History GameBreakingBug / RolePlayingGame

10th Mar '17 10:13:54 AM Emkake
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*** The guard you're required to speak to for the "Blood on the Ice" quest can sometimes glitch through the ground, making the quest unbeatable without the use of the console on PC.
7th Mar '17 3:33:52 PM Vir
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** In ''VideoGame/{{Fallout 2}}'', whoo boy. The car seems to be a Bug, and not in the "small German vehicle" sense. It will end up stuck in the exit grid, making it unusable, as you can't reach it to drive away. In a particular mission, it will block the exit and prevent a load of freed slaves from escaping the map, and again preventing you from being able to use it. Occasionally the trunk will detach and follow you around; the rest of the car just vanishes. Although bizarre, the glitch has a simple (and amusing) explanation - the trunk is treated as a follower NPC by the game, who is unable to move once you enter a location, but can carry a ton of loot; the rest of the car is treated as an exit grid, to create the effect of the character driving away when he interacts with it. Their graphics are juxtaposed together to look like a complete car, but they are actually two completely different objects, and can get separated if the game has a hiccup.
** ''VideoGame/{{Fallout 3}}:''

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** In ''VideoGame/{{Fallout 2}}'', ''VideoGame/Fallout2'', whoo boy. The car seems to be a Bug, and not in the "small German vehicle" sense. It will end up stuck in the exit grid, making it unusable, as you can't reach it to drive away. In a particular mission, it will block the exit and prevent a load of freed slaves from escaping the map, and again preventing you from being able to use it. Occasionally the trunk will detach and follow you around; the rest of the car just vanishes. Although bizarre, the glitch has a simple (and amusing) explanation - the trunk is treated as a follower NPC by the game, who is unable to move once you enter a location, but can carry a ton of loot; the rest of the car is treated as an exit grid, to create the effect of the character driving away when he interacts with it. Their graphics are juxtaposed together to look like a complete car, but they are actually two completely different objects, and can get separated if the game has a hiccup.
** ''VideoGame/{{Fallout 3}}:'' ''VideoGame/Fallout3:''



** ''{{VideoGame/Fallout 4}}'':

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** ''{{VideoGame/Fallout 4}}'':''VideoGame/Fallout4'':






*** ''VideoGame/TheElderScrollsArena'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' are exceptionally buggy games; their stability is alleged to be different between different start-ups, between different systems, and between different installations on the ''same system''. Inherently, both games suffer from broken quests, garbled dialogue, texture loading problems, item and enemy failures, unloadable saved games, audio-induced crashes, and nonfunctional features; the last patches for each respective game, including save state and quest fixer programs, make the games workable but leave many errors.

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*** ''VideoGame/TheElderScrollsArena'' ''[[VideoGame/TheElderScrollsArena Arena]]'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' ''Daggerfall'' are exceptionally buggy games; their stability is alleged to be different between different start-ups, between different systems, and between different installations on the ''same system''. Inherently, both games suffer from broken quests, garbled dialogue, texture loading problems, item and enemy failures, unloadable saved games, audio-induced crashes, and nonfunctional features; the last patches for each respective game, including save state and quest fixer programs, make the games workable but leave many errors.



* On the PS3 port of ''VideoGame/KingdomHeartsII'': Final Mix, the Reversal command that allows you to avoid Xemnas's throw attack will occasionally not show up. This makes this boss, especially the [[SuperBoss data version]] much harder, forcing you to use a Limit or take the hit.

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* On the PS3 [=PS3=] port of ''VideoGame/KingdomHeartsII'': Final Mix, the Reversal command that allows you to avoid Xemnas's throw attack will occasionally not show up. This makes this boss, especially the [[SuperBoss data version]] much harder, forcing you to use a Limit or take the hit.
28th Feb '17 7:32:34 AM BeerBaron
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** In the Xbox version of ''VideoGame/TheElderScrollsIIIMorrowind'' (the Game of the Year edition), annoying glitches prevent one from using most of the added features. The quest chain in which the player gets turned into a werewolf will not progress after a certain point. Going for Vampirism afterwards will allow one to complete a few quests for the chosen vampire clan, but the keywords to get the next quests don't show up.

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** ''VideoGame/TheElderScrollsIIIMorrowind'':
***
In the Xbox version of ''VideoGame/TheElderScrollsIIIMorrowind'' (the Game of the Year edition), annoying glitches prevent one from using most of the added features. The quest chain in which the player gets turned into a werewolf will not progress after a certain point. Going for Vampirism afterwards will allow one to complete a few quests for the chosen vampire clan, but the keywords to get the next quests don't show up.up.
*** The "Sunder/Keening Bug" which if you have an item that adds attributes to you while wielding and rapidly switch it with another item and back to that item, at enough switching speed the attributes are not removed when unwielding it but instead stacked. You could get insane amounts of attributes. That's how speed runs of less than 5 minutes are possible. The bug was removed in later version though.
*** In addition to a number of bugs that could break certain side quests, installing ''Bloodmoon''after ''Tribunal'' would cause a bug with a certain character's dialogue, causing it to loop endlessly and cutting off the rest of the ''Tribunal'' main quest. This bug was thankfully patched.
4th Feb '17 7:52:40 PM smeezus
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* On the PS3 port of ''VideoGame/KingdomHeartsII'': Final Mix, the Reversal command that allows you to avoid Xemnas's throw attack will occasionally not show up. This makes this boss, especially the ''SuperBoss|data version'' much harder, forcing you to use a Limit or take the hit.

to:

* On the PS3 port of ''VideoGame/KingdomHeartsII'': Final Mix, the Reversal command that allows you to avoid Xemnas's throw attack will occasionally not show up. This makes this boss, especially the ''SuperBoss|data version'' [[SuperBoss data version]] much harder, forcing you to use a Limit or take the hit.
4th Feb '17 7:52:21 PM smeezus
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* On the PS3 port of ''VideoGame/KingdomHeartsII'': Final Mix, the Reversal command that allows you to avoid Xemnas's throw attack will occasionally not show up. This makes this boss, especially the ''SuperBoss Data version'' much harder, forcing you to use a Limit or take the hit.

to:

* On the PS3 port of ''VideoGame/KingdomHeartsII'': Final Mix, the Reversal command that allows you to avoid Xemnas's throw attack will occasionally not show up. This makes this boss, especially the ''SuperBoss Data ''SuperBoss|data version'' much harder, forcing you to use a Limit or take the hit.
4th Feb '17 7:51:57 PM smeezus
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* On the PS3 port of ''VideoGame/KingdomHeartsII'': Final Mix, the Reversal command that allows you to avoid Xemnas's throw attack will occasionally not show up. This makes this boss, especially the ''SuperBoss Data version'' much harder, forcing you to use a Limit or take the hit.
28th Dec '16 4:16:03 PM szopaw
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*** One unforseen effect of using an emulator (confirmed for Pokemon S/G/C) with a "Turbo" mode can be a slow but inevitable save file corruption if the game is saved while in Turbo mode. Trainers running offscreed instead of towards the player, substituted for high level enemies, spouting glitched dialogue and eventually completely crashing the game. The worst part is it doesn't happen instantly, instead the glitches simply increase in frequency until the save is completely wrecked.
25th Dec '16 10:26:18 PM aquagon
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* The English release of ''VideoGame/ArTonelicoIIMelodyOfMetafalica'' has a big one during the last fight against [[spoiler:Raki]] in the final area of the game. On her sixth action, if you haven't dealt about 80% or more damage to her, she is supposed to use an attack called "Fractal Change", which does a random Jamming effect out of the four and shifts between four random possible patterns. However, due to the removal of the attack's code and typing between translation and making the final copies, the game simply freezes up. It would be okay if it was any other boss, but this is the optional boss, which must be defeated ''fifteen'' times for HundredPercentCompletion. There have been workarounds (from taking advantage of another bug to just outright patching and hacking), but this is on ''every single copy'' released in the NTSC region. Oh, and NISA's response? Either level enough so that you can beat enough shit out of her to prevent the turn 6 freeze, or just beat all the shit out of her outright before the attack even comes. Replakia works wonders, but it's not a miracle worker, NISA. Supposedly, the EU version fixes this bug.

