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* ''VideoGame/PaperMarioTheOrigamiKing'' has a seriously unoptimized method of storing character sprites. Each sprite was pre-assembled from parts, "baked" down into one layer, and had outlines added. The position of the parts depends on the animation, so it's easy for recolors or characters using the same base to have identical animation poses. This makes sense, but way too many characters have identical palette swaps and animations that aren't used anywhere in the game. Every non-unique Toad has ''six'' recolors, including ones that aren't even used by the game. A specific Toad has ''over 1200 different sprites'' between his six palettes, even though he only appears in one room in the game, does not have any significance, and only uses a dozen of those sprites in-game. This also leads to a handful of completely identical sprites being repeated up to six times for the color-bleached Shy Guys.
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*** And because the computer it was included with, System/360 [[UsefulNotes/MainframesAndMinicomputers mainframe]], is widely regarded as their greatest work and was ''the'' computer of TheSixties and TheSeventies, the generator became so widespread that the traces of it periodically surface even ''now'', over 50 years past.

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*** And because the computer it was included with, System/360 [[UsefulNotes/MainframesAndMinicomputers [[Platform/MainframesAndMinicomputers mainframe]], is widely regarded as their greatest work and was ''the'' computer of TheSixties and TheSeventies, the generator became so widespread that the traces of it periodically surface even ''now'', over 50 years past.



And when Windows 10 came about, it was discovered that the game's installer forcefully tried to install [[UsefulNotes/DigitalRightsManagement Games For Windows Live]], which at best, didn't work with "ordinal" errors; and at worst, it broke the system networking stack because it was coded to use system kernel for networking. It took the GOG.com release (in 2017) to finally make the game playable out-of-the-box without real GFWL installation, but Bethesda themselves stayed silent until ''2021'', when they finally updated the Steam release to remove the mandatory GFWL installation script.

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And when Windows 10 came about, it was discovered that the game's installer forcefully tried to install [[UsefulNotes/DigitalRightsManagement [[MediaNotes/DigitalRightsManagement Games For Windows Live]], which at best, didn't work with "ordinal" errors; and at worst, it broke the system networking stack because it was coded to use system kernel for networking. It took the GOG.com release (in 2017) to finally make the game playable out-of-the-box without real GFWL installation, but Bethesda themselves stayed silent until ''2021'', when they finally updated the Steam release to remove the mandatory GFWL installation script.
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* In this generation, every map contains its own unique copy of ''every'' asset associated with it. For example, every map that has Lillie in it has its own copy of her model, animations, and textures; major characters have hundreds of duplicate models all over the entire game, wasting tons of storage space and loading time. This technique ''is'' used in some other games to speed up loading, as it reduces the amount of time the drive spends seeking [[labelnote:Explanation]]In programming, "seeking" is the act of a storage device having to "move" to access other parts of the data - like a disc spinning or the drive head moving in and out. By having every map be self-contained with its own copy of everything it needs, the drive can just read one large chunk of memory that's all in the same place, instead of having to jump around the disc to find everything it needs.[[/labelnote]]. However, this technique only offers any kind of benefit when reading off something like a disc or a non-solid state hard drive. The 3DS's only two storage mediums are cartridges and flash memory SD cards - both of which ''don't have seek times''. This, combined with the afformentioned excessively high poly models and unnecessary checksumming, is believed to be why Gen 7 suffers from so many framerate problems compared to the previous generation.

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* In this generation, every map contains its own unique copy of ''every'' asset associated with it. For example, every map that has Lillie in it has its own copy of her model, animations, and textures; major characters have hundreds of duplicate models all over the entire game, wasting tons of storage space and loading time. This technique ''is'' used in some other games to speed up loading, as it reduces the amount of time the drive spends seeking [[labelnote:Explanation]]In programming, "seeking" is the act of a storage device having to "move" to access other parts of the data - like a disc spinning or the drive head moving in and out. By having every map be self-contained with its own copy of everything it needs, the drive can just read one large chunk of memory that's all in the same place, instead of having to jump around the disc to find everything it needs.[[/labelnote]]. However, this technique only offers any kind of benefit when reading off something like a disc or a non-solid state hard drive. The 3DS's only two storage mediums are cartridges and flash memory SD cards - both of which ''don't have seek times''. This, combined with the afformentioned aforementioned excessively high poly models and unnecessary checksumming, is believed to be why Gen 7 suffers from so many framerate problems compared to the previous generation.
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* For some reason, ''VideoGame/TheDemonRush'' has many unnecessary things in its files that add to its already bloated memory footprint. These include Netscape 2.0, printer support, UsefulNotes/DirectX 8 (when version 9 had been out for over five years), ''16'' different "sound not found" handlers, and the Hebrew character set.

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* For some reason, ''VideoGame/TheDemonRush'' has many unnecessary things in its files that add to its already bloated memory footprint. These include Netscape 2.0, printer support, UsefulNotes/DirectX MediaNotes/DirectX 8 (when version 9 had been out for over five years), ''16'' different "sound not found" handlers, and the Hebrew character set.



