History GameBreakingBug / PlatformGame

31st Jan '17 4:20:10 PM Gosicrystal
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* Not a Game Breaking Bug in the true sense of the term, but one that applies to OneHundredPerCentCompletion. In the original N64 version of ''VideoGame/BanjoKazooie'', all items collected in a level except for jiggies, Mumbo tokens and extra honeycomb pieces will reset upon the player dying or leaving the level. The team that ported the game to Xbox Live Arcade changed this so that both notes and jinjos will be saved by the game's autosave feature. The problem with this is that there's a mini-game in which you have to do a jigsaw based on a moving image of Banjo exploring an area of a level, and the moving image is made using the in-game engine. What this means is that if the jigsaw-Banjo picks up a note in the N64 version, it resets afterward, but if he does it on the XBLA version, it's LostForever and isn't added to your total. Infuriatingly, there's achievements for completing all the moving image puzzles ''and'' for getting all 900 notes, meaning that if you didn't complete the whole game before doing the jigsaws you'll have to start again right from the beginning if you want the last achievement. The real kicker in this whole scenario? A month after the glitch was first reported, a patch was made to fix it...''and it didn't work for existing saves''. You had to restart the whole game to get 100%.

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* Not a Game Breaking Bug in the true sense of the term, but one that applies to OneHundredPerCentCompletion. In the original N64 version of ''VideoGame/BanjoKazooie'', all items collected in a level except for jiggies, Mumbo tokens and extra honeycomb pieces will reset upon the player dying or leaving the level. The team that ported the game to Xbox Live Arcade changed this so that both notes and jinjos will be saved by the game's autosave feature. The problem with this is that there's a mini-game in which you have to do a jigsaw based on a moving image of Banjo exploring an area of a level, and the moving image is made using the in-game engine. What this means is that if the jigsaw-Banjo picks up a note in the N64 version, it resets afterward, but if he does it on the XBLA version, it's LostForever [[PermanentlyMissableContent lost forever]] and isn't added to your total. Infuriatingly, there's achievements for completing all the moving image puzzles ''and'' for getting all 900 notes, meaning that if you didn't complete the whole game before doing the jigsaws you'll have to start again right from the beginning if you want the last achievement. The real kicker in this whole scenario? A month after the glitch was first reported, a patch was made to fix it...''and it didn't work for existing saves''. You had to restart the whole game to get 100%.



*** In the Deluxe version for Game Boy Color, if you earn the Yoshi Medal at the same time as the Red Coins or High Score medals in Challenge mode, you'll only get the Yoshi medal, and the others will be LostForever.

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*** In the Deluxe version for Game Boy Color, if you earn the Yoshi Medal at the same time as the Red Coins or High Score medals in Challenge mode, you'll only get the Yoshi medal, and the others will be LostForever.[[PermanentlyMissableContent lost]].
23rd Dec '16 2:53:22 PM IAmNotAFunguy
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** ''VideoGame/SuperMarioLand2SixGoldenCoins''
*** The "Pipe glitch" which can be accessed with early versions of the game. After finishing any level with a pipe and then re-entering the level, exiting the level while going down a pipe will cause an effect where Mario immediately falls through the floor of the next stage he enters. This can not only access the game's MinusWorld but also the ability to beat the game and see the credits early.
16th Dec '16 12:36:38 PM Joseph315
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** The first ''VideoGame/SonicAdventure'' has game-breaking bugs that double as GoodBadBugs, and vice versa. These bugs allow characters to access levels or parts of levels that they normally can't, and cam also access stages out of order. However, doing this can cause glitches that, at best, make the level unbeatable, and at worst, make the game unbeatable. One of these is the bug that allows Knuckles to enter Casinopolis early. While you can play through the level without incident, the problem occurs when you beat it; Tikal whisks Knuckles away to the past...and he's stuck there. The game doesn't necessarily freeze, as Knuckles is still able to move around and explore. However, Tikal and her father are glitched in a way that has them standing in midair. This prevents the cutscene that ends this sequence from playing, making it literally impossible for Knuckles to ever leave the past.

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** The first ''VideoGame/SonicAdventure'' has game-breaking bugs that double as GoodBadBugs, and vice versa. These bugs allow characters to access levels or parts of levels that they normally can't, and cam can also access stages out of order. However, doing this can cause glitches that, at best, make the level unbeatable, and at worst, make the game unbeatable. One of these is the bug that allows Knuckles to enter Casinopolis early. While you can play through the level without incident, the problem occurs when you beat it; Tikal whisks Knuckles away to the past...and he's stuck there. The game doesn't necessarily freeze, as Knuckles is still able to move around and explore. However, Tikal and her father are glitched in a way that has them standing in midair. This prevents the cutscene that ends this sequence from playing, making it literally impossible for Knuckles to ever leave the past.



** ''VideoGame/SonicTheHedgehog2006'' is an ObviousBeta in general, but the infamous Silver BossBattle is definitely one of the buggier parts. Silver's telekinetic attack ("It's no use!") can endlessly pin Sonic against a wall or fling him out into space. At one specific spot, it can knock Sonic outside the invisible wall of the arena, and he can't get back in, trapping him in an empty, but solid and rendered version of Soleanna.

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** ''VideoGame/SonicTheHedgehog2006'' is an ObviousBeta in general, but the infamous Silver BossBattle is definitely one of the buggier parts. Silver's telekinetic attack ("It's no use!") can endlessly pin Sonic against a wall or fling him out into space. At one specific spot, it can knock Sonic outside the invisible wall of the arena, and he can't get back in, trapping him in an empty, but solid and rendered version of Soleanna. The Purple Gem item also lets Sonic double jump infinitely.
15th Dec '16 5:08:34 AM Midna
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* ''VideoGame/{{Rastan}}'' on the Commodore 64 is fatally bugged on the second level, it is IMPOSSIBLE to make a jump over a flaming pit over 2 ropes, try it on an emulator with save states and you'll see.

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* ''VideoGame/{{Rastan}}'' on the Commodore 64 is fatally bugged on the second level, it level. It is IMPOSSIBLE to make a jump over a the flaming pit over 2 ropes, try with two ropes. Try it on an emulator with save states and you'll see.



** The famous Attic Bug on the UsefulNotes/ZXSpectrum version. An arrow that appears on this screen travels out of the screen memory area and into the game code, overwriting it and rendering the game {{Unwinnable}}. The first people to beat the game did so by hacking the code. Perhaps for that reason, it became famous as the most hacked game then in existence. A couple of hundred separate hacks were published in various magazines, including one that removed Maria, the housekeeper. (Since the entire purpose of the game was to get past Maria by [[GottaCollectThemAll collecting]] all the PlotCoupons, this hack made the game pointless.) Even better, there was one that triggered the ending sequence when the player collected the first, very easy PlotCoupon.
** The programmer of the Commodore 64 version fixed the infamous Attic Bug, but didn't finish implementing the final cutscene, and so the game was ''still'' impossible to complete. Heartwarmingly, in 2010 a bunch of chaps from the forums of Lemon 64, a C64 fan site, transplanted some of the code from other versions of the game, thus making the game finally winnable. The 27-year-gap between initial release and final patch must be some kind of record.
** Apparently the original Dragon 32/64, UsefulNotes/BBCMicro and [[UsefulNotes/Atari8BitComputers Atari 8-bit]] ports ''all'' had one or more (different) game breaking bugs- despite the latter two having been converted and published by a different company- making this into something approaching a tradition for the game!
* In the N64 game ''VideoGame/SpaceStationSiliconValley,'' one of the game's bonus trophies was uncollectable, which made it impossible to get the HundredPercentCompletion necessary to access the game's bonus level without cheating. The game can still be won and you can still gain EVO's bonus gold costume from collecting all the bits, but the bonus level will forever be lost to non-cheaters and you'll never fill in that last percent.