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* The English release of ''VideoGame/ArTonelicoIIMelodyOfMetafalica'' has a big one during the last fight against [[spoiler:Raki]] in the final area of the game. On her sixth action, if you haven't dealt about 80% or more damage to her, she is supposed to use an attack called "Fractal Change", which does a random Jamming effect out of the four and shifts her stats between four random possible patterns. However, due to the removal of the attack's code and typing between translation and making the final copies, the game simply freezes up. It would be okay if it was any other boss, but this is the optional boss, which must be defeated ''fifteen'' times for HundredPercentCompletion. There have been workarounds (from taking advantage of another bug to just outright patching and hacking), but this is on ''every single copy'' released in the NTSC region. Oh, and NISA's response? Either level enough so that you can beat enough shit out of her to prevent the turn 6 freeze, or just beat all the shit out of her outright before the attack even comes. Replakia works wonders, but it's not a miracle worker, NISA. Supposedly, the EU version fixes this bug.
25th Dec '16 10:25:30 PM aquagon
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* The English release of ''VideoGame/ArTonelicoIIMelodyOfMetafalica'' has a big one during the last fight against [[spoiler:Raki]] in the final area of the game. On her sixth action, if you haven't dealt about 80% or more damage to her, she is supposed to use an attack called "Fractal Change", which does a random Jamming effect out of the four. However, due to a bad string somewhere in between translation and making the final copies, the game simply freezes up. It would be okay if it was any other boss, but this is the optional boss, which must be defeated ''fifteen'' times for HundredPercentCompletion. There have been workarounds (from taking advantage of another bug to just outright patching and hacking), but this is on ''every single copy'' released in the NTSC region. Oh, and NISA's response? Either level enough so that you can beat enough shit out of her to prevent the turn 6 freeze, or just beat all the shit out of her outright before the attack even comes. Replakia works wonders, but it's not a miracle worker, NISA. Supposedly, the EU version fixes this bug.

to:

* The English release of ''VideoGame/ArTonelicoIIMelodyOfMetafalica'' has a big one during the last fight against [[spoiler:Raki]] in the final area of the game. On her sixth action, if you haven't dealt about 80% or more damage to her, she is supposed to use an attack called "Fractal Change", which does a random Jamming effect out of the four. four and shifts between four random possible patterns. However, due to a bad string somewhere in the removal of the attack's code and typing between translation and making the final copies, the game simply freezes up. It would be okay if it was any other boss, but this is the optional boss, which must be defeated ''fifteen'' times for HundredPercentCompletion. There have been workarounds (from taking advantage of another bug to just outright patching and hacking), but this is on ''every single copy'' released in the NTSC region. Oh, and NISA's response? Either level enough so that you can beat enough shit out of her to prevent the turn 6 freeze, or just beat all the shit out of her outright before the attack even comes. Replakia works wonders, but it's not a miracle worker, NISA. Supposedly, the EU version fixes this bug.
15th Dec '16 6:56:05 AM Midna
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** In ''VideoGame/{{Fallout 2}}'', whoo boy. The car seemed to be a Bug, and not in the 'small German vehicle' sense. It would end up stuck in the exit grid, making it unusable, as you couldn't reach it to drive away. In a particular mission, it would block the exit and prevent a load of freed slaves from escaping the map, and again preventing you from being able to use it. Occasionally the trunk would detach and follow you around; the rest of the car just vanished. Although bizarre, the glitch has a simple (and amusing) explanation - the trunk is treated as a follower NPC by the game, who is unable to move once you enter a location, but can carry a ton of loot; the rest of the car is treated as an exit grid, to create the effect of the character driving away when he interacts with it. Their graphics are juxtaposed together to look like a complete car, but they are actually two completely different objects, and could get separated if the game had a hiccup.

to:

** In ''VideoGame/{{Fallout 2}}'', whoo boy. The car seemed seems to be a Bug, and not in the 'small "small German vehicle' vehicle" sense. It would will end up stuck in the exit grid, making it unusable, as you couldn't can't reach it to drive away. In a particular mission, it would will block the exit and prevent a load of freed slaves from escaping the map, and again preventing you from being able to use it. Occasionally the trunk would will detach and follow you around; the rest of the car just vanished.vanishes. Although bizarre, the glitch has a simple (and amusing) explanation - the trunk is treated as a follower NPC by the game, who is unable to move once you enter a location, but can carry a ton of loot; the rest of the car is treated as an exit grid, to create the effect of the character driving away when he interacts with it. Their graphics are juxtaposed together to look like a complete car, but they are actually two completely different objects, and could can get separated if the game had has a hiccup.



*** There are certain missions that you can access out of order, producing glitches in each other rendering them {{Unwinnable}}. The most infamous are "Scientific Pursuits" and "The American Dream". If you decide to search other Vaults for info on Vault 112, you can end up retrieving the G.E.C.K. from Vault 87 and escaping Raven Rock before you ever set foot in Vault 112.[[note]]The location of Vault 112 is tucked at the very end of an audio tape that you find in the Jefferson Memorial; that specific detail is never added to your quest log or displayed on your World Map, other than the marker only seen when the quest is active and you have listened to the tape.[[/note]] You won't be able to enter the Citadel like you are told to ([[GuideDangIt because you have to complete the other quest in order to trigger the required plot event]]), and if you decide to find Vault 112 and rescue your father from Dr. Braun's simulation, the door to the rotunda lab which should be open won't be, making it impossible to complete one of the required {{fetch quest}}s.

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*** There are certain missions that you can access out of order, producing glitches in each other rendering them {{Unwinnable}}. The most infamous are "Scientific Pursuits" and "The American Dream". If you decide to search other Vaults for info on Vault 112, you can end up retrieving the G.E.C.K. from Vault 87 and escaping Raven Rock before you ever set foot in Vault 112.[[note]]The location of Vault 112 is tucked away at the very end of an audio tape that you find in the Jefferson Memorial; that specific detail is never added to your quest log or displayed on your World Map, other than the marker only seen when the quest is active and you have listened to the tape.[[/note]] You won't be able to enter the Citadel like you are told to ([[GuideDangIt because you have to complete the other quest in order to trigger the required plot event]]), and if you decide to find Vault 112 and rescue your father from Dr. Braun's simulation, the door to the rotunda lab which should be open won't be, making it impossible to complete one of the required {{fetch quest}}s.