* ''VideoGame/FiveNightsAtFreddysWorld'' constantly took five seconds to load whenever the game sends you to the overworld (minus the Halloween Backstage area, with takes place in a separate frame). This is because the battle system takes place on the same frame as the overworld, which had tons of texture assets used for that section. Scott revealed in a long deleted Steam post that this was a mistake he made early in development, and he couldn't fix it without remaking the entire game again. Some fans discovered that had Scott reduced the colour bit rate depth and used UsefulNotes/DirectX 11 included with the Clickteam 2.5+ add-on, the load times would be reduced.

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* ''VideoGame/FiveNightsAtFreddysWorld'' constantly took five seconds to load whenever the game sends you to the overworld (minus the Halloween Backstage area, with takes place in a separate frame). This is because the battle system takes place on the same frame as the overworld, which had tons of texture assets used for that section. Scott revealed in a long deleted Steam post that this was a mistake he made early in development, and he couldn't fix it without remaking the entire game again. Some fans discovered that had Scott reduced the colour bit rate depth and used UsefulNotes/DirectX MediaNotes/DirectX 11 included with the Clickteam 2.5+ add-on, the load times would be reduced.



** Near the end of the Delirium league, Grinding Gear Games unveiled their beta support for Vulkan, which in place of UsefulNotes/DirectX 11 resulted in a significant performance boost across all machines capable of using it. Where things turned sour was the league that came right after it, cited by some to make the game run ''worse'' than before on [=DX11=].

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** Near the end of the Delirium league, Grinding Gear Games unveiled their beta support for Vulkan, which in place of UsefulNotes/DirectX MediaNotes/DirectX 11 resulted in a significant performance boost across all machines capable of using it. Where things turned sour was the league that came right after it, cited by some to make the game run ''worse'' than before on [=DX11=].
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* The GOG version of ''VideoGame/BaldursGateIII'' ends up having some rather serious problems when it comes to size bloat. While the game itself is already oversized enough as it is at 122 GB, its the update patches and especially the offline installers that suffer big time. It is not unheard of fairly simply patches having being the full 122 GB in size or for some to take up as much as 1 TB or more when trying to install. More often than not it ends up being easier to just uninstall the game and then redownloading it over having to go through the patching process.


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* While easily fixed compared to most examples out there, the definitive edition of ''VideoGame/DivinityOriginalSinII'' has one very odd quirk. One feature of the game is the ability to switch to the base version of the game while playing. How this is accomplished however is that both versions are installed simultaneously, as in, completely separate installations that as a result doubles the file size as everything is installed twice. And there is no option to download just one version which is especially bad on GOG if you want to get the offline installers which end up more bloated than they need to. Fortunately, once installed it can easily be shaved down by simply deleting the unwanted version from the game files.
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* A lot of games, especially 3D games that are made using the Unity UsefulNotes/GameEngine, tend to have a lot of performance issues when compared to games with equal or better graphics and content. For instance, a mid-end machine that can run ''VideoGame/FarCry5'' well will struggle to run ''Videogame/SevenDaysToDie'' without lagging. This is also a problem with developers who don't take into account the processing power of consoles, which can't be upgraded like a PC. It's rare to find a game made in the Unity engine that is very well optimized.

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* A lot of games, especially 3D games that are made using the Unity UsefulNotes/GameEngine, MediaNotes/GameEngine, tend to have a lot of performance issues when compared to games with equal or better graphics and content. For instance, a mid-end machine that can run ''VideoGame/FarCry5'' well will struggle to run ''Videogame/SevenDaysToDie'' without lagging. This is also a problem with developers who don't take into account the processing power of consoles, which can't be upgraded like a PC. It's rare to find a game made in the Unity engine that is very well optimized.
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Explanation of the Zero Gear entry


* ''Zero Gear'', a rather forgettable ''VideoGame/MarioKart'' clone, isn't problematic in and of itself... but the nature of its Platform/{{Steam}} integration in 2010 allowed it to be used to play any Steam-locked game you wanted, without owning the game. This was most notably used by hackers to bypass VAC bans: just start a new account, download the ''Zero Gear'' demo, and copy the files over. This has since been patched, though.

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* ''Zero Gear'', a rather forgettable ''VideoGame/MarioKart'' clone, isn't problematic in and of itself... but the nature of its Platform/{{Steam}} integration in 2010 allowed it to be used to play any Steam-locked game you wanted, without owning the game[[labelnote:Explanation]]Steam normally tries to verify that a game's main executable hasn't been modified before allowing it to run (to avoid you copying files for a game you don't own into the folder for another game and launching it that way to bypass Steam's DRM), however Zero Gear's main executable was, for some reason, a .bat file that sets a few system variables and then launches a separate executable that contains the actual game. To play pirated games, all you had to do was copy the files over and rename the game's .exe file to match Zero Gear's, and Steam wouldn't realize what you were doing since it only verifies that the .bat file is still unmodified[[/labelnote]]. This was most notably used by hackers to bypass VAC bans: just start bans, since the same vulnerability existed in the free demo for the game, making it trivial to make a new account, download account and get back into cheating without having to buy the ''Zero Gear'' demo, and copy the files over. This has since been patched, though.game again.
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* The enemy trainer AI in Gen 1 has a major flaw: if it has a move that is super effective against the Pokémon it is fighting, it will always use it, regardless of whether or not the move damaged the opponent. The most infamous case of this is Lorelei's Dewgong, which will constantly use Rest[[labelnote:move explanation]]puts the Pokémon to sleep, making it do nothing for three turns but fully heals it from all status conditions and brings it back to full health[[/labelnote]] if put up against a Fighting or Poison type, which could render the game UnintentionallyUnwinnable if you don't have any way to attack it. ''Yellow'' fixed this by creating a special check for this specific fight to prevent this from happening. Another case less likely to cause an unwinnable state is Lance's last Dragonite, who will spam Barrier and Agility (which are also both Psychic-type moves, the former of which [[TheComputerIsACheatingBastard it shouldn't even be able to use]]) in a futile attempt to exploit weaknesses, which can result in a Poison-type Pokémon such as [[WebVideo/TwitchPlaysPokemonRed an underleveled Venomoth]] or even ''a level 3 Weedle'' poison-stalling the Dragon Pokémon until it faints.