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** The famous Attic Bug on the UsefulNotes/ZXSpectrum version. An arrow that appears on this screen travels out of the screen memory area and into the game code, overwriting it and rendering the game {{Unwinnable}}. The first people to beat the game did so by hacking the code. Perhaps for that reason, it became famous as the most hacked game then in existence. A couple of hundred separate hacks were published in various magazines, including one that removed Maria, the housekeeper. (Since the entire purpose of the game was is to get past Maria by [[GottaCollectThemAll collecting]] all the PlotCoupons, this hack made makes the game pointless.) Even better, there was there's one that triggered triggers the ending sequence when the player collected collects the first, very easy PlotCoupon.
** The programmer of the Commodore 64 version fixed the infamous Attic Bug, but didn't finish implementing the final cutscene, and so the game was is ''still'' impossible to complete. Heartwarmingly, But there's a light at the end of the tunnel: in 2010 a bunch of chaps from the forums of Lemon 64, a C64 fan site, transplanted some of the code from other versions of the game, thus making the game finally winnable. The 27-year-gap between initial release and final patch must be some kind of record.
** Apparently the The original Dragon 32/64, UsefulNotes/BBCMicro and [[UsefulNotes/Atari8BitComputers Atari 8-bit]] ports ''all'' had have one or more (different) game breaking bugs- despite the latter two having been converted and published by a different company- making this into something approaching a tradition for the game!
* In the N64 game ''VideoGame/SpaceStationSiliconValley,'' one of the game's bonus trophies was is uncollectable, which made makes it impossible to get the HundredPercentCompletion necessary to access the game's bonus level without cheating. The game can still be won and you can still gain EVO's bonus gold costume from collecting all the bits, but the bonus level will forever be lost to non-cheaters and you'll never fill in that last percent.



** ''VideoGame/JakIIRenegade'' has a showstopper late in the final act of the game. It seems that playing the optional races in the stadium creates an event flag that supersedes a later story mission. The mission icon appears on your radar, but as soon as you approach the area, it disappears to be replaced by the icon for the optional races you triggered earlier, making it impossible to trigger the start of the story mission. You have to delete the save file and start from scratch.

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** ''VideoGame/JakIIRenegade'' has a showstopper late in the final act of the game. It seems that playing Playing the optional races in the stadium creates seems to create an event flag that supersedes a later story mission. The mission icon appears on your radar, but as soon as you approach the area, it disappears to be replaced by the icon for the optional races you triggered earlier, making it impossible to trigger the start of the story mission. You have to delete the save file and start from scratch.



*** A horrible, horrible glitch in the first editions of the game prevented you from gaining the second egg of the the Speedway levels if you exit the level without getting it, ''even if you didn't even select the objective needed to get it in the first place''. Even if you ''do'' win the race needed for the egg after this glitch is triggered, it won't register, preventing OneHundredPercentCompletion. This can even happen in reverse: if you beat the race but not the time trial, then exit, the time trial egg will never register even if you do beat the objective.
*** The game's own difficulty system led to a borderline example. On Fireworks Factory, a pair of ninja opponents are present on all difficulty levels, but on Easy they don't jump down to fight Spyro. It's necessary to fight them for two gems. It ''is'' fixable by using a cheat code to change the difficulty level or by playing well enough for the game to change the difficulty itself, but unless you know how it can be a game breaker.

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*** A horrible, horrible glitch in the first editions of the game prevented prevents you from gaining the second egg of the the Speedway levels if you exit the level without getting it, ''even if you didn't even select the objective needed to get it in the first place''. Even if you ''do'' win the race needed for the egg after this glitch is triggered, it won't register, preventing OneHundredPercentCompletion. This can even happen in reverse: if you beat the race but not the time trial, then exit, the time trial egg will never register even if you do beat the objective.
*** The game's own difficulty system led leads to a borderline example. On Fireworks Factory, a pair of ninja opponents are present on all difficulty levels, but on Easy they don't jump down to fight Spyro. It's necessary to fight them for two gems. It ''is'' fixable by using a cheat code to change the difficulty level or by playing well enough for the game to change the difficulty itself, but unless you know how how, it can be a game breaker.ender.



** ''Enter the Dragonfly'' would occasionally freeze while loading levels. Because the load times were [[LoadsAndLoadsOfLoading very long to begin with]], you might not even notice until several minutes have passed.
** A rather irritating glitch can sometimes occur in ''Dawn Of The Dragon'', where even if you've completed the game, and [[GottaCatchEmAll collected everything]] / [[EliteMooks defeated all the Elite Enemies]] / [[ElementalPowers upgraded all your elements to their maximum]], the file will only read 99%, meaning you can't open the final gallery.

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** ''Enter the Dragonfly'' would will occasionally freeze while loading levels. Because the load times were are [[LoadsAndLoadsOfLoading very long to begin with]], you might not even notice until several minutes have passed.
** A rather irritating glitch can sometimes occur in ''Dawn Of The Dragon'', where even if you've completed the game, game and [[GottaCatchEmAll collected everything]] / [[EliteMooks defeated all the Elite Enemies]] / [[ElementalPowers upgraded all your elements to their maximum]], the file will only read 99%, meaning you can't open the final gallery.



** In [[VideoGame/SonicTheHedgehog the first game]], you could die by going too fast for the screen to keep up (because it just kills Sonic when he touches the bottom of the screen), and there are other situations where you can get stuck in the scenery and be unable to get out.

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** In [[VideoGame/SonicTheHedgehog the first game]], you could can die by going too fast for the screen to keep up (because it just kills Sonic when he touches the bottom of the screen), and there are other situations where you can get stuck in the scenery and be unable to get out.



*** In Marble Garden, while playing as Sonic with Tails, you could actually scroll Tails off the screen permanently. While this would be good (since Tails is an AnnoyingVideoGameHelper annoyance in this mode), it also prevents him from showing up during the end-Zone boss, a boss that ''requires'' you to have Tails fly you up to meet. This means you're permanently stuck off-screen and unable to complete the game.
*** By Marble Garden Zone, you could be playing as Super Sonic. During the Robotnik animation where he is demolishing the scenery just moments before the boss battle, it is actually possible to damage him. If you hit him 8 times? GAME CRASH!