*** And then there's the music, which is all stuttery and broken on Windows Vista and newer [=PCs=], due to the game using a deprecated [[UsefulNotes/ApplicationProgrammingInterface API]] called [=DirectSound=], which has been discontinued in Windows Vista onwards[[note]]The wallbanger here is that the game was released when Windows Vista was already in the market. While it's understood that Vista was one of the black sheeps of the Windows world and few people used it, it was still irresponsible for Bethesda to not test the game thoroughly under Vista[[/note]]. Granted tho, there are fixes for this, but it involves spending an entire day hacking the game, or having a sound card whose manufacturer has put out their own fix for things (ie Creative and their [=ALchemy=] softeware), or downgrading to Windows XP (32-bit, because even the 64-bit version doesn't support DirectSound). Pre-made fixes? Bethesda is issuing DMCA takedowns left and right to sites that are hosting pre-made fixes. Apparently their stand is either you live with it, or you show your love for the game by spending time fixing it yourself, or take a hit for the game and downgrade your PC to a old discontinued OS that can't take full advantage of your hardware.
*** There is a truly horrifying bug that causes Feral Ghoul Reavers to be nigh unkillable as they are invincible for 90% of the time. While you can still play the game it becomes very frustrating to deal with

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*** And then there's the music, which is all stuttery and broken on Windows Vista and newer [=PCs=], due to the game using a deprecated [[UsefulNotes/ApplicationProgrammingInterface API]] called [=DirectSound=], which has been discontinued in Windows Vista onwards[[note]]The wallbanger here worst part is that the game was released when Windows Vista was already in the market. While it's understood that Vista was one of the black sheeps of the Windows world and few people used it, it was still irresponsible for Bethesda to not test the game thoroughly under Vista[[/note]]. Granted tho, Granted, there are fixes for this, but it involves spending an entire day hacking the game, or having a sound card whose manufacturer has put out their own fix for things (ie (e.g. Creative and their [=ALchemy=] softeware), or downgrading to Windows XP (32-bit, because even the 64-bit version doesn't support DirectSound). Pre-made fixes? Bethesda is issuing issued DMCA takedowns left and right to sites that are hosting pre-made fixes. Apparently their stand is either you live with it, or you show your love for the game by spending time fixing it yourself, or take a hit for the game and downgrade your PC to a old discontinued OS that can't take full advantage of your hardware.
*** There is a truly horrifying bug that causes Feral Ghoul Reavers to be nigh unkillable as they are invincible for 90% of the time. nigh-unkillable. While you can still play the game game, it becomes very frustrating to deal withwith.



*** The initial PC release was prone to random crashes from the start of the game. But the game-breaking part was that quicksaves were corrupted and would only load the very first one the player made (usually in the starting town). This meant only autosaves (from entering or exiting a building or location that brings up a loading screen) and regular saves could be used to recover your game if it crashed. Hope you didn't like quicksaving.
*** ''New Vegas'' still enjoys glitching out when it comes to loading; it was not uncommon on even patched vanilla installs to have the game inexplicably and quietly crash behind a loading screen, ''any'' loading screen, therefore leaving you looking at a spinning roulette wheel forever. Or until you quit and reset. Usually the solution was to employ a save file backup on the PC (helpfully auto-created by ''New Vegas''), or pray one of your older saves would work and not trigger the issue again.
*** The Xbox 360 version had a very severe issue in that, occasionally, after having beat the game and started playing again, the level up feature wouldn't activate. Many players wouldn't realise until they actually checked the XP meter and saw something ridiculous like '5400/200'. What made this worse was that the only known way to fix this was to delete all save data of both your new save, and the previous one on which you completed the game, and this wasn't actually a sure fix. It was more wishful thinking. You better pray it works, otherwise the hours you spent wandering the waste and finishing every quest were deleted for nothing.
*** While now patched on launch there was a bug where if you killed Caleb Mccaffery on the strip (as is part of a quest you get in Freeside) trying to load a game that was saved on the strip causes the game to crash. Seeing as three of the four faction quests are found on the strip and the game is notorious for crashing anyway, combined with the sheer amount of autosaving the game does on the strip anyway it was very easy to loose your save file.
*** Several follower side quests were, and still can be, horribly temperamental and prone to not triggering the flags for progression. Raul is by far the worst offender as having talked to any of the three people needed to advance his unmarked quest renders it impossible to complete (all 3 are involved in various larger quests and one is necessary to advance the story for two factions). Lily comes in a close second with her final flag often not triggering, ED-E will sometimes not return after being upgraded and occasionally Arcade will never show up at the end of his quest... you get the idea
*** At the end of Dead Money there is a glitch where the cloud will keep damaging you after it is supposed to stop affecting you. Normally after finishing in the vault the cloud is completely harmless but sometimes this fails to happen and the cloud continues to damage you... which means if it happens the chances are you won't survive the closing cutscene for the DLC. Worse still this problem could sometimes transfer to the next file you try to load up, even if in that one you haven't started Dead Money

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*** The initial PC release was is prone to random crashes from the start of the game. But the game-breaking part was is that quicksaves were are corrupted and would will only load the very first one the player made makes (usually in the starting town). This meant means only autosaves (from entering or exiting a building or location that brings up a loading screen) and regular saves could can be used to recover your game if it crashed. crashes. Hope you didn't don't like quicksaving.
*** ''New Vegas'' still enjoys glitching out when it comes to loading; it was it's not uncommon on even patched vanilla installs to have the game inexplicably and quietly crash behind a loading screen, ''any'' loading screen, therefore leaving you looking at a spinning roulette wheel forever. Or until you quit and reset. Usually the solution was is to employ a save file backup on the PC (helpfully auto-created by ''New Vegas''), or pray one of your older saves would will work and not trigger the issue again.
*** The Xbox 360 version had has a very severe issue in that, occasionally, after having beat beaten the game and started playing again, the level up feature wouldn't won't activate. Many players wouldn't won't realise until they actually checked check the XP meter and saw see something ridiculous like '5400/200'. What made makes this worse was is that the only known way to fix this was is to delete all save data of both your new save, and the previous one on which you completed the game, and this wasn't isn't actually a sure fix. It was It's more wishful thinking. You better pray it works, otherwise the hours you spent wandering the waste and finishing every quest were deleted for nothing.
*** While now patched patched, on launch there was a bug where if you killed Caleb Mccaffery on the strip (as is part of a quest you get in Freeside) Freeside), trying to load a game that was saved on the strip causes the game to crash. Seeing as three of the four faction quests are found on the strip strip, and the game is notorious for crashing anyway, combined with the sheer amount of autosaving the game does on the strip anyway strip, it was very easy to loose lose your save file.
*** Several follower side quests were, and still can be, are horribly temperamental and prone to not triggering the flags for progression. Raul is by far the worst offender offender, as having talked to any of the three people needed to advance his unmarked quest renders it impossible to complete (all 3 three are involved in various larger quests and one is necessary to advance the story for two factions). Lily comes in a close second second, with her final flag often not triggering, triggering. ED-E will sometimes not return after being upgraded upgraded, and occasionally Arcade will never show up at the end of his quest... you get the idea
idea.
*** At the end of Dead Money Money, there is a glitch where the cloud will keep damaging you after it is supposed to stop affecting you. Normally Normally, after finishing in the vault vault, the cloud is completely harmless but sometimes harmless. Sometimes, though, this fails to happen and the cloud continues to damage you... which means if it happens the happens, chances are you won't survive the closing cutscene for the DLC. Worse still still, this problem could can sometimes transfer to the next file you try to load up, even if in that one you haven't started Dead MoneyMoney in that one.



*** There are multiple suits of power armor in the game, most of which is found lying around in the open, ready for you to step into- some enemies even use it, and it can be looted from them after they die. However, looted power armor suits have an "owned" tag on them, meaning that stepping into them, or even taking any of their armor parts, counts as stealing- this is most likely to discourage you from taking power armor from friendly Brotherhood of Steel NPCs, but it's applied to every power armor suit that an enemy uses as well. Most of your companions do not like stealing, and there have been reports of this bug turning friendly NPCs hostile if you put it on near them.

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*** There are multiple suits of power armor in the game, most of which is are found lying around in the open, ready for you to step into- some enemies even use it, them, and it that armor can be looted from them after they die. However, looted power armor suits have an "owned" tag on them, meaning that stepping into them, or even taking any of their armor parts, counts as stealing- this is most likely to discourage you from taking power armor from friendly Brotherhood of Steel NPCs, but it's applied to every power armor suit that an enemy uses as well. Most of your companions do not like stealing, and there have been reports of this bug turning friendly NPCs hostile if you put it on near them.



