up torque to max, and after road breaks, it uses that max torque for a few moments until it goes down. In those moments it accelerates."
>
> A PB2 Developer

Unfortunately, the developer's explanation lacks some information since torque cannons can still work even if the compact car has 0 HP and torque cannons still work in unbreakable.

Torque cannons only work on sports cars, compact cars, and on extremely rare occassions dune buggies. Also, a torque cannon will not work on platforms unless the torque cannon is rotated anywhere from 90° to 293.5° plus any multiple of 360° if desired OR the anchor on the platform is not on the edge and a spring based torque cannon is used.

### Flip Cannon (FC)

The flip cannon is one of the most simple vehicle based physics exploit. A flip cannon is as smiple as a singular piece of road. When a vehicle hits a reverse checkpoint, it flips horizontally. However, hardly any vehicle is symmetrical. Even the vehicles that are symmetrical aren't flipped perfectly. This asymmetry can be exploited by placing a road where once the vehicle flips, the road will be inside the vehicle. If the road is far enough inside or there are enough roads inside the vehicle, the vehicle will force itself out of the road(s), causing the vehicle to go flying away from the road(s) which great speed and power. FCs work even better if the vehicle flips into a land mass as well as a road.

### Hydraulic Cannon

Hydraulic cannons are not be confused with hydraulic powered torque cannons. A hydraulic powered torque cannon pinches the front of a vehicle using hydraulics to push or pull the road that is pinching the car. Hydraulic cannons work by pushing/pulling a road down onto the top or side of a vehicle using hydraulics which causes the vehicle to generate speed from seemingly nowhere. The road that gets forced down onto the vehicle is not connected to an anchor point. Hydraulic cannons only work on a few vehicles, mainly the vespa and chopper.

### The

Yes, that is its name. "The" is a setup in which a vehicle (usually tilted at roughly a 45° to 70° angle) is stuck inbetween the ground and a piece of road which causes the vehicle to gain tremendous speed and get sent flying. Very little is known about how "The" works but it's believed that "The" is similar to SFR to some extent.

> "I mean, it's roads intersecting with vehicle hitboxes same as sFR"
>
> A PB2 Developer

### Stuck Spring Road (SSR)

Stuck Spring Road is essentially the modern day SFR since SSR is used in a lot of main campaign levels. SSR consists of two or more roads that are squeezing a car using stretched springs. Typically the roads in SSR are placed on the vertices of the vehicles as those are the points which are the easiest to get roads stuck in. When the roads are pulled together by springs, they clamp the vehicle; however, some roads clip a tiny bit inside the vehicle's hitbox which causes the vehicle to fly. Unlike most physics exploits, the motion isn't always sudden and extreme. Sometimes, the vehicle may float at a fairly fast speed into any given direction. Other times, the vehicles are chaotic and they gain incredible speed. SSR is one of the only things in the game where 100% stretched springs are useful. Typically, 100% stretched springs snap if there is any weight attatched to them.

### Stuck Platform Yeet (SPY)

Stuck Platform Yeet works under the same principle as flip cannons and SFR, vehicles don't want solid objects inside them. Through various means it's possible to force a vehicle inside a platform. If a vehicle is inside a platform, it'll move around inside the platform. Sometimes these movements may be sudden and can have extreme power. This can cause the vehicle to either get launched out of the platform or the vehicle could ram into a vehicle that's on top of the platform which often results in the vehicle on the platform to skyrocket. More often than not, you need a road on an anchor point attatched to a platform to help the vehicle get forced into the platfom if the vehicle is entering through the ends of the platforn.

### Stuck Car Yeet (SCY)

Once again, this physics exploit works under the same principle as flip cannons and SFR. If a vehicle were to end up inside another vehicle via extreme speeds from SSR, SFR, or other such physics exploits, both vehicles will get launched away from each other since the vehicles don't want to be inside each other.

### Stuck Falling Car (SFC)

Stuck Falling Car is an extension of SCY. If a car were to get stuck in another car via high velocity and extreme power gained by falling, both vehicles would get launched. SFC is one of the few vehicle based physics exploits that's not useful in any main campaign level.

### Stuck Long Road (SLR)

Stuck Long Road is an extension of the ILM build mode exploit. Using ILM, you can place a road or multiple roads inside a vehicle. As usual, the vehicle does not like solid objects inside itself. The vehicle launches itself out of the SLR in an attempt to force the road out. Though often vehicles don't react in any extreme way and the road drops out of the vehicle calmly.

SLR is not useful for gaining leaderboard positions since materials of illegal length and roads inside vehicles in build mode both trigger the cheat flag. However, SLR is often used in speedrunning.