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*** In Marble Garden, while playing as Sonic with Tails, you could can actually scroll Tails off the screen permanently. While this would be good (since Tails is an AnnoyingVideoGameHelper annoyance in this mode), it also prevents him from showing up during the end-Zone boss, a boss that ''requires'' you to have Tails fly you up to meet. This means you're permanently stuck off-screen and unable to complete the game.
*** By Marble Garden Zone, you could can be playing as Super Sonic. During the Robotnik animation where he is demolishing the scenery just moments before the boss battle, it is actually possible to damage him. If you hit him 8 times? GAME CRASH!CRASH! In ''Sonic 3 & Knuckles'', this bug is fixed, and any hits you land on him past the seventh just won't register until the actual fight begins.



*** The S-monitor restart glitch. If you place too many S boxes (10-20 at once) and then break them, the game will likely glitch out (or Sonic will stop in some cases until you press start) and reset...back into plain old ''Sonic and Knuckles'' mode, meaning you won't be able to play the Sonic 3 stages or Tails.

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*** The S-monitor restart glitch. If you place too many S boxes in debug mode (10-20 at once) and then break them, the game will likely glitch out (or Sonic will stop in some cases until you press start) pause) and reset...back into plain old ''Sonic and Knuckles'' mode, meaning you won't be able to play the Sonic 3 stages or as/with Tails.



** The first ''VideoGame/SonicAdventure'' had game-breaking bugs that doubled as GoodBadBugs, and vice versa. These bugs allowed characters to access levels or parts of levels that they normally couldn't, and could also access stages out of order. However, doing this could cause glitches that, at best, made the level unbeatable, and at worst, made the game unbeatable. One of these is the bug that allows Knuckles to enter Casinopolis early. While you can play through the level without a incident, the problem occurs when you beat it; Tikal whisks Knuckles away to the past...and he's stuck there. The game doesn't necessarily freeze, as Knuckles is still able to move around and explore. However, Tikal and her father are glitched in a way that has them standing in midair. This prevents the cutscene that ends this sequence from playing, making it literally impossible for Knuckles to ever leave the past.
*** Another particularly bad one occurs during Super Sonic's story. The Crystal Ring is an optional upgrade that depletes the time it takes for Sonic's Light Speed Dash to charge. Most players grab it during their first playthrough, but if you choose to collect it during Super Sonic's game, it will essentially ruin your save file. There is usually no auto-save feature, as Super Sonic's stage is just one long level, but acquiring the upgrade forces the game to save. That wouldn't be a problem, unless you had to switch off the console. Trying to reload the game would then lead to you seeing a DummiedOut recap screen, before either being dumped in an inescapable Hedgehog Hammer room, a bottomless pit, or simply freezing the game altogether. The only way to bypass this is to start a new file, which is incredibly frustrating, because Super Sonic is only unlocked after completing ''the other six characters' stories.''
** In the original Dreamcast release of ''VideoGame/SonicAdventure2'', taking your Chao to the doctor after reincarnating would sometimes cause the game to freeze or delete your Chao entirely.

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** The first ''VideoGame/SonicAdventure'' had has game-breaking bugs that doubled double as GoodBadBugs, and vice versa. These bugs allowed allow characters to access levels or parts of levels that they normally couldn't, can't, and could cam also access stages out of order. However, doing this could can cause glitches that, at best, made make the level unbeatable, and at worst, made make the game unbeatable. One of these is the bug that allows Knuckles to enter Casinopolis early. While you can play through the level without a incident, the problem occurs when you beat it; Tikal whisks Knuckles away to the past...and he's stuck there. The game doesn't necessarily freeze, as Knuckles is still able to move around and explore. However, Tikal and her father are glitched in a way that has them standing in midair. This prevents the cutscene that ends this sequence from playing, making it literally impossible for Knuckles to ever leave the past.
*** Another particularly bad one occurs during Super Sonic's story. The Crystal Ring is an optional upgrade that depletes the time it takes for Sonic's Light Speed Dash to charge. Most players grab it during their first playthrough, but if you choose to collect it during Super Sonic's game, it will essentially ruin your save file. There is usually no auto-save feature, as Super Sonic's stage is just one long level, but acquiring the upgrade forces the game to save. That wouldn't be a problem, unless you had have to switch off the console. Trying to reload the game would will then lead to you seeing a DummiedOut recap screen, before either being dumped in an inescapable Hedgehog Hammer room, a bottomless pit, or simply freezing the game altogether. The only way to bypass this is to start a new file, which is incredibly frustrating, because Super Sonic is only unlocked after completing ''the other six characters' stories.''
** In the original Dreamcast release of ''VideoGame/SonicAdventure2'', taking your Chao to the doctor after reincarnating would will sometimes cause the game to freeze or delete your Chao entirely.



*** Classic Seaside Hill has the entire level ''[[http://youtu.be/KZ2kIjbqwJQ?t=8m55s not load at all]]'' if you go past a checkpoint in a certain way. Models for enemies, items, and other objects are still rendered, but the level itself isn't loaded. However, the level is still beatable because the level is still physically there. The difficult part is trying to remember how the level is laid out without falling into a death trap. Even if you lose a life when this bug happens, the game still bugs out and won't load the level objects unless you restart the level. The [[http://youtu.be/qmpc8lOkMTY?t=8m18s same thing can also happen]] in Modern Planet Wisp. In the PC version, it could happen in almost any level, though normally this happens only if both your video drivers and the game aren't updated.
*** The PC version had an irritating bug when using a non-Xbox controller where Sonic would step to the left randomly in 3D sections until you restarted the game.
** ''[[VideoGame/SonicBoom Sonic Boom: Rise of Lyric]]'' is looking to give '06 a run for its money in the glitches department, with the ability to fall ''through'' [[http://www.youtube.com/watch?v=iSxzOxGb_bE the hub world by grabbing an invisible ledge and clipping through a mountain]], [[http://www.youtube.com/watch?v=D8V0vM_ra6M dying inside an impenetrable force field then respawning]] ''outside'', switching to 3D controls while still in a 2D plane, ''[[http://www.neogaf.com/forum/showpost.php?p=138608128&postcount=590 getting stuck in chests]]''... reports even indicate one can outright ''skip the FinalBoss''.

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*** Classic Seaside Hill has the entire level ''[[http://youtu.be/KZ2kIjbqwJQ?t=8m55s not load at all]]'' if you go past a checkpoint in a certain way. Models for enemies, items, and other objects are still rendered, but the level itself isn't loaded. However, the level is still beatable because the level terrain is still physically there. The difficult part is trying to remember how the level is laid out without falling into a death trap. Even if you lose a life when this bug happens, the game still bugs out and won't load the level objects unless you restart the level.stage. The [[http://youtu.be/qmpc8lOkMTY?t=8m18s same thing can also happen]] in Modern Planet Wisp. In the PC version, it could can happen in almost any level, though normally this happens only if both your video drivers and the game aren't updated.
*** The PC version had has an irritating bug when using a non-Xbox controller where Sonic would will step to the left randomly in 3D sections until you restarted restart the game.
** ''[[VideoGame/SonicBoom Sonic Boom: Rise of Lyric]]'' is looking to give gives '06 a run for its money in the glitches department, with the ability to fall ''through'' [[http://www.youtube.com/watch?v=iSxzOxGb_bE the hub world by grabbing an invisible ledge and clipping through a mountain]], [[http://www.youtube.com/watch?v=D8V0vM_ra6M dying inside an impenetrable force field then respawning]] ''outside'', switching to 3D controls while still in a 2D plane, ''[[http://www.neogaf.com/forum/showpost.php?p=138608128&postcount=590 getting stuck in chests]]''... reports you can even indicate one can outright ''skip the FinalBoss''.