*** ''VideoGame/TheElderScrollsArena'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' are exceptionally buggy games; their stability is alleged to be different between different start-ups, between different systems, and between different installations on the ''same system''. Inherently, both games suffered from broken quests, garbled dialogue, texture loading problems, item and enemy failures, unloadable saved games, audio-induced crashes, and nonfunctional features; the latest (last) patches for each respective game, including save state and quest fixer programs, make the games workable but leave many errors.
*** The infamous Void, introduced in ''Daggerfall'' and featured in many other ''Franchise/TheElderScrolls'' games, is a consequence of 3D gaming - an expanse of emptiness that existed outside of the game's standard corridors. What makes the ''Daggerfall'' Void (in)famous is the frequency of the player's helpless fall into it. One of the many tunnels in plot-relevant dungeon Castle Daggerfall ends abruptly on an opening into the Void. Given that Castle Daggerfall houses the MacGuffin central to the plot, you'd think it was one of the few of the thousand or so dungeons where designers would catch that.
*** The auto-dungeon generator in Daggerfall was so buggy that Bethestha finally just threw up their hands and released a patch that turned on the debugging shortcuts-- so affected players could teleport around dungeons and avoid falling into the numerous bottomless pits.
** In the Xbox version of ''VideoGame/TheElderScrollsIIIMorrowind'' (the Game of the Year edition), annoying glitches prevented one from using most of the added features. The quest chain in which the player gets turned into a werewolf would not progress after a certain point. Going for Vampirism afterwards would allow one to complete a few quests for the chosen vampire clan, but the keywords to get the next quests didn't show up.

to:

*** ''VideoGame/TheElderScrollsArena'' and ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'' are exceptionally buggy games; their stability is alleged to be different between different start-ups, between different systems, and between different installations on the ''same system''. Inherently, both games suffered suffer from broken quests, garbled dialogue, texture loading problems, item and enemy failures, unloadable saved games, audio-induced crashes, and nonfunctional features; the latest (last) last patches for each respective game, including save state and quest fixer programs, make the games workable but leave many errors.
*** The infamous Void, introduced in ''Daggerfall'' and featured in many other ''Franchise/TheElderScrolls'' games, is a consequence of 3D gaming - an expanse of emptiness that existed exists outside of the game's standard corridors. What makes the ''Daggerfall'' Void (in)famous is the frequency of the player's helpless fall into it. One of the many tunnels in the plot-relevant dungeon Castle Daggerfall ends abruptly on an opening into the Void. Given that Castle Daggerfall houses the MacGuffin central to the plot, you'd think it was one of the few of the thousand or so dungeons where designers would catch that.
*** The auto-dungeon generator in Daggerfall was is so buggy that Bethestha finally just threw up their hands and released a patch that turned turns on the debugging shortcuts-- so affected players could can teleport around dungeons and avoid falling into the numerous bottomless pits.
** In the Xbox version of ''VideoGame/TheElderScrollsIIIMorrowind'' (the Game of the Year edition), annoying glitches prevented prevent one from using most of the added features. The quest chain in which the player gets turned into a werewolf would will not progress after a certain point. Going for Vampirism afterwards would will allow one to complete a few quests for the chosen vampire clan, but the keywords to get the next quests didn't don't show up.



*** ''Oblivion'' also has its fair share of bugs, but one notorious one in the [=PS3=] Game of the Year version rendered the state of Vampirism to be incurable because a certain EventFlag during the [[ThatOneSidequest Vampirism]] [[FetchQuest Cure quest]] failed to work properly. Strangely enough, this bug appeared in the original versions for the PC and 360 and was quickly patched up, while the [=PS3=] original version released a year later did not have the bug. This makes people wonder [[WhatWereYouThinking what the developers were thinking]] when it was [[WhatAnIdiot somehow re-introduced in the Game of the Year edition]]. Strangely, the glitch is only present on the English version. Switching languages temporarily allows the player to finish the quest, but doing so completely resets the Shivering Isles expansion.
*** A rather lethal but nevertheless hilarious one is a bug (has been fixed by official patch) where any item stolen by a ''female'' character automatically loses its stolen tag, meaning it no longer counts as stolen and can be sold to any honest merchant; this breaks the Thief's Guild quests as it requires you specifically to sell "Stolen" goods. The DoubleStandard implication can't help but make some wonder whether such a quirky bug was ''really'' by accident.
*** And then we have the infamous A-bomb bug. This is a particularly malevolent and soul-crushing one, as it kicks in after you played for hundreds of hours (which is very easy to do in a sandbox game, especially one with as much stuff to do as Oblivion). When it triggered (yes, WHEN, not IF - it's inevitable and can't be fixed on consoles), effect animations like fires, lighting or, say...doors opening, would either slow to a crawl or stop executing entirely. This, among other things, caused dungeon gates and Oblivion gates to stop working altogether...which has predictable results on the playability of the game. The worst part? Bethesda KNEW the A-bomb bug existed - they found out during a contest to see which player could play for the longest time. They did NOTHING to fix it. For shame...
*** There was also a bug wherein one could be promoted to Master Thief in the Thieves' Guild questline, BEFORE being promoted to Shadowfoot. When you then proceed to finish the quests from the Shadowfoot questgiver, you are "promoted" to Shadowfoot. In the ending of the questline, following the conversation between [[spoiler:Grey Fox and Countess Umbranox]] the game is meant to have [[spoiler:The Grey Fox]] come and talk to you to finish everything. However, in this glitch he never comes to speak to you, and simply walks away. Thus you are stuck in cutscene mode, unable to move, fast travel, or interact with anything.

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*** ''Oblivion'' also has its fair share of bugs, but one notorious one in the [=PS3=] Game of the Year version rendered renders the state of Vampirism to be incurable because a certain EventFlag during the [[ThatOneSidequest Vampirism]] [[FetchQuest Cure quest]] failed fails to work properly. Strangely enough, this bug appeared in the original versions for the PC and 360 and was quickly patched up, while the [=PS3=] original version released a year later did does not have the bug. This makes people wonder [[WhatWereYouThinking what the developers were thinking]] when it was [[WhatAnIdiot somehow re-introduced in the Game of the Year edition]]. Strangely, the glitch is only present on the English version. Switching languages temporarily allows the player to finish the quest, but doing so completely resets the Shivering Isles expansion.
*** A rather lethal but nevertheless hilarious one is a bug (has been (since fixed by official patch) where any item stolen by a ''female'' character automatically loses its stolen tag, meaning it no longer counts as stolen and can be sold to any honest merchant; this breaks the Thief's Guild quests quests, as it requires they require you specifically to sell "Stolen" goods. The DoubleStandard implication can't help but make some wonder whether such a quirky bug was ''really'' by accident.
*** And then we have the infamous A-bomb bug. This is a particularly malevolent and soul-crushing one, as it kicks in after you you've played for hundreds of hours (which is very easy to do in a sandbox game, especially one with as much stuff to do as Oblivion). When it triggered triggers (yes, WHEN, not IF - it's inevitable and can't be fixed on consoles), effect animations like fires, lighting or, say...doors opening, would will either slow to a crawl or stop executing entirely. This, among other things, caused causes dungeon gates and Oblivion gates to stop working altogether...which has predictable results on the playability of the game. The worst part? Bethesda KNEW the A-bomb bug existed - they found out during a contest to see which player could play for the longest time. They did NOTHING to fix it. For shame...
*** There was is also a bug wherein one could can be promoted to Master Thief in the Thieves' Guild questline, BEFORE being promoted to Shadowfoot. When you then proceed to finish the quests from the Shadowfoot questgiver, you are "promoted" to Shadowfoot. In the ending of the questline, following the conversation between [[spoiler:Grey Fox and Countess Umbranox]] Umbranox]], the game is meant to have [[spoiler:The Grey Fox]] come and talk to you to finish everything. However, in this glitch he never comes to speak to you, and simply walks away. Thus you are stuck in cutscene mode, unable to move, fast travel, or interact with anything.