### Explosive Material Warp (EMW)

Explosive Material Warp is by far the least understood vehicle based physics exploit. EMW is an extension of the Material Warp bug. For fairly unknown reasons, under very specific conditions, materials may warp and become compressed with little to no stress. In this warped state, roads that are attatched to the warped material either directly or by cable/rope behave strangely. Collision may be lost for some roads, so vehicles could drive inside them. If a vehicle were to either drive into or onto the road attatched to the warped material, the warped material would snap back into its original position. This snap back could be used to slingshot the vehicle.

Unfortunately, the snap back is unpredictable. The warped material could snap back when the vehicle is halfway into a road, when the vehicle barely comes in contact with a road, when the vehicle drives over top of the roads, or nothing could happen at all. To add to the confusion, so far EMW is only effective on limos and pickup trucks.

### Long Platform Pinch (LPP)

Long Platform Pinch is the newest of all the vehicle-based physics exploits, so extremely little is known about it. LPP works under very specific conditions. To perform LPP, you need to place a road attatched to an anchor that is positioned on the edge of a >300 metre platform. The vehicles that LPP works on is vehicles with two pieces (e.g. flatbed truck). The vehicle must fall onto the anchor so that the anchor ends up in between the two pieces of the vehicle. From that position, the vehicle will fold in on itself, pinching the road. The vehicle will phase through the road which causes the vehicle to gain tremendous speed. Why anything works the way it does is unknown.

## Vehicle-less Physics Exploits

Vehicle-less physics exploits aren't used for gaining leaderboard positions, they're more or less fun physics quirks that can be messed around with. Some vehicle-less physics exploits are useful for some contraptions (e.g. perpetual motion machines can be used as engines).

### Perpetual Motion Machines

Perpetual motion machines are machines that produce energy indefinitely with no input. Unfortunaetly, in PB2 perpetual motion machines are hardly ever useful without unbreaking mode enabled since there are often pieces that are at 100% stress. There are 4 main categories of perpetual motion machines: Pure Spring, Hyper Tension Spring, Hydraulic Warp, and Skewed Oscillation.

#### Pure Spring

Pure spring perpetual motion machines are the only perpetual motion machines that work without unbreakable enabled. The name of this family of perpetual motion machines is misleading since these machines aren't made entirely out of springs. These perpetual motion machines consist of stretched or compressed springs which are held in place by steel or some other rigid object/material. It's believed that many of the pure spring machines work by abusing miniscule vibrations caused by the springs held in place.

#### Hyper Tension Spring

Hyper tension spring perpetual motion machines also use springs, as the name suggests. Hyper tension spring machines use hydraulics which pull on a (usually already stretched) spring or multiple springs. The springs become extremely stretched and are put under a lot of stress. For an unknown reason, this causes the contraption that is attatched to the springs to spin at extreme speeds. No hyper tensions machine works without the unbreaking cheat since the springs are being pulled with extreme force.

#### Hydraulic Warp

Hydraulic warp perpetual motion machines do not require any springs. Hydraulic warp machines stretch, deform, and warp rigid materials using the power of hydraulics. When rigid materials are warped by hdraulics, lots of energy is exerted for unknown reasons. The energy exerted from these machines is greater than any other energy produced by other types of machines. Hydraulic warp machines are the fastest known perpetual motion machines. Due to the deformation of rigid materials, the unbreakable cheat needs to be enabled in order for these machines to work and not get torn apart immediately.

#### Skewed Oscillation

Unlike the other 3 categories, skewed oscillation perpetual motion machines do not need hydraulics or springs. Skewed oscillation machines are still unexplained. Typically, skewed oscillation machines require a lot of pieces or nodes together. Unbreakable cheat is required for these machines because of the incredible forces that are generated from seemingly nowhere.

### Material Warp

Material warp is an exploit in which rigid materials warp without any stress. For unknown reasons, rigid materials warp under specific conditions. Typically, a piece of steel warps on very rare occassions when there are 4 or more roads attatched by cable or rope hanging from the steel. Little is known about why the piece experiences no stress, why the piece deforms drastically, and why the conditions are so specific.

### Furballs

The maximum number of bridge pieces that you can have attatched to a node in build mode is 32; however, that limit can be bypassed outside of build mode. By attatching a large number of bridge pieces to a singular node using hydraulics, you can get a node with greater than 32 pieces attatched to it.

Furballs are called furballs because of their appearance, a fluffy looking ball of bridge pieces. With enough bridge pieces attatched to a singular node, you can cause the pieces attatched to the node to point outwards away from the node in every direction, completely ignoring gravity. These pieces may spontaneously fluctuate in length. Besides a strange appearance, furballs are not useful. They exert a lot of energy indefinitely but it is not yet known how you can extract the energy from the furballs.

## Build Mode Exploits

### Illegally Extendend Material (IEM)

Illegally Extendend Material is an extension of the ILM exploit. [More info coming soon.]

## Sandbox Exploits

### Two Zero Width Custom Shapes

A single zero width custom shape won't cause anything unusual to happen; however, two zero width custom shapes cause bizarre effects to occur when running a simulation. [More info coming soon]