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* The Game Boy version of ''Film/HomeAlone1'' 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/HomeAlone1'' ''VideoGame/HomeAlone1GameBoy'' 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 crashes due to an error with a warp.
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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 is to get past Maria by [[GottaCollectThemAll collecting]] all the PlotCoupons, this hack makes the game pointless.) Even better, there's one that triggers the ending sequence when the player collects the first, very easy PlotCoupon.
** The programmer of the UsefulNotes/Commodore64 version fixed the infamous Attic Bug, but didn't finish implementing the final cutscene, and so the game is ''still'' impossible to complete. 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.
** The original Dragon 32/64, UsefulNotes/BBCMicro and [[UsefulNotes/Atari8BitComputers Atari 8-bit]] ports ''all'' 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!

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** The famous Attic Bug on the UsefulNotes/ZXSpectrum Platform/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 is to get past Maria by [[GottaCollectThemAll collecting]] all the PlotCoupons, this hack makes the game pointless.) Even better, there's one that triggers the ending sequence when the player collects the first, very easy PlotCoupon.
** The programmer of the UsefulNotes/Commodore64 Platform/Commodore64 version fixed the infamous Attic Bug, but didn't finish implementing the final cutscene, and so the game is ''still'' impossible to complete. 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.
** The original Dragon 32/64, UsefulNotes/BBCMicro Platform/BBCMicro and [[UsefulNotes/Atari8BitComputers [[Platform/Atari8BitComputers Atari 8-bit]] ports ''all'' 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!



* The English UsefulNotes/Commodore64 version of ''[[VideoGame/LivingstoneIPresume Livingstone, I Presume?]]'' had a bug introduced in localization which, in addition to breaking the CheatCode for infinite lives, causes the game to unavoidably crash at a certain point in level 3. [[https://www.youtube.com/watch?v=c4OQPojiEOo 8-Bit Show And Tell discusses it in complete detail]]. Notably, neither the original Spanish version nor any of the localizations for other systems have this problem.

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* The English UsefulNotes/Commodore64 Platform/Commodore64 version of ''[[VideoGame/LivingstoneIPresume Livingstone, I Presume?]]'' had a bug introduced in localization which, in addition to breaking the CheatCode for infinite lives, causes the game to unavoidably crash at a certain point in level 3. [[https://www.youtube.com/watch?v=c4OQPojiEOo 8-Bit Show And Tell discusses it in complete detail]]. Notably, neither the original Spanish version nor any of the localizations for other systems have this problem.



*** It's also possible to trip the game's CopyProtection feature if your disk is scratched or the lens of your UsefulNotes/PlayStation is dirty. Your only warning is that Zoe the fairy will warn you that you may have have purchased an illegal copy. However, if you disregard the warning (which odds are you will if you're an innocent gamer who bought the game fair and square) and face the end boss, BAM! ''All your data'' on that file is lost. Every single thing from gems to eggs goes back down to zero, and you go ''all the way back to the beginning of the game'' as if you deleted the file and started a new one.

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*** It's also possible to trip the game's CopyProtection feature if your disk is scratched or the lens of your UsefulNotes/PlayStation Platform/PlayStation is dirty. Your only warning is that Zoe the fairy will warn you that you may have have purchased an illegal copy. However, if you disregard the warning (which odds are you will if you're an innocent gamer who bought the game fair and square) and face the end boss, BAM! ''All your data'' on that file is lost. Every single thing from gems to eggs goes back down to zero, and you go ''all the way back to the beginning of the game'' as if you deleted the file and started a new one.



*** In the [[UsefulNotes/NintendoEntertainmentSystem NES]] version, if you die on the World 5 airship, there is a rare chance that the ship will fly off the map completely, making it [[UnintentionallyUnwinnable impossible to advance]], unless you have a warp whistle. This means the [[PowerUpLetdown Anchor]] is actually useful for this world.

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*** In the [[UsefulNotes/NintendoEntertainmentSystem [[Platform/NintendoEntertainmentSystem NES]] version, if you die on the World 5 airship, there is a rare chance that the ship will fly off the map completely, making it [[UnintentionallyUnwinnable impossible to advance]], unless you have a warp whistle. This means the [[PowerUpLetdown Anchor]] is actually useful for this world.
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* 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.
* ''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.