*** ''Skyrim'' shipped with a rather nasty bug on the [=PS3=] version, where the game discovering new locations put the data into your save file, bogging it down. If you've filled out your map, the save file will either be unplayably laggy or simply refuse to load at all. The PC version also has a rather frequent issue with graphics glitching out just preceding a crash the next time the game would load up. Bethesda fixed the former, but their attempts to fix the latter [[NiceJobBreakingItHero has actually]] ''[[EpicFail increased]]'' [[NiceJobBreakingItHero the frequency of the crashes on some systems]].
*** One bug that has yet to be fixed in ''Skyrim'' involves the quest "Rise in the East," requiring the player to go to a location known as Japhet's Folly. The glitch comes, however, in the fact that said island exists in its own "map" that exists specifically for that quest only, meaning that you cannot fast travel to or from it. In theory. You can, however, fast travel back to the island, but not off of it, and it is surrounded by invisible walls in the oceans on all sides of it, making it impossible to leave. Many players may appreciate the irony of being stuck on an island whose namesake was also trapped there, up until they realize that the three autosaves that the game uses as a default will have filled up by trying to figure out how to get off the damn island, leaving the only option to teleporting with the console (on PC), or losing hours worth of progress from having to reset to the last manual save (360 and [=PS3=]).
*** Yet another still unpatched bug: "No One Escapes Cidhna Mine". After completing another quest, the PC is arrested by corrupt guards and thrown into the titular prison/mine. This is almost unavoidable, as any encounter with the Reach's guards forces you to either surrender or kill the guard. If the PC surrenders to try to clear their name, then they [[NoGearLevel temporarily lose all their equipment and other inventory items]]. These are returned as soon as the level ends, except that quest items are not returned, and are LostForever. This includes items relevant to the main quest (including an ''[[ArtifactOfDoom Elder Scroll]]''), breaking any number of quests, including the main storyline.

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*** ''Skyrim'' shipped with a rather nasty bug on the [=PS3=] version, where the game discovering new locations put puts the data into your save file, bogging it down. If you've filled out your map, the save file will either be unplayably laggy or simply refuse to load at all. The PC version also has a rather frequent issue with graphics glitching out just preceding a crash the next time the game would load up. Bethesda fixed the former, but their attempts to fix the latter [[NiceJobBreakingItHero has actually]] ''[[EpicFail increased]]'' [[NiceJobBreakingItHero the frequency of the crashes on some systems]].
*** One bug that has yet to be fixed in ''Skyrim'' involves the quest "Rise in the East," requiring the player to go to a location known as Japhet's Folly. The glitch comes, however, in the fact that said island exists in its own "map" that exists specifically for that quest only, meaning that you cannot fast travel to or from it. In theory. You can, however, fast travel back to the island, but not off of it, and it is surrounded by invisible walls in the oceans on all sides of it, making it impossible to leave. Many players may appreciate the irony of being stuck on an island whose namesake was also trapped there, up until they realize that the three autosaves that the game uses as a default will have filled up by trying to figure out how to get off the damn island, leaving the only option to teleporting with the console (on PC), or losing hours worth of progress from having to reset to the last manual save (360 and [=PS3=]).
*** Yet another still unpatched bug: "No One Escapes Cidhna Mine". After completing another quest, the PC is arrested by corrupt guards and thrown into the titular eponymous prison/mine. This is almost unavoidable, as any encounter with the Reach's guards forces you to either surrender or kill the guard. If the PC surrenders to try to clear their name, then they [[NoGearLevel temporarily lose all their equipment and other inventory items]]. These are returned as soon as the level ends, except that quest items are not returned, and are LostForever. This includes items relevant to the main quest (including an ''[[ArtifactOfDoom Elder Scroll]]''), breaking any number of quests, including the main storyline.



*** Then there is the Daedric quest "Waking Nightmare" which can cause the game to crash as soon as you enter Nightcaller Temple. The game would freeze when ever the save menu is brought up and sometimes during auto saves which requires the player to reset the game, but this can happen at any time during the quest making it a complete chore to play through, especially for players who are trying to get the Oblivion Walker achievement.

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*** Then there is the Daedric quest "Waking Nightmare" which can cause the game to crash as soon as you enter Nightcaller Temple. The game would will freeze when ever whenever the save menu is brought up up, and sometimes during auto saves which autosaves. This obviously requires the player to reset the game, but game. Unfortunately, this can happen at any time during the quest quest, making it a complete chore to play through, especially for players who are trying to get the Oblivion Walker achievement.



*** If you install ''Dawnguard'' and then try to learn the Marked for Death shout, a glitched shout shows up in your list. It's called Drain Vitality, it ''acts'' like Drain Vitality, but it has all the words of Marked for Death and nobody becomes hostile when you use it. This would normally only be a minor problem, but if you try to learn the real Drain Vitality shout from the Greybeards the quest won't update and you won't be able to get new shouts from them. The only way to fix it is to tinker with console on PC or uninstall/reinstall ''Dawnguard''.

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*** If you install ''Dawnguard'' and then try to learn the Marked for Death shout, a glitched shout shows up in your list. It's called Drain Vitality, it ''acts'' like Drain Vitality, but it has all the words of Marked for Death and nobody becomes hostile when you use it. This would normally only be a minor problem, but if you try to learn the real Drain Vitality shout from the Greybeards Greybeards, the quest won't update and you won't be able to get new shouts from them. The only way to fix it is to tinker with your console on PC or PC, or uninstall/reinstall ''Dawnguard''.



** The original ''VideoGame/PaperMario'' also contained a game breaking bug in Bowser's lower area of the castle. There was a room containing an item that was supposed to only be accessed after getting rid of the lava. [[http://www.youtube.com/watch?v=3ilHV_p5op4 If you tried to jump into the entrance of the room]], what would happen is, the lava will damage you, sending you up in the air as usual, but as a result of you also going to the entrance, it triggers the "new room" script. This results in the game crashing as it cannot comprehend the player dying and entering the room at the same time, and it also results in an error screen with hex numbers and values popping up, with the main line of it naming the bug itself: "Floating Point Exception".
** The PAL version of ''VideoGame/SuperPaperMario'' had a glitch that froze the game if you did some stuff out of order. Not SequenceBreaking, just completing some tasks without talking to someone nearby who specifically tells you to do them. Since the Wii doesn't do downloadable content and patching very well, Nintendo just let people swap for a patched disc if they really wanted to.

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** The original ''VideoGame/PaperMario'' also contained contains a game breaking bug in Bowser's lower area of the castle. There was There's a room containing an item that was is supposed to only be accessed after getting rid of the lava. [[http://www.youtube.com/watch?v=3ilHV_p5op4 If you tried try to jump into the entrance of the room]], what would will happen is, the lava will damage you, sending you up in the air as usual, but as a result of you also going to the entrance, it triggers the "new room" script. This results in the game crashing as it cannot comprehend the player dying and entering the room at the same time, and it time. It also results in an error screen with hex numbers and values popping up, with the main line of it naming the bug itself: "Floating Point Exception".
** The PAL version of ''VideoGame/SuperPaperMario'' had has a glitch that froze freezes the game if you did do some stuff out of order. Not SequenceBreaking, just completing some tasks without talking to someone nearby who specifically tells you to do them. Since the Wii doesn't do downloadable content and patching very well, Nintendo just let people swap for a patched disc if they really wanted to.



*** The 2-D releases of the game have a glitch that could erase a save file if the player went up and down a staircase in a given area 64 times. In a promotional newsletter called "The Ogopogo Examiner" that Square released around the time of the original US release, it was dubbed "The Eight-Square Curse of Destruction." The bug seems to be present in all 2D versions of the game.
*** The Japanese version of the DS remake of ''VideoGame/FinalFantasyIV'' had a glitch where, if you played a certain video from the Fat Chocobo's video viewer menu and saved afterward, the player would actually gain control during the ending sequence, and the game would never actually end. Thankfully, this was fixed in the Western releases.
** ''VideoGame/FinalFantasyV'' had a weapon that would sometimes make you run away from battle instead of doing an attack (the Chicken Knife), and a class that could not run away from battle (the Berserker). If the Chicken Knife's effect triggered from a Berserker attacking with it, the battle would keep going, but neither you nor the enemies could actually do anything to each other. The only way out of this one was to reset your game. Better hope you saved recently. To make this one even more annoying, the Chicken Knife could easily be one of the most damaging weapons in the game. Thankfully, this bug was fixed for the [[UpdatedRerelease Advance version.]]