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* The enemy trainer AI in Gen 1 I has a major flaw: if it has a move that is super effective against the Pokémon it is fighting, it will always use it, regardless of whether or not the move damaged the opponent. The most infamous case of this is Lorelei's Dewgong, which will constantly use Rest[[labelnote:move explanation]]puts the Pokémon to sleep, making it do nothing for three turns but fully heals it from all status conditions and brings it back to full health[[/labelnote]] if put up against a Fighting or Poison type, type - and since [[MyRulesAreNotYourRules enemy trainers don't have PP in Gen I]], it can use Rest as much as it wants, which could render the game battle UnintentionallyUnwinnable if you don't have any way to attack it. ''Yellow'' fixed this by creating a special check for this specific fight to prevent this from happening. Another case less likely to cause an unwinnable state is Lance's last Dragonite, who will spam Barrier and Agility (which are also both Psychic-type moves, the former of which [[TheComputerIsACheatingBastard it shouldn't even be able to use]]) in a futile attempt to exploit weaknesses, which can result in a Poison-type Pokémon such as [[WebVideo/TwitchPlaysPokemonRed an underleveled Venomoth]] or even ''a level 3 Weedle'' poison-stalling the Dragon Pokémon until it faints.
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the Ultra Ball has a 2x catch rate, the Great Ball and Safari Ball have 1.5x catch rates


** The Safari Ball is internally identical to an Ultra Ball, which explains why catching anything in the Safari Zone is a crapshoot at best.

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** The Safari Ball is internally identical similar to an Ultra Ball, Ball but has a Great Ball's catch rate, which explains why catching anything in the Safari Zone is a crapshoot at best.
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* ''VideoGame/DrJekyllAndMrHydeNES'' is already a notoriously poorly-designed game, and is made even worse to play by a baffling glitch in the way the game speed is handled. Like a lot of other NES games, it's designed to reduce its frame rate and game speed when there are a lot of enemies on-screen, in order to work around the system's sprite limitations. The problem is that the code responsible for this has the opposite effect of what was intended, resulting in the game running at a pathetically low frame rate most of the time, and then causing the game to speed up and add in a whole bunch of FakeDifficulty during the more difficult sections, especially in the last level.
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Misplaced, moving to the correct tab

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* ''VideoGame/XWingAlliance'': Reflective of the game's ObviousBeta status, there's quite a few instances of this:
** In the family campaign mission to collect an Imperial probe, the player must fly past a customs checkpoint that falls under attack by pirates. At one point a civilian gunship jumps into the scene; it then proceeds to ''crash into the nearby space station'' and explode on impact.
** In the fourth campaign you must inspect an entire Imperial/Black Sun convoy; one freighter randomly explodes when you jump in, often resulting in "Mission Failed".
** In one family mission to steal Viraxo supplies for the Rebel base at the Vergesso Asteroids, one of the family freighters may randomly explode just as the mission is nearing its end, also resulting in "Mission Failed".
** In the fifth campaign's final mission to destroy the Hurrim pirates' secret base, one of your objectives is to ensure your allies rescue a series of Mobquet Transports captured by the enemy. Some of them ''will not move'' after they have been repaired. In the same mission, the Rebel frigate ''Jericho'' (listed in the objectives as "must return to the fleet") will sometimes make a hyperspace jump to nowhere when exiting the battle area, leaving the mission technically unresolved despite all other objectives being complete and no enemy forces remaining.
** There are numerous instances in the game where ships will randomly crash due to temperamental collision detection, and others where some vessels simply won't do anything even in mission critical situations, serving strictly as set pieces.
** In your mission to capture the shuttle ''Tydirium'', another Imperial shuttle will randomly take off, usually crashing into the hangar bay of the station and exploding.
** In an early family mission, Aeron is forced to abandon the ''Selu'', renamed the ''Venix'' when the Viraxo disable it during a covert op. Despite destroying it being a mission-critical condition, you are still called out for attacking a friendly craft and it counts against your score.
** Another mission in the fourth campaign has you protecting the transfer of an Imperial computer from ship to ship until it is finally delivered to a Rebel cruiser. One of the ships in the chain will remain stationary rather than hypering away after sending off the computer, allowing itself to be destroyed and resulting in "Mission Failed" - particularly aggravating as (1) its survival is not listed among the victory conditions until after it is destroyed, and (2) it can still trigger ''after'' the mission has been "won", invalidating all of your efforts.
** In the final mission of the third campaign, sticking around to blow up the Star Destroyer after the mission is completed will retroactively cause mission failure, as Shuttle AA-23 will suddenly be listed as destroyed despite being safely returned to the Rebel fleet.
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* ''VideoGame/RedAlert3'': For God knows what reason, if a unit dies while you're preparing an Attack-Move command, the command turns into a Move, meaning your units will now charge into the mass of enemies you told them to engage instead of attacking. Just in case the ludicrously incompetent pathfinding (ships like to beach themselves, units often get stuck on terrain, go exactly the wrong way around an obstacle, slow to a crawl when moving in formation, or otherwise treat orders as particularly unappealing suggestions) wasn't driving you up the wall.
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** One EasterEgg that was common with a lot of UsefulNotes/SegaDreamcast games was that if you were to put the disc into a PC, you'd find extras on it. ''VideoGame/AtelierMarieTheAlchemistOfSalburg'' did this, and included a screensaver. However, the person behind this idea apparently didn't scan their machine for viruses first, as the screensaver was infected with [[https://www.f-secure.com/v-descs/kriz.shtml a virus called "Kriz"]]. If the user is unfortunate enough to install the screensaver, the virus ''wipes the BIOS'' if the PC's clock is set to Christmas [[note]]a lot of early computer viruses were programmed to activate their payloads on certain dates in an attempt to avoid antivirus databases from picking them up quickly. However, there are hacktivist virus creators who pick significant dates and/or times to activate their virus just to make their point known[[/note]]. The game was later reprinted with a non-infected version of the screensaver, and later re-releases lack the screensaver completely.