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* The Game Boy version of ''Film/HomeAlone'' ''Film/HomeAlone1'' 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.
* ''Film/HomeAlone2'' ''[[VideoGame/HomeAlone2LostInNewYorkSNES Home Alone 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.
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** Downplayed in a glitch in Terrydactyland in ''Tooie'' (it doesn't break the game, but it forces you to reset it). As a big ''T. rex'', two of the things you can do are scare away a guy blocking the entrance to a cave, and press a switch to temporarily open a cage containing a Jinjo. Get unlucky enough to scare the guy away just as the timer for the cage runs off, and when the short cutscene indicating you the cage has closed again is over, you won't be able to move and will have to reset the game.

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** Downplayed in a glitch in Terrydactyland in ''Tooie'' ''VideoGame/BanjoTooie'' (it doesn't break the game, but it forces you to reset it). As a big ''T. rex'', two of the things you can do are scare away a guy blocking the entrance to a cave, and press a switch to temporarily open a cage containing a Jinjo. Get unlucky enough to scare the guy away just as the timer for the cage runs off, and when the short cutscene indicating you the cage has closed again is over, you won't be able to move and will have to reset the game.
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* ''VideoGame/SonicTheHedgehog'':

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* ''VideoGame/SonicTheHedgehog'':''Franchise/SonicTheHedgehog'':



** VideoGame/SonicTheHedgehog2 has a couple major glitches, which are design oversights as a result of the game [[ChristmasRushed being rushed out for release]]:

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** VideoGame/SonicTheHedgehog2 ''VideoGame/SonicTheHedgehog2'' has a couple major glitches, which are design oversights as a result of the game [[ChristmasRushed being rushed out for release]]:
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** 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 [[https://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 can corrupt the ''entire'' game even upon a reboot, due to it corrupting the game's save data beyond all repair. This isn't ''completely'' unfixable, but will require some sort of external method for clearing the cartridge's SRAM, such as opening the cartridge, then removing and re-inserting the save battery. An example of the broken game can be seen [[https://www.youtube.com/watch?v=kS623XTmr04 here.]] This glitch was reportedly fixed for the Wii and 3Ds Virtual Console versions, but showed up again with the Wii U and Nintendo Switch Online versions.

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** 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 [[https://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 can corrupt the ''entire'' game even upon a reboot, due to it corrupting the game's save data beyond all repair. This isn't ''completely'' unfixable, but will require some sort of external method for clearing the cartridge's SRAM, such as opening the cartridge, then removing and re-inserting the save battery. An example of the broken game can be seen [[https://www.youtube.com/watch?v=kS623XTmr04 here.]] This glitch was reportedly fixed for the Wii and 3Ds 3DS Virtual Console versions, but showed up again with the Wii U and Nintendo Switch Online versions.
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** 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 [[https://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 can corrupt the ''entire'' game even upon a reboot, due to it corrupting the game's save data beyond all repair. This isn't ''completely'' unfixable, but will require some sort of external method for clearing the cartridge's SRAM, such as opening the cartridge, then removing and re-inserting the save battery. An example of the broken game can be seen [[https://www.youtube.com/watch?v=kS623XTmr04 here.]] This glitch was reportedly fixed for the Wii Virtual Console version, but showed up again with the Wii U and Nintendo Switch Online versions.

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** 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 [[https://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 can corrupt the ''entire'' game even upon a reboot, due to it corrupting the game's save data beyond all repair. This isn't ''completely'' unfixable, but will require some sort of external method for clearing the cartridge's SRAM, such as opening the cartridge, then removing and re-inserting the save battery. An example of the broken game can be seen [[https://www.youtube.com/watch?v=kS623XTmr04 here.]] This glitch was reportedly fixed for the Wii and 3Ds Virtual Console version, versions, but showed up again with the Wii U and Nintendo Switch Online versions.
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** ''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.