* In the Genesis game ''VideoGame/GarfieldCaughtInTheAct'', occasionally the third boss would walk off the right side of the screen and never return, forcing the player to restart the game and start all over.

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* In the Genesis game ''VideoGame/GarfieldCaughtInTheAct'', occasionally the third boss would will walk off the right side of the screen and never return, forcing the player to restart the game and start all over.



*** One bug would stop the platforms in the observatory from correctly lifting (may have had something to do with Farah triggering the switch instead of the player). A more infamous one occurred in ''Warrior Within'', where the game would randomly teleport ahead when loading to a part far later, [[spoiler:when the Prince becomes the Sand Wraith]]. The only way to fix it would be to load an earlier save. Don't have one? Sucks to be you!

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*** One bug would will stop the platforms in the observatory from correctly lifting (may have had something to do with Farah triggering the switch instead of the player). A more infamous one occurred occurrs in ''Warrior Within'', where the game would will randomly teleport ahead when loading to a part far later, [[spoiler:when the Prince becomes the Sand Wraith]]. The only way to fix it would be is to load an earlier save. Don't have one? Sucks to be you!



*** There was a horrible bug right at the end of the game where you'd try to run through the last sand portal to face the end boss and the portal would simply refuse to work. ''Play the entire game over from the beginning!''
*** An oversight allowed you to reach an unreachable door and bypass a decent chunk of the game. Said occurrence forced you to run a massive disintegrating obstacle course, only to arrive at a wall which can only be broken with a sword you don't own yet. And unless you avoided the two saves along the nigh-impossible road to failure, you were forced into starting a new game. Worse still, you can stumble into this by complete accident with no indication.

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*** There was There's a horrible bug right at the end of the game where you'd you try to run through the last sand portal to face the end boss and the portal would will simply refuse to work. ''Play the entire game over from the beginning!''
*** An oversight allowed allows you to reach an unreachable door and bypass a decent chunk of the game. Said occurrence forced forces you to run a massive disintegrating obstacle course, only to arrive at a wall which can only be broken with a sword you don't own yet. And unless you avoided avoid the two saves along the nigh-impossible road to failure, you were you're forced into starting a new game. Worse still, you can stumble into this by complete accident with no indication.



** In ''VideoGame/PrinceOfPersia3D'', there was a spot late in the game where a moving platform would not be moving. It causes excessive frustration the first time around, since the player has no idea it is supposed to move. To make matters worse, once the player reaches the area, the platform will not move unless the level is restarted and the player gets lucky.
* Not a Game Breaking Bug in the true sense of the term, but one that applies to OneHundredPerCentCompletion. In the original N64 version of ''VideoGame/BanjoKazooie'', all items collected in a level except for jiggies, Mumbo tokens and extra honeycomb pieces would reset upon the player dying or leaving the level. The team that ported the game to Xbox Live Arcade changed this so that both notes and jinjos would be saved by the game's autosave feature. The problem with this is that there's a mini-game in which you have to do a jigsaw based on a moving image of Banjo exploring an area of a level, and the moving image was made using the in-game engine. What this means is that if the jigsaw-Banjo picks up a note in the N64 version, it resets afterward, but if he does it on the XBLA version, it's LostForever and isn't added to your total. Infuriatingly, there's achievements for completing all the moving image puzzles ''and'' for getting all 900 notes, meaning that if you didn't complete the whole game before doing the jigsaws you'll have to start again right from the beginning if you want the last achievement. The real kicker in this whole scenario? A month after the glitch was first reported, a patch was made to fix it...''and it didn't work for existing saves''. You had to restart the whole game to get 100%.
* The NTSC Atari 7800 port of ''VideoGame/ImpossibleMission'' has a bug that made one of the puzzles [[UnwinnableByMistake literally impossible]] to complete. This was fixed in the PAL version.

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** In ''VideoGame/PrinceOfPersia3D'', there was is a spot late in the game where a moving platform would will not be moving. It causes excessive frustration the first time around, since the player has no idea it is supposed to move. To make matters worse, once the player reaches the area, the platform will not move unless the level is restarted and the player gets lucky.
* Not a Game Breaking Bug in the true sense of the term, but one that applies to OneHundredPerCentCompletion. In the original N64 version of ''VideoGame/BanjoKazooie'', all items collected in a level except for jiggies, Mumbo tokens and extra honeycomb pieces would will reset upon the player dying or leaving the level. The team that ported the game to Xbox Live Arcade changed this so that both notes and jinjos would will be saved by the game's autosave feature. The problem with this is that there's a mini-game in which you have to do a jigsaw based on a moving image of Banjo exploring an area of a level, and the moving image was is made using the in-game engine. What this means is that if the jigsaw-Banjo picks up a note in the N64 version, it resets afterward, but if he does it on the XBLA version, it's LostForever and isn't added to your total. Infuriatingly, there's achievements for completing all the moving image puzzles ''and'' for getting all 900 notes, meaning that if you didn't complete the whole game before doing the jigsaws you'll have to start again right from the beginning if you want the last achievement. The real kicker in this whole scenario? A month after the glitch was first reported, a patch was made to fix it...''and it didn't work for existing saves''. You had to restart the whole game to get 100%.
* The NTSC Atari 7800 port of ''VideoGame/ImpossibleMission'' has a bug that made makes one of the puzzles [[UnwinnableByMistake literally impossible]] to complete. This was fixed in the PAL version.



** Although it takes some effort, it can happen in the "Leading Rajan" mission. If you set a bomb under Rajan right before getting the last blue print, you will fail the mission but you will technically have gotten the blue prints. This results in the mission being [[UnwinnableByMistake unwinnable]], forcing a reset.
* In ''VideoGame/MegaMan4'', if you time a Rain Flush so that it goes off while Wily's escape pod is on the screen, it will destroy it. However, the victory music and the lead-in to the final stage will not play if that takes place, meaning that you have no choice but to restart from the last place you wrote down the password for. Thankfully, this is more of a [[UnwinnableByDesign deliberate undertaking]] than an accidental one. There is a similar bug in the original Mega Man, where if you get hit by the final boss just as you defeat him, the screen will glitch and the game will never proceed to the ending. The only remedy is the reset button.

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** Although it takes some effort, it can happen in the "Leading Rajan" mission. If you set a bomb under Rajan right before getting the last blue print, blueprint, you will fail the mission but you will technically have gotten the blue prints.blueprints. This results in the mission being [[UnwinnableByMistake unwinnable]], forcing a reset.
* In ''VideoGame/MegaMan4'', if you time a Rain Flush so that it goes off while Wily's escape pod is on the screen, it will destroy it. However, the victory music and the lead-in to the final stage will not play if that takes place, meaning that you have no choice but to restart from the last place you wrote down the password for. Thankfully, this is more of a [[UnwinnableByDesign deliberate undertaking]] than an accidental one. There is a similar bug in the original Mega Man, ''Mega Man'', where if you get hit by the final boss just as you defeat him, the screen will glitch and the game will never proceed to the ending. The only remedy is the reset button.