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** One EasterEgg that was common with a lot of UsefulNotes/SegaDreamcast Platform/SegaDreamcast games was that if you were to put the disc into a PC, you'd find extras on it. ''VideoGame/AtelierMarieTheAlchemistOfSalburg'' did this, and included a screensaver. However, the person behind this idea apparently didn't scan their machine for viruses first, as the screensaver was infected with [[https://www.f-secure.com/v-descs/kriz.shtml a virus called "Kriz"]]. If the user is unfortunate enough to install the screensaver, the virus ''wipes the BIOS'' if the PC's clock is set to Christmas [[note]]a lot of early computer viruses were programmed to activate their payloads on certain dates in an attempt to avoid antivirus databases from picking them up quickly. However, there are hacktivist virus creators who pick significant dates and/or times to activate their virus just to make their point known[[/note]]. The game was later reprinted with a non-infected version of the screensaver, and later re-releases lack the screensaver completely.



** ''VideoGame/Fallout4'' and ''VideoGame/TheElderScrollsVSkyrim Special Edition'' are equipped with "Creation Club", where players can purchase exclusive [[GameMod fanmade content]] from the new Bethesda store service. Already controversial for proving to some that Bethesda learned nothing from their ill-fated attempt to add a price tag to ''Skyrim'' mods on the UsefulNotes/{{Steam}} Workshop in 2015, this one makes itself even worse by downloading ''all'' of the Creation Club files (whether you intended to actually buy any of them or not) and only making stuff you paid for usable in-game. While having to carry DLC you don't own for a single game on a console that's expected to get by with only eight gigabytes of space is bad enough, these games could reach the point where you had space requirements in the ''terabyte'' range on top of their [[TechDemoGame already ridiculous system requirements]]. The only redeeming factor is that mods are only added seasonally (usually every six months or so) and, possibly due to the controversy surrounding the Creation Club, are much fewer than those hosted on Bethesda's own website or Nexus Mods (likely so they won't reach catastrophic space requirements until long after most companies would stop supporting a game), and their presence in the Creation Club means that Bethesda, at the very least, claims that they will all work with each other and with future updates to the game itself. That said, those updates ''still'' tend to break mods anyway, most commonly Script Extender and any mods that require it.

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** ''VideoGame/Fallout4'' and ''VideoGame/TheElderScrollsVSkyrim Special Edition'' are equipped with "Creation Club", where players can purchase exclusive [[GameMod fanmade content]] from the new Bethesda store service. Already controversial for proving to some that Bethesda learned nothing from their ill-fated attempt to add a price tag to ''Skyrim'' mods on the UsefulNotes/{{Steam}} Platform/{{Steam}} Workshop in 2015, this one makes itself even worse by downloading ''all'' of the Creation Club files (whether you intended to actually buy any of them or not) and only making stuff you paid for usable in-game. While having to carry DLC you don't own for a single game on a console that's expected to get by with only eight gigabytes of space is bad enough, these games could reach the point where you had space requirements in the ''terabyte'' range on top of their [[TechDemoGame already ridiculous system requirements]]. The only redeeming factor is that mods are only added seasonally (usually every six months or so) and, possibly due to the controversy surrounding the Creation Club, are much fewer than those hosted on Bethesda's own website or Nexus Mods (likely so they won't reach catastrophic space requirements until long after most companies would stop supporting a game), and their presence in the Creation Club means that Bethesda, at the very least, claims that they will all work with each other and with future updates to the game itself. That said, those updates ''still'' tend to break mods anyway, most commonly Script Extender and any mods that require it.