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** ''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 [[{{Pun}} brick]] your game.
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* The English UsefulNotes/Commodore64 version of ''[[VideoGame/LivingstoneIPresume Livingstone, I Presume?]]'' had a bug introduced in localization which, in addition to breaking the CheatCode for infinite lives, causes the game to unavoidably crash at a certain point in level 3. [[https://www.youtube.com/watch?v=c4OQPojiEOo 8-Bit Show And Tell discusses it in complete detail]]. Notably, neither the original Spanish version nor any of the localizations for other consoles have this problem.

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* The English UsefulNotes/Commodore64 version of ''[[VideoGame/LivingstoneIPresume Livingstone, I Presume?]]'' had a bug introduced in localization which, in addition to breaking the CheatCode for infinite lives, causes the game to unavoidably crash at a certain point in level 3. [[https://www.youtube.com/watch?v=c4OQPojiEOo 8-Bit Show And Tell discusses it in complete detail]]. Notably, neither the original Spanish version nor any of the localizations for other consoles systems have this problem.
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* The English UsefulNotes/Commodore64 version of ''[[VideoGame/LivingstoneIPresume Livingstone, I Presume?]]'' had a bug introduced in localization which, in addition to breaking the CheatCode for infinite lives, causes the game to unavoidably crash at a certain point in level 3. [[https://www.youtube.com/watch?v=c4OQPojiEOo 8-Bit Show And Tell discusses it in complete detail]]. Notably, neither the original Spanish version nor any of the localizations for other consoles have this problem.
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* ''Rastan'' on the Commodore 64 is fatally bugged on the second level. It is IMPOSSIBLE to make a jump over the flaming pit with two ropes. Try it on an emulator with save states and you'll see.

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* ''Rastan'' ''VideoGame/{{Rastan}}'' on the Commodore 64 is has a fatally bugged on rope swing in Level 4, as grabbing the second level. It is IMPOSSIBLE rope at its end will cause Rastan to make a jump over [[SuperDrowningSkills die from touching the flaming pit with two ropes. Try water]], while grabbing it on an emulator with save states and you'll see.at any higher point won't allow him to clear the gap. This renders the game UnintentionallyUnwinnable without the use of cheat codes.
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** 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 [[https://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 cartridge itself'' beyond repair, usually by corrupting its ROM. An example of the broken ROM can be seen [[https://www.youtube.com/watch?v=kS623XTmr04 here.]] 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 [[https://www.youtube.com/watch?v=lo-16pMF1Mg here.]]

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** 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 [[https://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 cartridge itself'' beyond repair, usually by can corrupt the ''entire'' game even upon a reboot, due to it corrupting its ROM. the game's save data beyond all repair. This isn't ''completely'' unfixable, but will require some sort of external method for clearing the cartridge's SRAM, such as opening the cartridge, then removing and re-inserting the save battery. An example of the broken ROM game can be seen [[https://www.youtube.com/watch?v=kS623XTmr04 here.]] The same issues do not appear to occur in This glitch was reportedly fixed for the Wii Virtual Console version. Somebody risked version, but showed up again with the life of his ''Donkey Kong Country 2'' cartridge Wii U and performed the glitch on a real SNES multiple times, as seen [[https://www.youtube.com/watch?v=lo-16pMF1Mg here.]]Nintendo Switch Online versions.
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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 [[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%.

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* Not a Game Breaking 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 [[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%.



** Donkey Kong runs into these nasty glitches more than once. [[https://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 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 [[https://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 cartridge itself'' beyond repair, usually by corrupting its ROM. An example of the broken ROM can be seen ([[https://www.youtube.com/watch?v=kS623XTmr04 here]]). Some accounts suggest that this damage can even extend to '''the console 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 [[https://www.youtube.com/watch?v=lo-16pMF1Mg here.]]

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** Donkey Kong runs into these nasty glitches more than once. [[https://www.youtube.com/watch?v=Yk2BCDaw5Dk&feature=related com/watch?v=Yk2BCDaw5Dk 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 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 [[https://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 cartridge itself'' beyond repair, usually by corrupting its ROM. An example of the broken ROM can be seen ([[https://www.[[https://www.youtube.com/watch?v=kS623XTmr04 here]]). Some accounts suggest that this damage can even extend to '''the console or emulator itself.''' here.]] 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 [[https://www.youtube.com/watch?v=lo-16pMF1Mg here.]]