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*** The 2-D releases of the game have a glitch that could can erase a save file if the player went goes up and down a staircase in a given area 64 times. In a promotional newsletter called "The Ogopogo Examiner" that Square released around the time of the original US release, it was dubbed "The Eight-Square Curse of Destruction." The bug seems to be present in all 2D versions of the game.
*** The Japanese version of the DS remake of ''VideoGame/FinalFantasyIV'' had has a glitch where, if you played play a certain video from the Fat Chocobo's video viewer menu and saved save afterward, the player would will actually gain control during the ending sequence, and the game would will never actually end. Thankfully, this was is fixed in the Western releases.
** ''VideoGame/FinalFantasyV'' had has a weapon that would will sometimes make you run away from battle instead of doing an attack (the Chicken Knife), and a class that could not cannot run away from battle (the Berserker). If the Chicken Knife's effect triggered triggers from a Berserker attacking with it, the battle would will keep going, but neither you nor the enemies could can actually do anything to each other. The only way out of this one was is to reset your game. Better hope you saved recently. To make this one even more annoying, the Chicken Knife could can easily be one of the most damaging weapons in the game. Thankfully, this bug was fixed for the [[UpdatedRerelease Advance version.]]



*** The original release had the infamous "Sketch bug" -- Relm's Sketch, when it failed, would have unpredictable results, often rendering the game unplayable. This was quietly repaired, and most cartridges of the game don't have this particular error. The game does have other bugs, but thankfully, they're not as severe or as easy to trigger. Of course, if the game didn't become unplayable after that, you could end up with a bounty of items. Beware using "Sort" afterward, though, because you can lose items in your inventory. The 1.1 release fixed the bug with an ObviousRulePatch that can be disabled with a single Pro Action Replay code.

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*** The original release had has the infamous "Sketch bug" -- Relm's Sketch, when it failed, would fails, will have unpredictable results, often rendering the game unplayable. This was quietly repaired, and most cartridges of the game don't have this particular error. The game does have other bugs, but thankfully, they're not as severe or as easy to trigger. Of course, if the game didn't doesn't become unplayable after that, you could can end up with a bounty of items. Beware using "Sort" afterward, though, because you can lose items in your inventory. The 1.1 release fixed fixes the bug with an ObviousRulePatch that can be disabled with a single Pro Action Replay code.



*** In the Coliseum, the party members run on an AIRoulette, just like the enemies do. However, this makes a few characters all but guaranteed to lose, and the ones who don't still act bizarrely. Sabin has a nasty tendency to use Soul Spiral, which sacrifices himself to restore his allies HP, when all Coliseum fights are [[DuelBoss one-on-one]], so it's an instant loss. Strago isn't much better if he knows Exploder. Terra, meanwhile, will use Morph/Trance as a battle starts... and then, due to a bug, sit there and do nothing until she either dies or the timer runs out. Depending on how long it's been since Terra last transformed, this could mean up to fifteen minutes of nothing happening. Mog also has a tendency to try to use his Dance moves, even though it will never work.
** ''VideoGame/FinalFantasyVII'' has the Northern Crater save crystal. Placing it in certain locations would often cause the game to glitch out, making it impossible to leave the room. It's not so bad if you have multiple save files, but if you only had the one, then your game would be permanently ruined.
** ''VideoGame/MakaiToshiSaGa'', released in the US as ''The Final Fantasy Legend'' had a lot of strange bugs, including warps, area glitches, character corruption, extreme increases in travel speed, and a [[GoodBadBugs one-hit-kill that works even on the final boss]], which [[http://magweasel.com/2009/07/06/the-final-fantasy-legend/ when exploited ruthlessly]] make it possible to [[http://www.destructoid.com/this-is-how-you-beat-final-fantasy-legend-in-two-minutes-138937.phtml finish the game in under two minutes]]. That's less time than the ending credits take.
* In ''VideoGame/StarOceanTheLastHope'', sometimes when the player or the CPU-controlled partner casts the spell Silence on an enemy, if the spell misses, "Miss !" will remain displayed on the top of the foe until the battle ends, and after that, the game freezes, forcing the player to reset. Fortunately, the player can manually prevent the AI from casting that spell, which is a UselessUsefulSpell anyway. In the [=PS3=] port of this game, the glitch still remains. It was also reported that playing the [=PS3=] version with the [=PlayStation=] Network still running in the background occasionally freezes the game, so the player better has to play the game 100% offline, as it doesn't feature any online mode anyway.

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*** In the Coliseum, the party members run on an AIRoulette, just like the enemies do. However, this makes a few characters all but guaranteed to lose, and the ones who don't still act bizarrely. Sabin has a nasty tendency to use Soul Spiral, which sacrifices himself to restore his allies allies' HP, when but all Coliseum fights are [[DuelBoss one-on-one]], so it's an instant loss. Strago isn't much better if he knows Exploder. Terra, meanwhile, will use Morph/Trance as a battle starts... and then, due to a bug, sit there and do nothing until she either dies or the timer runs out. Depending on how long it's been since Terra last transformed, this could mean up to fifteen minutes of nothing happening. Mog also has a tendency to try to use his Dance moves, even though it they will never work.
** ''VideoGame/FinalFantasyVII'' has the Northern Crater save crystal. Placing it in certain locations would will often cause the game to glitch out, making it impossible to leave the room. It's not so bad if you have multiple save files, but if you only had have the one, then your game would will be permanently ruined.
** ''VideoGame/MakaiToshiSaGa'', released in the US as ''The Final Fantasy Legend'' had Legend'', has a lot of strange bugs, including warps, area glitches, character corruption, extreme increases in travel speed, and a [[GoodBadBugs one-hit-kill that works even on the final boss]], which [[http://magweasel.com/2009/07/06/the-final-fantasy-legend/ when exploited ruthlessly]] make it possible to [[http://www.destructoid.com/this-is-how-you-beat-final-fantasy-legend-in-two-minutes-138937.phtml finish the game in under two minutes]]. That's less time than the ending credits take.
* In ''VideoGame/StarOceanTheLastHope'', sometimes when the player or the CPU-controlled partner casts the spell Silence on an enemy, if the spell misses, "Miss !" "Miss!" will remain displayed on the top of the foe until the battle ends, and after that, the game freezes, forcing the player to reset. Fortunately, the player can manually prevent the AI from casting that spell, which is a UselessUsefulSpell anyway. In the [=PS3=] port of this game, the glitch still remains. It was also reported that playing the [=PS3=] version with the [=PlayStation=] Network still running in the background occasionally freezes the game, so the player had better has to play the game 100% offline, as it doesn't feature any online mode anyway.



** Early versions had a cutscene that would repeat constantly in one area, with only one round of combat in-between "cycles", taking forever to finish one boss fight. This was fixed in 1.06 and later.
** The game had several other popular bugs -- characters disappearing and being unrecoverable, forcing you to reload an earlier save; the game crashing after you try to leave the Sunken Flagon; the skill point distribution screen not loading, keeping you from levelling your characters. Every bug reported gets the same standard response on their forums, too -- run the updater. Doesn't matter if you're patched to the latest version of the game.
** [=NWN2=] can also "lose" the targets for its area transitions, resulting in your party being stranded in an area and unable to progress through the game. Complete uninstall/reinstall and patches do nothing to fix this. Users must mod the functionality back in.