* Sega, with their Mega Drive/Genesis titles on UsefulNotes/{{Steam}}, finally opened up [[GameMod modding support]] for them through Steam Workshop, much to the rejoicing of fans everywhere. However, it was soon discovered that for ''some reason'', uploaded mods that utilized SRAM support wouldn't save their data... unless the mod was listed under ''VideoGame/Sonic3AndKnuckles''. And even ''then'', it will not save all data properly if the mod's SRAM data is bigger than the aforementioned game's, as seen with ''[[https://steamcommunity.com/sharedfiles/filedetails/?id=674578957 Sonic 3 Complete]]''.

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* Sega, with their Mega Drive/Genesis titles on UsefulNotes/{{Steam}}, Platform/{{Steam}}, finally opened up [[GameMod modding support]] for them through Steam Workshop, much to the rejoicing of fans everywhere. However, it was soon discovered that for ''some reason'', uploaded mods that utilized SRAM support wouldn't save their data... unless the mod was listed under ''VideoGame/Sonic3AndKnuckles''. And even ''then'', it will not save all data properly if the mod's SRAM data is bigger than the aforementioned game's, as seen with ''[[https://steamcommunity.com/sharedfiles/filedetails/?id=674578957 Sonic 3 Complete]]''.



** For some reason, the UsefulNotes/Nintendo3DS games use these same checksums on game assets like textures, even though those are stored in the game's ROM and can't be modified through course of normal play. Since the game has to check these when loading, it slows down loading new areas - not a huge problem in the Gen VI titles (''VideoGame/PokemonXAndY'' and ''VideoGame/PokemonOmegaRubyAndAlphaSapphire''), you just get a slightly longer loading screen than usual, but Gen VII (''VideoGame/PokemonSunAndMoon'' and ''VideoGame/PokemonUltraSunAndUltraMoon'') rewrote parts of the game engine to stream new maps instead of having explicit loading screens, which can result in a number of areas on the overworld experiencing regular slowdown.

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** For some reason, the UsefulNotes/Nintendo3DS Platform/Nintendo3DS games use these same checksums on game assets like textures, even though those are stored in the game's ROM and can't be modified through course of normal play. Since the game has to check these when loading, it slows down loading new areas - not a huge problem in the Gen VI titles (''VideoGame/PokemonXAndY'' and ''VideoGame/PokemonOmegaRubyAndAlphaSapphire''), you just get a slightly longer loading screen than usual, but Gen VII (''VideoGame/PokemonSunAndMoon'' and ''VideoGame/PokemonUltraSunAndUltraMoon'') rewrote parts of the game engine to stream new maps instead of having explicit loading screens, which can result in a number of areas on the overworld experiencing regular slowdown.



* The companion app ''Pokémon Bank''[='s=] anti-hacking measures were notorious for letting through hacked Pokémon (which it's supposed to block) while rejecting legitimate ones (Pokémon from events, legendary/mythical or not, are some of the more common victims due to their movepools or special ribbons), and updates released to make it compatible with newly-released games generally don't work as intended since they failed to take into account newly-legalized species and movepool/ability combinations, as well as other factors. For example, when the app was updated to allow storing of Pokémon from the Generation I games (as they were released on the 3DS UsefulNotes/VirtualConsole in 2016), the app did not correct the names of these older Pokémon to match the post-Gen V normal capitalization standard or add diacritics when necessary; having a glitch Pokémon in the box would cause the nicknames of all Pokémon afterward to be shifted; and the games themselves would deem Pokémon transferred from the games and evolved into species introduced after Gen I as illegal and unable to be traded or used in battles online, along with Pokémon from older generations caught in Safari or Dream Balls or those with their Hidden Abilities that can only be found through Island Scan in ''Sun & Moon'' despite those ones being perfectly legal in the previous generation.

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* The companion app ''Pokémon Bank''[='s=] anti-hacking measures were notorious for letting through hacked Pokémon (which it's supposed to block) while rejecting legitimate ones (Pokémon from events, legendary/mythical or not, are some of the more common victims due to their movepools or special ribbons), and updates released to make it compatible with newly-released games generally don't work as intended since they failed to take into account newly-legalized species and movepool/ability combinations, as well as other factors. For example, when the app was updated to allow storing of Pokémon from the Generation I games (as they were released on the 3DS UsefulNotes/VirtualConsole Platform/VirtualConsole in 2016), the app did not correct the names of these older Pokémon to match the post-Gen V normal capitalization standard or add diacritics when necessary; having a glitch Pokémon in the box would cause the nicknames of all Pokémon afterward to be shifted; and the games themselves would deem Pokémon transferred from the games and evolved into species introduced after Gen I as illegal and unable to be traded or used in battles online, along with Pokémon from older generations caught in Safari or Dream Balls or those with their Hidden Abilities that can only be found through Island Scan in ''Sun & Moon'' despite those ones being perfectly legal in the previous generation.



* The UsefulNotes/NintendoSwitch Online's Virtual Console replacement for playing Nintendo's older games has a serious flaw. One of its features allows you to create a "Suspend Point", which saves the state of the game at that point so you can pause, then resume the game any time you want. It's the same as the state save feature in emulators. The problem is that the Suspend Point saves the ''entire state'' of the game, including the save file, whereas emulator save states only save the system's RAM contents and keep the game saves in a separate file. This means that, if you create a suspend point, save the game, then later load the suspend point, you lost all progress between the suspend point and where you thought you saved.