** Many players encountered a bug that, when making a large grab-able material spin extremely fast in the level editor and grabbing on, they would no longer be able to respawn, stuck on some sort of infinite pseudo-death loop. Returning to the pod (main menu, basically) continued this, and this persisted ''even upon resetting the game,'' rendering the game completely unplayable for those affected. The only way to undo this was to delete the entire save data.
** The "Info moon" on the left, which gauges your Play, Create, and Share points (among other things) was completely non-operational at one point (curiously, it was working fine before the official launch, I.E. before the servers were up).
** Still prancing around is the bug that makes your file completely unable to save new data (and gives no error indicating this. The game only autosaves), apparently brought on by having too many custom/community objects, and it supposedly fixable by deleting all of that and avoiding community objects like the plague. Obviously nobody wants to do this either.
** "Spawn-Pop Cancer." Sometimes, when the player does the Lethal Sackboy Glitch that lethalizes Sackboy and allows him to touch objects of the same lethality without dying, they may become lethal to themselves. Meaning that they would die every time they spawn, repeatedly. If this happens, you'll need to import an old save. Hope you made a backup!
* A [=PS2=] demo version of ''VideoGame/ViewtifulJoe 2'' had a severe bug that caused all other data on the memory card to be erased by just playing the demo.

to:

** Many players have encountered a bug that, when making a large grab-able grabbable material spin extremely fast in the level editor and grabbing on, they would will no longer be able to respawn, stuck on some sort of infinite pseudo-death loop. Returning to the pod (main menu, basically) continued continues this, and this persisted persists ''even upon resetting the game,'' rendering the game completely unplayable for those affected. The only way to undo this was is to delete the entire save data.
** The "Info moon" on the left, which gauges your Play, Create, and Share points (among other things) things), was completely non-operational at one point (curiously, it was working fine before the official launch, I.E. before the servers were up).
** Still prancing around is the bug that makes your file completely unable to save new data (and gives no error indicating this. The game only autosaves), apparently brought on by having too many custom/community objects, and it objects. It's supposedly fixable by deleting all of that and avoiding community objects like the plague. Obviously nobody wants to do this either.
this.
** "Spawn-Pop Cancer." Sometimes, when the player does the Lethal Sackboy Glitch that lethalizes Sackboy and allows him to touch objects of the same lethality without dying, they may become lethal to themselves. Meaning that they would they'll die every time they spawn, repeatedly. If this happens, you'll need to import an old save. Hope you made a backup!
* A [=PS2=] demo version of ''VideoGame/ViewtifulJoe 2'' had has a severe bug that caused causes all other data on the memory card to be erased by just playing the demo.



** In the PC version, you could get stuck in walls and ceilings by jumping, teleporting (through a cheat code), or being bounced into them. You could escape using cheat codes, but if they didn't work, your only other option was to restart the level.
** A worse one in some of the builds of the first game made one of the levels in Oribitus nigh impossible to beat. The level featured bouncy walls and a bouncy floor that also, unfortunately, acted at a ceiling that sucked you up to the level above if Jazz so much as scraped a hair on it. Add in a few tiny holes the player has to navigate to without touching the floor or ceiling makes for a recipe of pain. Players attempting this should turn on slow motion mode, as it's virtually unwinnable otherwise.

to:

** In the PC version, you could can get stuck in walls and ceilings by jumping, teleporting (through a cheat code), or being bounced into them. You could can escape using cheat codes, but if they didn't don't work, your only other option was is to restart the level.
** A worse one in some of the builds of the first game made makes one of the levels in Oribitus nigh impossible to beat. The level featured features bouncy walls and a bouncy floor that also, unfortunately, acted at acts as a ceiling that sucked sucks you up to the level above if Jazz so much as scraped scrapes a hair on it. Add in a few tiny holes the player has to navigate to without touching the floor or ceiling makes for ceiling, and you get a recipe of pain. Players attempting this should turn on slow motion mode, as it's virtually unwinnable otherwise.



** Donkey Kong runs into these nasty glitches more than once. [[http://www.youtube.com/watch?v=Yk2BCDaw5Dk&feature=related This video]] shows a number of glitches from the first ''VideoGame/DonkeyKongCountry1'' game, most of them harmless, but the one starting at 8:47 is decidedly nasty. Rambi gets glitched as the cave is opened, and the game freezes when he tries to exit. On restarting, the environment is a mass of flashing error, rendering the game utterly unplayable. An ominous annotation near the start of the segment says the glitch was tested in Super Nintendo and altered the system - whether he's just talking about the emulator or if it was tested on an actual system is unknown. Fortunately, unlike the Castle Crush glitch from the next game, this one requires enough set-up as to almost never happen by accident.
** An extremely serious glitch can occur in ''[[VideoGame/DonkeyKongCountry2DiddysKongQuest Donkey Kong Country 2]]'' on the vertically-scrolling Castle Crush stage. There is a barrel near the beginning which can be grabbed and broken without being thrown. A demonstration of the glitch can be seen [[http://www.youtube.com/watch?v=1D95R9h7Jqw here]]. The glitch can cause the game to crash in some cases, but this could end up being worse than a simple restart or even losing save files (which is another potential result of the glitch). In some cases, the glitch's effects are so severe that they damage the ''game'' beyond repair. An example of the broken ROM can be seen ([[http://www.youtube.com/watch?v=kS623XTmr04 here]]). Some accounts suggest that this damage even extends to the system or emulator itself. The same issues do not appear to occur in the Virtual Console version. Somebody risked the life of his Donkey Kong Country 2 cartridge and performed the glitch on a real SNES multiple times, as seen [[http://www.youtube.com/watch?v=lo-16pMF1Mg Here.]]

to:

** Donkey Kong runs into these nasty glitches more than once. [[http://www.youtube.com/watch?v=Yk2BCDaw5Dk&feature=related This video]] shows a number of glitches from the first ''VideoGame/DonkeyKongCountry1'' game, most of them harmless, but the one starting at 8:47 is decidedly nasty. Rambi gets glitched as the cave is opened, and the game freezes when he tries to exit. On restarting, the environment is a mass of flashing error, rendering the game utterly unplayable. An ominous annotation near the start of the segment says the glitch was tested in on an actual Super Nintendo and altered the system - whether he's just talking about the emulator or if it was tested on an actual system is unknown. Fortunately, unlike the Castle Crush glitch from the next game, this one requires enough set-up as to almost never happen by accident.
** An extremely serious glitch can occur in ''[[VideoGame/DonkeyKongCountry2DiddysKongQuest Donkey Kong Country 2]]'' on the vertically-scrolling Castle Crush stage. There is a barrel near the beginning which can be grabbed and broken without being thrown. A demonstration of the glitch can be seen [[http://www.youtube.com/watch?v=1D95R9h7Jqw here]]. The glitch can cause the game to crash in some cases, but this could end up being worse than a simple restart or even losing save files (which is another potential result of the glitch). In some cases, the glitch's effects are so severe that they damage the ''game'' beyond repair. An example of the broken ROM can be seen ([[http://www.youtube.com/watch?v=kS623XTmr04 here]]). Some accounts suggest that this damage even extends to the system or emulator itself. The same issues do not appear to occur in the Virtual Console version. Somebody risked the life of his Donkey ''Donkey Kong Country 2 2'' cartridge and performed the glitch on a real SNES multiple times, as seen [[http://www.youtube.com/watch?v=lo-16pMF1Mg Here.here.]]