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** Early versions had have a cutscene that would will repeat constantly in one area, with only one round of combat in-between "cycles", taking forever to finish one boss fight. This was fixed in 1.06 and later.
** The game had has several other popular bugs -- characters disappearing and being unrecoverable, forcing you to reload an earlier save; the game crashing after you try to leave the Sunken Flagon; the skill point distribution screen not loading, keeping you from levelling your characters.characters... Every bug reported gets the same standard response on their forums, too -- run the updater. Doesn't matter if you're patched to the latest version of the game.
** [=NWN2=] can also "lose" the targets for its area transitions, resulting in your party being stranded in an area and unable to progress through the game. Complete uninstall/reinstall Completely uninstalling/reinstalling the game and patches do nothing to fix this. Users must mod the functionality back in.



** The third Expansion got its own share of bugs as well. Mainly the installer. The copy protection of the first discs that were produced were quite vigorous in their protection, causing you to be unable to install the game because it would not recognize the original DVD in your drive. Of course by then it would cancel setup and wipe out the files it tried to patch, causing the Main Game and the first expansion to be unplayable as well.

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** The third Expansion got its own share of bugs as well. Mainly well, mainly the installer. The copy protection of the first discs that were produced were are quite vigorous in their protection, causing you to be unable to install the game because it would will not recognize the original DVD in your drive. Of course course, by then it would will cancel setup and wipe out the files it tried to patch, causing the Main Game and the first expansion to be unplayable as well.



* ''VideoGame/TitanQuest'' has a bug which causes your computer to bluescreen, restart, and destroy your character. Thankfully, a backup is saved each time you quit.

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* ''VideoGame/TitanQuest'' has a bug which causes your computer to bluescreen, bluescreen and restart, and destroy destroying your character. Thankfully, a backup is saved each time you quit.



** Save files made before the most recent patch will not be able to get the achievements Visit All Locations and Visit All Undergrounds due to a glitch that occurs when a player attempts to enter Beaver Kettle Cave. The player attempts to enter the cave and is suddenly warped across a fairly large river quite some distance away from the cave, and is therefore unable to unlock the cave on his map.

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** Save files made before the most recent a certain patch will not be able to get the achievements Visit All Locations and Visit All Undergrounds due to a glitch that occurs when a player attempts to enter Beaver Kettle Cave. The player attempts to enter the cave and is suddenly warped across a fairly large river quite some distance away from the cave, and is therefore unable to unlock the cave on his map.



** If the player presses ANY buttons while switching from the 'battle complete' screen to the field screen, you get the Blue Screen of Death. Particularly interesting if you're in the Secret Dungeon, which has ZERO save points. There are other various glitches, but this is the most prominent.
** If you were in the battle arena and used a Lunatic High, (an item which canceled player control) on a character you had set to "Avoid Enemies", they would continually evade the enemies with no interest of taking or dealing damage, forcing you to restart

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** If the player presses ANY buttons while switching from the 'battle complete' screen to the field screen, you get the Blue Screen of Death. Particularly interesting infuriating if you're in the Secret Dungeon, which has ZERO save points. There are other various glitches, but this is the most prominent.
** If you were you're in the battle arena and used use a Lunatic High, High (an item which canceled cancels player control) on a character you had have set to "Avoid Enemies", they would will continually evade the enemies with no interest of taking or dealing damage, forcing you to restart



*** Even some of the "standard" glitches can erase your file depending on what you do with it. While Missingno. is entirely harmless, 'M can be dangerous if you catch it at Lvl 0 and it goes to your computer instead of joining your party (if you try to take a Lvl 0 'M out of the PC, the game crashes). Apart from that, they mess up your Hall of Fame data and nothing else, but the other, lesser known glitch Pokémon can eat your game data.
*** Removing any level 0 or 1 Pokémon[[note]]Medium Slow experience group for level 1 Pokémon, such as Mew[[/note]] out of the PC softlocks the game, since it's not normally possible to encounter a Pokémon below level 2. Lvl 1 Pokémon can be encountered by using the Mew glitch, and using Growl six times in the encounter just before triggering the glitch encounter[[note]]The glitch encounter's level is set at 7, ranges from 1 to 13, gets decremented by Growl, and gets incremented by Sword Dance. However, there's another glitch with lvl 1 Pokémon that allows you to instantly level them up to 100, neatly sidestepping the above.[[/note]] Fortunately, this was fixed in later games, since Gen II properly coded for every possible Pokémon level, and every game in Gen IV beyond starts a hatched Pokémon at level 1.
*** In some versions, there was a rare bug that made the game ignore the most recent save and revert to the previous one. This meant that the player had to save twice to ensure that he/she would not lose progress. However, beating the Champion of the Elite Four caused the game to save once, and then automatically reset, taking the player back to the previous save in an endless loop and making the game {{Unwinnable}}.
*** Thanks to NPC trainers [[TheComputerIsACheatingBastard boasting unlimited PP moves]], [[ArtificialStupidity terrible AI]] and Rage locking you out from everything else, it's possible to get stuck in a "Rage vs. Recover" loop; if Rage is used against an NPC opponent with Recover or Rest when the user's typing and the opponent's moveset render the recovery move the "most viable" choice and Rage doesn't deal enough damage fast enough, then the opponent will ''tirelessly'' keep using its recovery move to restore any and all lost HP dealt by Rage (which you can't stop unless either your or the opponent's Pokémon faints), [[https://www.youtube.com/watch?v=Hfwm4ov_ZKc turning the battle into a stalemate]]. Such a bug can then only be fixed through resetting, which may lead to progress loss if the player didn't save beforehand.

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*** Even some of the "standard" glitches can erase your file depending on what you do with it. While Missingno. [=MissingNo.=] is entirely harmless, 'M can be dangerous if you catch it at Lvl 0 and it goes to your computer instead of joining your party (if you try to take a Lvl 0 'M out of the PC, the game crashes). Apart from that, they mess up your Hall of Fame data and nothing else, but the other, lesser known glitch Pokémon can eat your game data.
*** Removing any level 0 or 1 Pokémon[[note]]Medium Slow experience group for level 1 Pokémon, such as Mew[[/note]] out of the PC softlocks the game, since it's not normally possible to encounter a Pokémon below level 2. Lvl 1 Pokémon can be encountered by using the Mew glitch, and using Growl six times in the encounter just before triggering the glitch encounter[[note]]The glitch encounter's level is set at 7, ranges from 1 to 13, gets decremented by Growl, and gets incremented by Sword Dance. However, there's another glitch with lvl 1 Pokémon that allows you to instantly level them up to 100, neatly sidestepping the above.[[/note]] Fortunately, this was fixed in later games, since Gen II properly coded codes for every possible Pokémon level, and every game in Gen IV beyond starts a hatched Pokémon at level 1.
*** In some versions, there was is a rare bug that made makes the game ignore the most recent save and revert to the previous one. This meant means that the player had has to save twice to ensure that he/she would will not lose progress. However, beating the Champion of the Elite Four caused causes the game to save once, and then automatically reset, taking the player back to the previous save in an endless loop and making the game {{Unwinnable}}.
*** Thanks to NPC trainers [[TheComputerIsACheatingBastard boasting unlimited PP moves]], [[ArtificialStupidity terrible AI]] AI]], and Rage locking you out from everything else, it's possible to get stuck in a "Rage vs. Recover" loop; if Rage is used against an NPC opponent with Recover or Rest when the user's typing and the opponent's moveset render the recovery move the "most viable" choice and Rage doesn't deal enough damage fast enough, then the opponent will ''tirelessly'' keep using its recovery move to restore any and all lost HP dealt by Rage (which you can't stop unless either your or the opponent's Pokémon faints), [[https://www.youtube.com/watch?v=Hfwm4ov_ZKc turning the battle into a stalemate]]. Such a bug can then only be fixed through resetting, which may lead to progress loss if the player didn't save beforehand.