** The programmer of the Commodore 64 version fixed the infamous Attic Bug, but didn't finish implementing the final cutscene, and so the game is ''still'' impossible to complete. 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.

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** The programmer of the Commodore 64 UsefulNotes/Commodore64 version fixed the infamous Attic Bug, but didn't finish implementing the final cutscene, and so the game is ''still'' impossible to complete. 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.
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* In the ''VideoGame/{{Celeste}}'' modding community, the Brokemia Helper (a resource required for many mods including the ''VideoGame/StrawberryJamCollab'') tried to do an AprilFoolsDay intended to add fake "Crab Sides" to the game. Unfortunately, it turned out that pressing the "Crab" button made the fake sides appear over your C-sides, and if you tried to actually play them, it was liable to overwrite your C-side data or delete it entirely. In the worst case, it could make even the vanilla game become unplayable due to messed up save data. This led to the whole crab gag being patched out.

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* In the ''VideoGame/{{Celeste}}'' modding community, the Brokemia Helper (a resource required for many mods including the ''VideoGame/StrawberryJamCollab'') tried to do an AprilFoolsDay intended to add joke that added fake "Crab Sides" to the game. Unfortunately, it turned out that pressing the "Crab" button made the fake sides appear over your C-sides, and if you tried to actually play them, it was liable to overwrite your C-side data or delete it entirely. In the worst case, it could make even the vanilla game become unplayable due to messed up save data. This led to the whole crab gag being patched out.
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* In the ''VideoGame/{{Celeste}}'' modding community, the Brokemia Helper (a resource required for many mods including the ''VideoGame/StrawberryJamCollab'') tried to do an AprilFoolsDay intended to add fake "Crab Sides" to the game. Unfortunately, it turned out that pressing the "Crab" button made the fake sides appear over your C-sides, and if you tried to actually play them, it was liable to overwrite your C-side data or delete it entirely. In the worst case, it could make even the vanilla game become unplayable due to messed up save data. This led to the whole crab gag being patched out.
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Crosswicking from the page.

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* ''VideoGame/DensetsuNoStafy4'': On the NewGamePlus, there is a mole enemy in 6-3 who steals pearls from you. When you defeat it, single-point pearls are spilled on the floor amounting to the stolen pearls. If you attack it once it's stolen enough pearls, the game will crash.

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As explained in the "urban legend of Zelda" page, this "glitch fixed by the expansion pack fix" wasn't real at all and it was the result of a misunderstanding.


*** According to former Rare developer Shawn Pile, a bug which would cause the game to randomly crash was the primary reason that the game required the Expansion Pak, as the developers couldn't find a way to remove the bug otherwise. Even with the Pak enabled, the game can still occasionally lock up. It seems to occur if you play the game for too long without shutting off the power (somewhere in the ballpark of 10 hours), which wasn't likely on the original console but is more noticeable with the use of savestates in UsefulNotes/{{emulation}} or UsefulNotes/VirtualConsole releases.
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** ''VideoGame/TheLionKing'' has two such bugs in the MS-DOS version:

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** * ''VideoGame/TheLionKing'' has two such bugs in the MS-DOS version:

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* In the PC version of the 1994 platformer ''VideoGame/TheLionKing'', the second level requires you to roar at some monkeys so that you can get them to turn around, allowing you to solve a puzzle. Unfortunately, 90% of the time you enter this level, a bug manifests where your "roar meter" never fills up, thus making it impossible to affect anything with your roar.

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* In ** ''VideoGame/TheLionKing'' has two such bugs in the PC version of the 1994 platformer ''VideoGame/TheLionKing'', the MS-DOS version:
** The
second level requires you to roar at some monkeys so that you can get them to turn around, allowing you to solve a puzzle. Unfortunately, 90% of the time you enter this level, a bug manifests where your "roar meter" never fills up, thus making it impossible to affect anything with your roar. Fortunately, there is an easy solution to this bug: pausing the game several times for a short amount of time will make the roar meter work properly again.
** The third level has a section where Simba has to climb ledges while escaping two geysers at the same time. Thing is, in the MS-DOS version they are bugged and so they either will not move at all or will move so fast that it is impossible to outrun them. What's worse, whether the geysers will move or not is completely random, so hopefully you have enough lives to lose.
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That was then. This is now.