** In ''VideoGame/DonkeyKong64'', there is an obscure bug with the "Sneeze Alert" mechanical fish in Gloomy Galleon. If you get the Sniper scope late in the game, then later go to the fish, the spinning fan lags, but not the timer. This makes the Golden Banana here ''impossible'' to get at this point. There is a workaround, where you can disable the Sniper scope while you are waiting for the fan to finish spinning [[http://www.gamefaqs.com/boards/191702-donkey-kong-64/53989112]], but due to the sheer obscurity of this bug, most people won't know to do this at all.

to:

** In ''VideoGame/DonkeyKong64'', there is an obscure bug with the "Sneeze Alert" mechanical fish in Gloomy Galleon. If you get the Sniper scope Scope late in the game, then later go to the fish, the spinning fan lags, but not the timer. This makes the Golden Banana here ''impossible'' to get at this point. There is a workaround, where you can disable the Sniper scope while you are waiting for the fan to finish spinning [[http://www.gamefaqs.com/boards/191702-donkey-kong-64/53989112]], com/boards/191702-donkey-kong-64/53989112 you can disable the Sniper Scope while you are waiting for the fan to finish spinning]], but due to the sheer obscurity of this bug, most people won't know to do this at all.



*** If a Hammer Brother and a card matching game end up on the same spot on the map screen, it's possible for them to get stuck together and continuously move around the map, locking the game up. This can happen on the NES and SNES versions.

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*** If a Hammer Brother and a card matching game end up on the same spot on the map screen, it's possible for them to get stuck together and continuously move around the map, locking the game up. This can happen on in the NES and SNES versions.



*** In the Nintendo DS version a game breaking bug is found in Snowman's Land. If the snowman blows off Mario's hat and Mario throws a crate at the snowman wearing his hat to retrieve it, he will get his hat like normal, but repeating the action will add another hat to the total on screen. After too many hats appear, the game first slows down, and then freezes completely.

to:

*** In the Nintendo DS version version, a game breaking bug is found in Snowman's Land. If the snowman blows off Mario's hat and Mario throws a crate at the snowman wearing his hat to retrieve it, he will get his hat like normal, but repeating the action will add another hat to the total on screen. After too many hats appear, the game first slows down, and then freezes completely.completely.
*** In early versions of the DS remake, being attacked by Klepto while holding an object and wearing a transformation hat causes the game to freeze.



** In the earliest copies of ''VideoGame/{{Rayman 2}}'' for the PC, at the beginning of the level "The Top of the World", a message will pop up telling you the CD is missing and that you have to insert it to play on, even if it's not. The worst part about this is that the message features a huge picture of a [[NinjaPirateZombieRobot robot pirate's]] face, so it's [[JumpScare pretty much a screamer without the screaming]]. Terrifying, anyone? A [[https://www.youtube.com/watch?v=efXgUGGYpt8 this video]] shows, however, the level's still fully playable (should you not trigger OTHER glitches) when this glitch is active. The only issue is that you can hardly see shit when there's a gigantic robot pirate face blocking most of the screen.
** In the HD rereleases of ''[[VideoGame/Rayman3HoodlumHavoc Rayman 3: Hoodlum Havoc]]'' attempting to revisit any world before the games completion results in the last world becoming permanently locked, forcing the player to restart their save.

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** In the earliest copies of ''VideoGame/{{Rayman 2}}'' for the PC, at the beginning of the level "The Top of the World", a message will pop up with a picture of a [[NinjaPirateZombieRobot robot pirate]], telling you the CD is missing and that you have to insert it to play on, keep playing, even if it's not. The worst part about this is that the message features a huge picture of a [[NinjaPirateZombieRobot robot pirate's]] face, so it's [[JumpScare pretty much a screamer without the screaming]]. Terrifying, anyone? A As [[https://www.youtube.com/watch?v=efXgUGGYpt8 this video]] shows, however, the level's still fully playable (should you not trigger OTHER glitches) when this glitch is active. The only issue is that you can hardly see shit when there's a gigantic robot pirate face blocking most of the screen.
** In the HD rereleases of ''[[VideoGame/Rayman3HoodlumHavoc Rayman 3: Hoodlum Havoc]]'' ''VideoGame/Rayman3HoodlumHavoc'', attempting to revisit any world before completing the games completion game results in the last world becoming permanently locked, forcing the player to restart their save.



** A rather breaking bug appears in ''VideoGame/KirbysAdventure'' in relation to the Stone ability. Upon getting to the room with a mini boss in Orange Ocean 1 Kirby is standing right on a block that can be broken with the Stone ability. Using the ability to break the block will leave Kirby splashing in a single block of water, and attempting to use the ability again will result in the game glitching out. However if B is pressed followed immediately by Start to pause, a variety of effects can happen including the game crashing. In a best-case scenario the game can randomly warp to different areas including the Credits sequence, which counts as the game being beaten.
** The game can be soft locked in the fight with the Fire Lion boss in the level 6 arena. If Kirby has the Cutter ability, gets the boss down to two bars of health, and then uses the Cutter at the same time the lion grabs him, the game soft locks.
** In ''VideoGame/KirbySuperStar'' it is possible to freeze the game during Milky Way Wishes. If Kirby inhales one of the sleep enemies at the start of Planet Hotbeat then immediately pauses and exits the stage, going to NOVA next will cause the cutscene to play like normal but then the game will lock up when the level begins.
** In "Dyna Blade" the game can also freeze during the auto scrolling part of the second level. If a Helper takes enough damage from a particular enemy to be defeated but Kirby manages to make it to the warp star just ahead by himself and jump on the game will softlock as it waits for the Helper to also interact with it, even though it is technically dead. This will leave the screen to keep scrolling endlessly even wrapping around itself at the end of the stage.
** Even the DS remake Kirby Super Star Ultra is not immune to game breaking bugs. If Kirby uses the Suplex ability on a Bomber enemy in a particular part of Stage 2 of Dyna Blade, right as the enemy is about talk fall of an edge, he will grab the enemy with the Suplex ability like normal and land on the ground below, but the game will lock up if he jumps to throw the enemy.
* In ''VideoGame/MegaManZX Advent'' Model P has the ability to grab ledges. Unfortunately, it also has the ability to grab the ceiling. If this happens, you can't let go or transform, leaving you with no option but to turn off the DS.
** Unless there are some copies of the game that aren't functioning properly, all you ever had to do was push the jump button while holding down to let go of the ceiling, just like you would in the first ZX.
* In ''CoolWorld'' on NES there's a glitch where if you manage to store up at least ten lives and then die it's an instant game over.
* Due to a poorly designed physics engine, some levels in ''[[VideoGame/MeatBoy Super Meat Boy]]'' are literally impossible when playing on a slow computer. This can be mitigated to some extent by switching to a lower graphics resolution, but if it still isn't fast enough on 640x480, you're out of luck. Hope you weren't planning on ever seeing 2-18x.