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* The UsefulNotes/NintendoSwitch Platform/NintendoSwitch Online's Virtual Console replacement for playing Nintendo's older games has a serious flaw. One of its features allows you to create a "Suspend Point", which saves the state of the game at that point so you can pause, then resume the game any time you want. It's the same as the state save feature in emulators. The problem is that the Suspend Point saves the ''entire state'' of the game, including the save file, whereas emulator save states only save the system's RAM contents and keep the game saves in a separate file. This means that, if you create a suspend point, save the game, then later load the suspend point, you lost all progress between the suspend point and where you thought you saved.



** A bigger issue, however, is Farsight's SkewedPriorities as far as what platforms they'll support despite them porting the game to every major platform. For some reason, they prefer the UsefulNotes/PlayStation3, giving it the most priority with updates, patches, and DLC while every other platform - including the UsefulNotes/PlayStation4 - either receives them months later or not at all, resulting in the [=PS3=] version being relatively smooth and free of major glitches while everything else is a mess. This also applies to the mobile landscape in that particular OS updates, both on [=iOS=] and on Android, cause ''Pinball Arcade'' or its variants to glitch to nigh-unplayable levels while they never get fixed. Meanwhile, patches continue to be released on the mobile versions to fix minor, rarely-occurring problems while issues like there being only the sound of the flippers and a completely absent HeadsUpDisplay remain unaddressed ''years'' later. It's as if the programmers at Farsight assume players never update their devices.

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** A bigger issue, however, is Farsight's SkewedPriorities as far as what platforms they'll support despite them porting the game to every major platform. For some reason, they prefer the UsefulNotes/PlayStation3, Platform/PlayStation3, giving it the most priority with updates, patches, and DLC while every other platform - including the UsefulNotes/PlayStation4 Platform/PlayStation4 - either receives them months later or not at all, resulting in the [=PS3=] version being relatively smooth and free of major glitches while everything else is a mess. This also applies to the mobile landscape in that particular OS updates, both on [=iOS=] and on Android, cause ''Pinball Arcade'' or its variants to glitch to nigh-unplayable levels while they never get fixed. Meanwhile, patches continue to be released on the mobile versions to fix minor, rarely-occurring problems while issues like there being only the sound of the flippers and a completely absent HeadsUpDisplay remain unaddressed ''years'' later. It's as if the programmers at Farsight assume players never update their devices.



* ''VideoGame/RedSteel2'' is a wonderfully made game on the UsefulNotes/{{Wii}} that looks and plays very crisply on the surface, with 60fps and graphics that rival the [=PS3=] and Xbox 360. Yet all of this comes at a steep technical price: intense disc activity. For almost the entire time you play this game, you can hear it noisily strain your Wii's disc drive as it struggles to [[DynamicLoading load everything around you]] ''and'' keep a high framerate. Sometimes, it gets so bad, the game actually has to briefly stop itself in an emergency to spend a few irritating seconds "[r]eading [the] disc". Hope no one endures the shame of having to say ''Red Steel 2'' broke their Wii.

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* ''VideoGame/RedSteel2'' is a wonderfully made game on the UsefulNotes/{{Wii}} Platform/{{Wii}} that looks and plays very crisply on the surface, with 60fps and graphics that rival the [=PS3=] and Xbox 360. Yet all of this comes at a steep technical price: intense disc activity. For almost the entire time you play this game, you can hear it noisily strain your Wii's disc drive as it struggles to [[DynamicLoading load everything around you]] ''and'' keep a high framerate. Sometimes, it gets so bad, the game actually has to briefly stop itself in an emergency to spend a few irritating seconds "[r]eading [the] disc". Hope no one endures the shame of having to say ''Red Steel 2'' broke their Wii.



* ''Zero Gear'', a rather forgettable ''VideoGame/MarioKart'' clone, isn't problematic in and of itself... but the nature of its UsefulNotes/{{Steam}} integration in 2010 allowed it to be used to play any Steam-locked game you wanted, without owning the game. This was most notably used by hackers to bypass VAC bans: just start a new account, download the ''Zero Gear'' demo, and copy the files over. This has since been patched, though.

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* ''Zero Gear'', a rather forgettable ''VideoGame/MarioKart'' clone, isn't problematic in and of itself... but the nature of its UsefulNotes/{{Steam}} Platform/{{Steam}} integration in 2010 allowed it to be used to play any Steam-locked game you wanted, without owning the game. This was most notably used by hackers to bypass VAC bans: just start a new account, download the ''Zero Gear'' demo, and copy the files over. This has since been patched, though.
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* ''[[VideoGame/WWEVideoGames WWE 2k20]]'' suffered from a crippling (yet hilariously appropriate) Y2K-like bug where several modes stopped working the minute January 1st, 2020 ticked in. The only way to get the game working again was to set your machine's clock back before that date, and that's only if your version of the game wasn't tied to the servers. Thankfully, this was patched.