** The 2022 rerelease of ''VideoGame/Kirby64TheCrystalShards'' on Nintendo Switch Online Service has a game-breaking bug where certain damage sources in Underwater stages can permanently put Kirby into his "stunned" state which requires the player to quit and retry the current level.

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** The 2022 rerelease of ''VideoGame/Kirby64TheCrystalShards'' on Nintendo Switch Online Service has initially had a game-breaking bug where certain damage sources in Underwater underwater stages (like those in Aqua Star) can permanently put Kirby into his "stunned" state which requires the player to quit and retry the current level.stage. It was eventually patched out with a later update.
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None


* The NTSC Atari 7800 port of ''VideoGame/ImpossibleMission'' has a bug that the final puzzle [[UnintentionallyUnwinnable literally impossible]] to complete. You're supposed to collect "cards" hidden in random objects throughout the game and solve the final puzzle by combining all of them. Unfortunately, the 7800 NTSC version (and only that one) will sometimes hide a card in a computer terminal. It can then never be found, because interacting with a terminal uses the computer instead of searching it as with every other object. This was fixed in the PAL version, and there is a chance if you are [[LuckBasedMission extraordinarily lucky]] that none of the 36 cards will be hidden in terminals.

to:

* The NTSC American Atari 7800 port of ''VideoGame/ImpossibleMission'' has a bug that the final puzzle [[UnintentionallyUnwinnable literally impossible]] to complete. You're supposed to collect "cards" hidden in random objects throughout the game and solve the final puzzle by combining all of them. Unfortunately, the 7800 NTSC American version (and only that one) will sometimes hide a card in a computer terminal. It can then never be found, because interacting with a terminal uses the computer instead of searching it as with every other object. This was fixed in the PAL European version, and there is a chance if you are [[LuckBasedMission extraordinarily lucky]] that none of the 36 cards will be hidden in terminals.
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None

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** The third game on Playstation 4 also had a broken online mode for the first few months of the game's release, where it was plain impossible to join another player's game, until it was fixed with various updates.
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That's not Metal Sonic.


*** Hitting Metal Sonic for the final time at the wrong frame will soft-lock the game, as seen [[https://youtu.be/Zo1e7N75RXU?t=638 here]].

to:

*** Hitting Metal Robo Sonic for the final time at the wrong frame will soft-lock the game, as seen [[https://youtu.be/Zo1e7N75RXU?t=638 here]].



*** The American manual for ''Sonic 3'' actually acknowledges that it's possible to get stuck in scenery during MercyInvincibility (and be forced to either wait for a Time Over or reset the game), but [[HandWave Hand Waves]] this as a "diabolical trap" left by Dr. Robotnik.
*** In Marble Garden, while playing as Sonic with Tails, you can actually scroll Tails off the screen permanently. While this would be good (since Tails is an AnnoyingVideoGameHelper 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.

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*** The American manual for ''Sonic 3'' actually acknowledges that it's possible to get stuck in scenery during MercyInvincibility (and be forced to either wait for a Time Over or reset the game), but [[HandWave Hand Waves]] this as a "diabolical trap" left by Dr. Robotnik.
Robotnik that takes advantage of Sonic's speed.
*** In Marble Garden, Garden Zone, while playing as Sonic with Tails, you can actually scroll Tails off the screen permanently. While this would be good (since Tails is an AnnoyingVideoGameHelper 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.beat. This means you're permanently stuck off-screen and unable to complete the game.
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None

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** The 2022 rerelease of ''VideoGame/Kirby64TheCrystalShards'' on Nintendo Switch Online Service has a game-breaking bug where certain damage sources in Underwater stages can permanently put Kirby into his "stunned" state which requires the player to quit and retry the current level.
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This seems like poor design as opposed to the game malfunctioning


* The ''Wizard of OZ'' platformer on the SNES. As stated by WebVideo/TheAngryVideoGameNerd, one glitch that defies all gaming sensibility is the fact that you fall off any platforms that you try to jump on unless you land perfectly dead-center.

Added: 206

Removed: 207

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alphabetizing/numericizing


* 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.