to:

** A rather breaking nasty bug appears in ''VideoGame/KirbysAdventure'' in relation to the Stone ability. Upon getting to the room with a mini boss in Orange Ocean 1 1, Kirby is standing right on a block that can be broken with the Stone ability. Using the ability to break the block will leave Kirby splashing in a single block of water, and attempting to use the ability again will result in the game glitching out. However However, if B is pressed followed immediately by Start to pause, a variety of effects can happen happen, including the game crashing. In a best-case scenario the game can randomly warp to different areas including the Credits sequence, which counts as the game being beaten.
** The game can be soft locked softlocked in the fight with the Fire Lion boss in the level 6 arena. If Kirby has the Cutter ability, gets the boss down to two bars of health, and then uses the Cutter at the same time the lion grabs him, the game soft locks.
freezes
** In ''VideoGame/KirbySuperStar'' it is possible to freeze the game during Milky Way Wishes. If Kirby inhales one of the sleep enemies Noddies at the start of Planet Hotbeat Hotbeat, then immediately pauses and exits the stage, going to NOVA next will cause the cutscene to play like normal but then the game will lock up when the level begins.
** In "Dyna Blade" the game can also freeze during the auto scrolling auto-scrolling part of the second level. If a Helper takes enough damage from a particular enemy to be defeated but Kirby manages to make it to the warp star just ahead by himself and jump on on, the game will softlock as it waits for the Helper to also interact with it, even though it is technically dead. This will leave the screen to keep scrolling endlessly endlessly, even wrapping around itself at the end of the stage.
** Even the DS remake Kirby ''Kirby Super Star Ultra Ultra'' is not immune to game breaking bugs. If Kirby uses the Suplex ability on a Bomber enemy in a particular part of Stage 2 of Dyna Blade, right as the enemy is about talk to fall of an edge, he will grab the enemy with the Suplex ability like normal and land on the ground below, but the game will lock up if he jumps to throw the enemy.
* In ''VideoGame/MegaManZX Advent'' Model P has ''Cool World'' on the ability to grab ledges. Unfortunately, it also has the ability to grab the ceiling. If this happens, you can't let go or transform, leaving you with no option but to turn off the DS.
** Unless there are some copies of the game that aren't functioning properly, all you ever had to do was push the jump button while holding down to let go of the ceiling, just like you would in the first ZX.
* In ''CoolWorld'' on NES
NES, there's a glitch where where, if you manage to store up at least ten lives and then die die, it's an instant game over.
* Due to a poorly designed coded physics engine, some levels in ''[[VideoGame/MeatBoy Super Meat Boy]]'' ''Super VideoGame/MeatBoy'' are literally impossible when playing on a slow computer. This can be mitigated to some extent by switching to a lower graphics resolution, but if it still isn't fast enough on 640x480, you're out of luck. Hope you weren't planning on ever seeing 2-18x.



** The Game Boy version of ''Film/HomeAlone'' has a game-breaking glitch where if Kevin climbs up the ladder to the right side of the attic in the fourth level, the game freezes due to an error with a warp.

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** The Game Boy version of ''Film/HomeAlone'' has a game-breaking glitch where where, if Kevin climbs up the ladder to the right side of the attic in the fourth level, the game freezes due to an error with a warp.



* Due to a bug in Round 7 of ''VideoGame/MonsterParty'', you earned the key to finish the level after fighting only two of the three bosses. If you faced the third you'd lose the key, and your only choice is to reset the game.

to:

* Due to a bug in Round 7 of ''VideoGame/MonsterParty'', you earned earn the key to finish the level after fighting only two of the three bosses. If you faced face the third you'd you'll lose the key, and your only choice is to reset the game.



** ''[[VideoGame/LEGODimensions LEGO Dimensions's]]'' ''Film/Ghostbusters2016'' Story Pack has one on Wii U. Every time time you complete a level in that Story Pack you are taken to the ''Ghostbusters 2016'' adventure world. You are always required to sole a puzzle or a quest in that said adventure world before progressing on to the next level. If you leave the adventure world during one of these quests and then return to the ''Ghostbusters 2016'' portal in The Shard you are offered to either continue the story or go straight to the adventure world. If you choose to continue the story you immediately start the next level skipping the quest you had to do. If you do that and then try replaying the level later after completing it for the story the game will still think the level is locked even though it will show you have clearly played it, collected minikits, got a Rule Breaker status and rescued the civilian in peril. This then makes it impossible to 100 percent and collect the Gold Bricks for the level if you didn't get everything thing.

to:

** ''[[VideoGame/LEGODimensions LEGO Dimensions's]]'' ''Film/Ghostbusters2016'' Story Pack has one on Wii U. Every time time you complete a level in that Story Pack Pack, you are taken to the ''Ghostbusters 2016'' adventure world. You are always required to sole solve a puzzle or a quest in that said adventure world before progressing on to the next level. If you leave the adventure world during one of these quests and then return to the ''Ghostbusters 2016'' portal in The Shard Shard, you are offered to either continue the story or go straight to the adventure world. If you choose to continue the story story, you immediately start the next level level, skipping the quest you had have to do. If you do that and then try replaying the level later after completing it for the story story, the game will still think the level is locked locked, even though it will show you have clearly played it, collected minikits, got a Rule Breaker status and rescued the civilian in peril. This then makes it impossible to 100 percent and collect the Gold Bricks for the level if you didn't get everything thing.everything.



** The first happens under some specific but easily exploited circumstances: When the arena forms stairs going up one side of the floor for the boss's wall attack, climbing them before it emerges can cause them to drop down and switch sides. Doing so at the wrong time can get the boss stuck and never emerge.

to:

** The first happens under some specific but easily exploited circumstances: When the arena forms stairs going up one side of the floor for the boss's wall attack, climbing them the stairs before it the boss emerges can cause them to drop down and switch sides. Doing so at the wrong time can get the boss stuck and never emerge.
29th Nov '16 8:40:32 AM DracoKanji
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** ''[[VideoGame/LEGODimensions LEGO Dimensions's]]'' ''Film/Ghostbusters2016'' Story Pack has one on Wii U. Every time time you complete a level in that Story Pack you are taken to the ''Ghostbusters 2016'' adventure world. You are always required to sole a puzzle or a quest in that said adventure world before progressing on to the next level. If you leave the adventure world during one of these quests and then return to the ''Ghostbusters 2016'' portal in The Shard you are offered to either continue the story or go straight to the adventure world. If you choose to continue the story you immediately start the next level skipping the quest you had to do. If you do that and then try replaying the level later after completing it for the story the game will still think the level is locked even though it will show you have clearly played it, collected minikits, got a Rule Breaker status and rescued the civilian in peril. This then makes it impossible to 100 percent and collect the Gold Bricks for the level if you didn't get everything thing.