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* ''[[VideoGame/WWEVideoGames WWE 2k20]]'' 2K20]]'' suffered from a crippling (yet hilariously appropriate) Y2K-like bug where several modes stopped working the minute January 1st, 2020 ticked in. The only way to get the game working again was to set your machine's clock back before that date, and that's only if your version of the game wasn't tied to the servers. Thankfully, this was patched. Unfortunately most of the other examples of a GameBreakingBug weren't, ''[=WWE2K20=]'' was such a disaster that developer Visual Concepts took the extraordinary step of cancelling ''[=WWE2K21=]'' outright[[note]]And leaving the servers to ''[=WWE2K19=]'' (which wasn't a great game by any means, but it at least worked) up for two years longer than planned so WWE fans would have ''something'' to play online[[/note]] to completely rebuild the series from scratch. This paid off and ''[=WWE2K22=]'' was met with much better reception.
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Restoring & revamping Minecraft example from previous non-specific page. Please don't remove out of fanboyism; loving the game (with good reason) doesn't excuse it from being an excellent example of this trope. Years and years and years of comments about this - along with the very existence of the Bedrock edition - prove the point.

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* Ah, ''VideoGame/{{Minecraft}}'': a beautiful world that rewards creativity, a multiplayer experience like no other, endless exploration to wherever your heart desires, and the uncanny ability to bring modern computers to their knees. How is this possible? How does a game with graphics so simple they should run fine on a Pentium 2 require a modern gaming box to play at high resolution without stuttering - let alone if you dare to apply graphic-improving mods and/or run 4K resolution? Well, let's just say there's a reason nobody writes 3D games as a weekend project in Java.
** Proving the point, the game eventually got recoded from the ground up in C++. This effort spawned a console version, a mobile version and a new Windows version (free if you've already bought the Java edition) that runs ''much'' more smoothly. Unfortunately all the [[GameMod mods]] were written for the Java version and cannot run on the recoded one. A strong argument can be made that most of the fun in Minecraft, especially after the original game has been on the scene for so long, comes from the mods, so it should be no surprise that many players never even bother with the recoded version and still run the original Java mess - though at least modern hardware has made the whole thing a bit of a moot point, if still an exercise in inefficiency.
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* There are several issues in the original ''VideoGame/{{Final Fantasy|1}}'':

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* There are several issues in the original ''VideoGame/{{Final Fantasy|1}}'':''VideoGame/FinalFantasyI'':
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*** Updating the PC's GPU driver results in a complete reset of all game settings, including those not related to graphics (e.g. sound volume, Sims' life expectancy...).
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* Unlike past games in the franchise, the Pokedex's alphabetical sorting function is based on the language that the gaming console is set to instead of that of the save file. In the event of a mismatch between the two, the Pokedex will use the proper alphabetization for the language the Switch is in while the species names stay in the save file's language, [[https://www.reddit.com/r/PokemonScarletViolet/s/srH3SPlQKc resulting in the Pokemon appearing to be listed in a nonsensical order.]]

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* Unlike past games in the franchise, the Pokedex's alphabetical sorting function is based on the language that the gaming console is set to instead of that of the save file. In the event of a mismatch between the two, the Pokedex will use the proper alphabetization for the Switch's language the Switch is in while the species names stay in the save file's language, [[https://www.reddit.com/r/PokemonScarletViolet/s/srH3SPlQKc resulting in the Pokemon appearing to be listed in a nonsensical order.]]
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* Unlike past games in the franchise, the Pokedex's alphabetical sorting function is based on the language that the gaming console is set to instead of that of the save file. In the event of a mismatch between the two, the Pokedex will use the proper alphabetization for the language the Switch is in while the species names stay in the save file's language, [[https://www.reddit.com/r/PokemonScarletViolet/s/srH3SPlQKc resulting in the Pokemon appearing to be listed in a nonsensical order.]]
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Redlink cleanup


* ''VideoGame/FiveNightsAtFreddysWorld'' constantly took five seconds to load whenever the game sends you to the overworld (minus the Halloween Backstage area, with takes place in a separate frame). This is because the battle system takes place on the same frame as the overworld, which had tons of texture assets used for that section. Scott revealed in a long deleted Steam post that this was a mistake he made early in development, and he couldn't fix it without remaking the entire game again. Some fans discovered that had Scott reduced the colour bit rate depth and used ''DirectX 11'' included with the Clickteam 2.5+ add-on, the load times would be reduced.

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* ''VideoGame/FiveNightsAtFreddysWorld'' constantly took five seconds to load whenever the game sends you to the overworld (minus the Halloween Backstage area, with takes place in a separate frame). This is because the battle system takes place on the same frame as the overworld, which had tons of texture assets used for that section. Scott revealed in a long deleted Steam post that this was a mistake he made early in development, and he couldn't fix it without remaking the entire game again. Some fans discovered that had Scott reduced the colour bit rate depth and used ''DirectX 11'' UsefulNotes/DirectX 11 included with the Clickteam 2.5+ add-on, the load times would be reduced.
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** One EasterEgg that was common with a lot of UsefulNotes/SegaDreamcast games was that if you were to put the disc into a PC, you'd find extras on it. ''VideoGame/{{Atelier}} Marie: The Alchemist of Salburg'' did this, and included a screensaver. However, the person behind this idea apparently didn't scan their machine for viruses first, as the screensaver was infected with [[https://www.f-secure.com/v-descs/kriz.shtml a virus called "Kriz"]]. If the user is unfortunate enough to install the screensaver, the virus ''wipes the BIOS'' if the PC's clock is set to Christmas [[note]]a lot of early computer viruses were programmed to activate their payloads on certain dates in an attempt to avoid antivirus databases from picking them up quickly. However, there are hacktivist virus creators who pick significant dates and/or times to activate their virus just to make their point known[[/note]]. The game was later reprinted with a non-infected version of the screensaver, and later re-releases lack the screensaver completely.