** 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.

Added: 545

Changed: 541

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None


* ''VideoGame/DonkeyKongCountry'':

to:

* ''VideoGame/DonkeyKongCountry'':The ''VideoGame/DonkeyKongCountry'' series:



** 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 without a workaround. The workaround is to [[http://www.gamefaqs.com/boards/191702-donkey-kong-64/53989112 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.

to:

** In ''VideoGame/DonkeyKong64'', there are several:
*** 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 without a workaround. The workaround is to [[http://www.gamefaqs.com/boards/191702-donkey-kong-64/53989112 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.
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None

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* ''VideoGame/TheMissingJJMacfieldAndTheIslandOfMemories'' has a few:
** Sometimes, the scale in the graveyard level will refuse to move all the way, and instead go about half of the way. This makes the level uncompletable.
** Also in the graveyard level, sometimes a needed item will land in the background and be impossible to pick up.
** In the diner level, if the player goes outside but does not fully complete the level, and quits the game, they will start just outside the diner when their next save is loaded. If they then re-enter the diner, the game crashes. The only way around this is to use Chapter Select.
** If J.J. tries to climb down a ledge while her phone is going off, the player will be unable to move. This is because when the phone goes off, all buttons lock except the pause button (which opens the phone), but when hanging onto a ledge, all buttons lock except the jump button (for letting go or climbing back up). If both these things happen at once, all buttons lock, making the player unable to do anything.
** In the end of the tunnel level, it's possible to jump over the spikes while gravity is reversed, resulting in J.J. infinitely falling into the sky. Since J.J. can only pause the game and use her phone when not in the air, this means the only way to quit and try again is to exit out of the game.
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None

Added DiffLines:

* ''VideoGame/ClawsOfFurry'': On the digital downloadable version of the game on the Switch, at least, there's a chance that, when the game tries to load the next level, an error will occur that makes the software shut down.
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Renamed per TRS


* The NTSC Atari 7800 port of ''VideoGame/ImpossibleMission'' has a bug that the final puzzle [[UnwinnableByMistake literally impossible]] to complete. You're supposed to collect "cards" hidden in random objects throughout the game and solve the final puzzle by combining all of them. Unfortunately, the 7800 NTSC version (and only that one) will sometimes hide a card in a computer terminal. It can then never be found, because interacting with a terminal uses the computer instead of searching it as with every other object. This was fixed in the PAL version, and there is a chance if you are [[LuckBasedMission extraordinarily lucky]] that none of the 36 cards will be hidden in terminals.

to:

* The NTSC Atari 7800 port of ''VideoGame/ImpossibleMission'' has a bug that the final puzzle [[UnwinnableByMistake [[UnintentionallyUnwinnable literally impossible]] to complete. You're supposed to collect "cards" hidden in random objects throughout the game and solve the final puzzle by combining all of them. Unfortunately, the 7800 NTSC version (and only that one) will sometimes hide a card in a computer terminal. It can then never be found, because interacting with a terminal uses the computer instead of searching it as with every other object. This was fixed in the PAL version, and there is a chance if you are [[LuckBasedMission extraordinarily lucky]] that none of the 36 cards will be hidden in terminals.



** 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 blueprint, you will fail the mission but you will technically have gotten the blueprints. This results in the mission being [[UnwinnableByMistake unwinnable]], forcing a reset.

to:

** 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 blueprint, you will fail the mission but you will technically have gotten the blueprints. This results in the mission being [[UnwinnableByMistake [[UnintentionallyUnwinnable unwinnable]], forcing a reset.



*** In the [[UsefulNotes/NintendoEntertainmentSystem NES]] version, if you die on the World 5 airship, there is a rare chance that the ship will fly off the map completely, making it [[UnwinnableByMistake impossible to advance]], unless you have a warp whistle. This means the [[PowerUpLetdown Anchor]] is actually useful for this world.

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*** In the [[UsefulNotes/NintendoEntertainmentSystem NES]] version, if you die on the World 5 airship, there is a rare chance that the ship will fly off the map completely, making it [[UnwinnableByMistake [[UnintentionallyUnwinnable impossible to advance]], unless you have a warp whistle. This means the [[PowerUpLetdown Anchor]] is actually useful for this world.

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