to:

** ''[[VideoGame/LEGODimensions LEGO Dimensions's]]'' ''Film/Ghostbusters2016'' Story Pack has one on Wii U. Every time time you complete a level in that Story Pack you are taken to the ''Ghostbusters 2016'' adventure world. You are always required to sole a puzzle or a quest in that said adventure world before progressing on to the next level. If you leave the adventure world during one of these quests and then return to the ''Ghostbusters 2016'' portal in The Shard you are offered to either continue the story or go straight to the adventure world. If you choose to continue the story you immediately start the next level skipping the quest you had to do. If you do that and then try replaying the level later after completing it for the story the game will still think the level is locked even though it will show you have clearly played it, collected minikits, got a Rule Breaker status and rescued the civilian in peril. This then makes it impossible to 100 percent and collect the Gold Bricks for the level if you didn't get everything thing.thing.
* ''VideoGame/MightyNo9'' has two involving the final boss. The only solution to either is to quit the level and start the whole grueling process over again.
** The first happens under some specific but easily exploited circumstances: When the arena forms stairs going up one side of the floor for the boss's wall attack, climbing them before it emerges can cause them to drop down and switch sides. Doing so at the wrong time can get the boss stuck and never emerge.
** The second is more specific and rare, where beating either of its forms prevents the next scene (either the second phase transition or the ending cutscene) to not load at all.
3rd Nov '16 8:38:58 PM nombretomado
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* HomeAlone 2 for the NES has a fatal bug where, if you manage to get through the game with the Bell item intact without getting hit and spin jump into Marv ''or'' Harry in certain parts of the third level, the game freezes.
** The Game Boy version of HomeAlone has a game-breaking glitch where if Kevin climbs up the ladder to the right side of the attic in the fourth level, the game freezes due to an error with a warp.

to:

* HomeAlone 2 ''Film/HomeAlone2'' for the NES has a fatal bug where, if you manage to get through the game with the Bell item intact without getting hit and spin jump into Marv ''or'' Harry in certain parts of the third level, the game freezes.
** The Game Boy version of HomeAlone ''Film/HomeAlone'' has a game-breaking glitch where if Kevin climbs up the ladder to the right side of the attic in the fourth level, the game freezes due to an error with a warp.
1st Nov '16 1:59:34 PM BreadJelly
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* ''[[VideoGame/LEGOAdaptationGame LEGO Jurassic World]]'' just ''loves'' to crash at inopportune times, often when an EventFlag is supposed to trigger but doesn't. It is also easy to crash the game by enabling too many Studs X cheats (which compound), which will make the game freeze during the end level tally. At best, this will cause oddities like having officially beaten the level but ''not'' earned the gold brick or any unlocked characters, minikits, or amber, and at worst (since it auto-saves during the tally), it can [[IncrediblyLamePun brick]] your game.

to:

* ''[[VideoGame/LEGOAdaptationGame TT LEGO Games]]''
** ''LEGO
Jurassic World]]'' World'' just ''loves'' to crash at inopportune times, often when an EventFlag is supposed to trigger but doesn't. It is also easy to crash the game by enabling too many Studs X cheats (which compound), which will make the game freeze during the end level tally. At best, this will cause oddities like having officially beaten the level but ''not'' earned the gold brick or any unlocked characters, minikits, or amber, and at worst (since it auto-saves during the tally), it can [[IncrediblyLamePun brick]] your game.game.
** ''[[VideoGame/LEGODimensions LEGO Dimensions's]]'' ''Film/Ghostbusters2016'' Story Pack has one on Wii U. Every time time you complete a level in that Story Pack you are taken to the ''Ghostbusters 2016'' adventure world. You are always required to sole a puzzle or a quest in that said adventure world before progressing on to the next level. If you leave the adventure world during one of these quests and then return to the ''Ghostbusters 2016'' portal in The Shard you are offered to either continue the story or go straight to the adventure world. If you choose to continue the story you immediately start the next level skipping the quest you had to do. If you do that and then try replaying the level later after completing it for the story the game will still think the level is locked even though it will show you have clearly played it, collected minikits, got a Rule Breaker status and rescued the civilian in peril. This then makes it impossible to 100 percent and collect the Gold Bricks for the level if you didn't get everything thing.
22nd Oct '16 9:47:53 AM Malady
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* ''Rastan'' on the Commodore 64 is fatally bugged on the second level, it is IMPOSSIBLE to make a jump over a flaming pit over 2 ropes, try it on an emulator with save states and you'll see.

to:

* ''Rastan'' ''VideoGame/{{Rastan}}'' on the Commodore 64 is fatally bugged on the second level, it is IMPOSSIBLE to make a jump over a flaming pit over 2 ropes, try it on an emulator with save states and you'll see.
19th Sep '16 2:02:50 PM IAmNotAFunguy
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Added DiffLines:

** A rather breaking bug appears in ''VideoGame/KirbysAdventure'' in relation to the Stone ability. Upon getting to the room with a mini boss in Orange Ocean 1 Kirby is standing right on a block that can be broken with the Stone ability. Using the ability to break the block will leave Kirby splashing in a single block of water, and attempting to use the ability again will result in the game glitching out. However if B is pressed followed immediately by Start to pause, a variety of effects can happen including the game crashing. In a best-case scenario the game can randomly warp to different areas including the Credits sequence, which counts as the game being beaten.
** The game can be soft locked in the fight with the Fire Lion boss in the level 6 arena. If Kirby has the Cutter ability, gets the boss down to two bars of health, and then uses the Cutter at the same time the lion grabs him, the game soft locks.
19th Sep '16 12:44:59 PM IAmNotAFunguy
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** In "Dyna Blade" the game can also freeze during the auto scrolling part of the second level. If a Helper takes enough damage from a particular enemy to be defeated bu Kirby manages to make it to the warp star just ahead by himself and jump on the game will softlock as it waits for the Helper to also interact with it, even though it is technically dead. This will leave the screen to keep scrolling endlessly even wrapping around itself at the end of the stage.
** Even the DS remake Kirby Super Star Ultra is not immune to game breaking bugs. If Kirby uses the Suplex ability on a Bomber enemy in a particular part of Stage 2, right as the enemy is about talk fall of an edge, he will grab the enemy with the Suplex ability like normal and land on the ground below, but the game will lock up if he jumps to throw the enemy.

to:

** In "Dyna Blade" the game can also freeze during the auto scrolling part of the second level. If a Helper takes enough damage from a particular enemy to be defeated bu but Kirby manages to make it to the warp star just ahead by himself and jump on the game will softlock as it waits for the Helper to also interact with it, even though it is technically dead. This will leave the screen to keep scrolling endlessly even wrapping around itself at the end of the stage.
** Even the DS remake Kirby Super Star Ultra is not immune to game breaking bugs. If Kirby uses the Suplex ability on a Bomber enemy in a particular part of Stage 2, 2 of Dyna Blade, right as the enemy is about talk fall of an edge, he will grab the enemy with the Suplex ability like normal and land on the ground below, but the game will lock up if he jumps to throw the enemy.
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