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** One EasterEgg that was common with a lot of UsefulNotes/SegaDreamcast games was that if you were to put the disc into a PC, you'd find extras on it. ''VideoGame/{{Atelier}} Marie: The Alchemist of Salburg'' ''VideoGame/AtelierMarieTheAlchemistOfSalburg'' did this, and included a screensaver. However, the person behind this idea apparently didn't scan their machine for viruses first, as the screensaver was infected with [[https://www.f-secure.com/v-descs/kriz.shtml a virus called "Kriz"]]. If the user is unfortunate enough to install the screensaver, the virus ''wipes the BIOS'' if the PC's clock is set to Christmas [[note]]a lot of early computer viruses were programmed to activate their payloads on certain dates in an attempt to avoid antivirus databases from picking them up quickly. However, there are hacktivist virus creators who pick significant dates and/or times to activate their virus just to make their point known[[/note]]. The game was later reprinted with a non-infected version of the screensaver, and later re-releases lack the screensaver completely.
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** The Heavy Ball... ''mostly'' works as intended, but the way its bonuses are implemented is odd. The bonuses are added to the catch rate instead of being a multiplier, meaning its effects are only noticeable for heavy Pokémon with low catch rates, of which there are precisely two: Snorlax and Lugia. ''Pokémon Crystal'' also introduces a bug where the weights of Pokémon whose index numbers are divisible by 64 are retrieved as junk data that gets interpreted as weights large enough to get the largest possible boost.

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** The Heavy Ball... Ball ''mostly'' works as intended, but the way its bonuses are implemented is odd. The bonuses are added to the catch rate instead of being a multiplier, meaning its effects are only noticeable for heavy Pokémon with low catch rates, of which there are precisely two: Snorlax and Lugia. ''Pokémon Crystal'' also introduces a bug where the weights of Pokémon whose index numbers are divisible by 64 64[[note]]Kadabra, Tauros, and Sunflora[[/note]] are retrieved as junk data that gets interpreted as weights large enough to get the largest possible boost.
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Add the Select Glitch

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** The most famous Japan-only glitch is known as the "Select Glitch". The programmers forgot that players might try to leave the Items or Pokemon menu while in the middle of rearranging items, so they didn't set it to disable rearranging things when closed. The result: By selecting an item, closing the menu, going to the Pokemon menu, and selecting another one there, you can ''swap an item for a Pokemon''. This leads to all kinds of glitchy effects, which [[https://www.youtube.com/watch?v=P5RWMiJIPaQ must be seen to be believed]].

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** For some reason, the UsefulNotes/Nintendo3DS games use these same checksums on game assets like textures. While this wasn't too much of an issue with the Gen VI titles (''VideoGame/PokemonXAndY'' and ''VideoGame/PokemonOmegaRubyAndAlphaSapphire''), Gen VII (''VideoGame/PokemonSunAndMoon'' and ''VideoGame/PokemonUltraSunAndUltraMoon'') rewrote parts of the game engine to use asset streaming, which can result in a number of areas on the overworld experiencing regular slowdown.

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** For some reason, the UsefulNotes/Nintendo3DS games use these same checksums on game assets like textures. While this wasn't too much textures, even though those are stored in the game's ROM and can't be modified through course of an issue with normal play. Since the game has to check these when loading, it slows down loading new areas - not a huge problem in the Gen VI titles (''VideoGame/PokemonXAndY'' and ''VideoGame/PokemonOmegaRubyAndAlphaSapphire''), you just get a slightly longer loading screen than usual, but Gen VII (''VideoGame/PokemonSunAndMoon'' and ''VideoGame/PokemonUltraSunAndUltraMoon'') rewrote parts of the game engine to use asset streaming, stream new maps instead of having explicit loading screens, which can result in a number of areas on the overworld experiencing regular slowdown.


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!!!Generation VII (''VideoGame/PokemonSunAndMoon'')
* In this generation, every map contains its own unique copy of ''every'' asset associated with it. For example, every map that has Lillie in it has its own copy of her model, animations, and textures; major characters have hundreds of duplicate models all over the entire game, wasting tons of storage space and loading time. This technique ''is'' used in some other games to speed up loading, as it reduces the amount of time the drive spends seeking [[labelnote:Explanation]]In programming, "seeking" is the act of a storage device having to "move" to access other parts of the data - like a disc spinning or the drive head moving in and out. By having every map be self-contained with its own copy of everything it needs, the drive can just read one large chunk of memory that's all in the same place, instead of having to jump around the disc to find everything it needs.[[/labelnote]]. However, this technique only offers any kind of benefit when reading off something like a disc or a non-solid state hard drive. The 3DS's only two storage mediums are cartridges and flash memory SD cards - both of which ''don't have seek times''. This, combined with the afformentioned excessively high poly models and unnecessary checksumming, is believed to be why Gen 7 suffers from so many framerate problems compared to the previous generation.

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