*** Like many cartridge based games released before the advent of cheap re-writable flash memory, these games held their save data on some battery-powered RAM inside the cartridge. The problem was, this battery was also used to power the real-time clock that the games used, which caused the battery's power to run out ''much'' faster than most other cartridges. As a result, Gold and Silver cartridges lose their ability to save data and run the clock after about six or seven years. Luckily, it is possible to open up the cartridge and replace the battery.

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*** Like many cartridge based cartridge-based games released before the advent of cheap re-writable flash memory, these games held ''Gold'' and ''Silver'' hold their save data on some battery-powered RAM inside the cartridge. The problem was, is, this battery was is also used to power the real-time clock that the games used, use, which caused causes the battery's power to run out ''much'' faster than most other cartridges. As a result, Gold and Silver cartridges lose their ability to save data and run the clock after about six or seven years. Luckily, it is possible to open up the cartridge and replace the battery.



*** These games had yet another time related bug, the infamous Berry Glitch, where the in-game clock would stop functioning a year and a day after the game had started, which broke all time-based events in the game, most notably the growth of berries. ''Ruby and Sapphire'' had fewer time-based events than [[VideoGame/PokemonGoldAndSilver their predecessors]] did, so it wasn't too noticeable, but it could be fixed by connecting to later-released Generation III Pokémon games (both handheld and console) and downloading a patch.

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*** These games had yet Yet another time related bug, time-related bug is the infamous Berry Glitch, where the in-game clock would will stop functioning a year and a day after the game had is started, which broke breaks all time-based events in the game, most notably the growth of berries. ''Ruby and Sapphire'' had have fewer time-based events than [[VideoGame/PokemonGoldAndSilver their predecessors]] did, predecessors]], so it wasn't isn't too noticeable, but it could can be fixed by connecting to later-released Generation III Pokémon games (both handheld and console) and downloading a patch.



*** These games also had a glitch in the Pokemon League Pokemon Center that got players stuck upstairs due to a faulty escalator. It's fixable if you don't save up there, but since most people went up to trade, and entering a trade saves your game...

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*** These games also had have a glitch in the Pokemon League Pokemon Center that got gets players stuck upstairs due to a faulty escalator. It's fixable if you don't save up there, but since most people went go up to trade, and entering a trade saves your game...



*** If the player uses a fishing rod to catch a Pokémon while riding a Wailmer (which has a unique surfing model in this game), and that Wailmer evolves through catching or defeating the hooked Pokémon, the game will hang on a black screen with the surf music playing in the background. Hope you saved recently!
*** If the player happens to have a Bad Egg in the first slot of the party and attempts to access the Super Training menu, the game will hang on a black screen on the upper screen. Doing it in certain areas, like right on a city/route boundaries where the screen has to fade will cause the transition area to not load at all, producing a black abyss blocked off by an invisible wall.

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*** If the player uses a fishing rod to catch a Pokémon while riding a Wailmer (which Wailmer--which has a unique surfing model in this game), and game--and that Wailmer evolves through catching or defeating the hooked Pokémon, the game will hang on a black screen with the surf music playing in the background.background (presumably as the game freaks out trying to look up a unique surf model for Wailord, which doesn't exist). Hope you saved recently!
*** If the player happens to have a Bad Egg in the first slot of the party and attempts to access the Super Training menu, the game will hang on a black screen on the upper screen. Doing it in certain areas, like right on a city/route boundaries boundary where the screen has to fade fade, will cause the transition area to not load at all, producing a black abyss blocked off by an invisible wall.



** The PAL version (or at least, some versions of the PAL version) of ''Atelier Iris ~Eternal Mana~]'' had an irritating bug ''right'' at the very end of the game where it would crash during the ending sequence. This was doubly annoying as not only was it impossible to see the entire ending, but you also couldn't get a completed save file as a result, preventing you from playing the NewGamePlus.

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** The PAL version (or at least, some versions of the PAL version) of ''Atelier Iris ~Eternal Mana~]'' had Mana~'' has an irritating bug ''right'' at the very end of the game where it would will crash during the ending sequence. This was is doubly annoying annoying, as not only was is it impossible to see the entire ending, but you also couldn't can't get a completed save file as a result, preventing you from playing the NewGamePlus.



** In ''VideoGame/TalesOfSymphonia'' there is a curious glitch where if you screwed up during a puzzle in one dungeon a bolt of lightning would move you partially into a wall, and you won't be able to move.

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** In ''VideoGame/TalesOfSymphonia'' there is a curious glitch where if you screwed screw up during a puzzle in one dungeon a bolt of lightning would will move you partially into a wall, and you won't be able to move.



*** There is a truly amazing glitch where, if you were to remove the disk from your [=PS2=] while in the overworld, and run around a bit, the land would give way and you could run infinitely in any direction, and you could concievably go ANYWHERE. This leads to easy gets of, if exploited early, some very high-level equipment, making the game ridiculously easy until that equipment is outdated. However, it is possible to replace the disk, making you drop back down to the ground, in the ocean, a river, in a city, on an edge, or in a mountain, and be unable to move, thus making you reset. Still worth it early on, given you save before trying it.

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*** There is a truly amazing glitch where, if you were to remove the disk from your [=PS2=] while in on the overworld, and run around a bit, the land would will give way and you could can run infinitely in any direction, and you could concievably can conceivably go ANYWHERE. This leads to easy gets of, if exploited early, some very high-level equipment, making the game ridiculously easy until that equipment is outdated. However, it is possible to replace the disk, making you drop back down to the ground, in the ocean, a river, in a city, on an edge, or in a mountain, and be unable to move, thus making you reset. Still worth it early on, given you save before trying it.



** The Wii version ''VideoGame/TalesOfGraces'' worked okay on the first playthrough, but [[NewGamePlus starting the game over]] would frequently cause the game to stop working in all kinds of spectacular ways, from graphical glitches to outright freezing at random moments. The UpdatedRerelease, dubbed ''Tales of Graces F'' for the UsefulNotes/PlayStation3, fixed these bugs. It was also the only version that the rest of the world outside of Japan ever played.
* ''VideoGame/UltimaIX: Ascension'' has too many to begin listing here. Although it also had a few GoodBadBugs, the genuinely bad ones far outweighed them. Some of the bugs make for a very surreal experience, such as [[http://www.it-he.org/u9_otwab.htm crossing the ocean on a bridge made of bread]].
* ''[[WildArms Wild Arms: Alter Code F]]'' had a bug where sections of the overworld would randomly blank out, to be replaced by ocean. You could very easily just get stuck in the middle of it. There were actually a couple of workarounds: you could keep running in place to eventually trigger a battle, or save via Gimel Coin and reload. Either one would bring back the piece of overworld that disappeared. That said, this was a nasty bug in the Japanese release that people hoped would be fixed in the North American release -- two years later. It wasn't.
** The PAL release of ''VideoGame/WildArms4'' had a bug that made it impossible to proceed at one point in the game if you were playing in PAL display mode. However, it can be easily worked around by switching to NTSC mode until you're past the aforementioned buggy point.
* The English release of ''VideoGame/ArTonelicoIIMelodyOfMetafalica'' has a big one during the last fight against [[spoiler:Raki]] in the final area of the game. On her sixth action, if you haven't dealt about 80% or more damage to her, she is supposed to use an attack called "Fractal Change", which does a random Jamming effect out of the four. However, due to a bad string somewhere in between translation and making the final copies, the game simply freezes up. It would be okay if it was any other boss, but this is the optional boss, which must be defeated ''fifteen'' times for HundredPercentCompletion. There have been workarounds (from taking advantage of another bug to just outright patching and hacking), but this is on ''every single copy'' released in the U/C region. Oh, and NISA's response? Either level enough so that you can beat enough shit out of her to prevent the turn 6 freeze, or just beat all the shit out of her outright before the attack even comes. Replakia works wonders, but it's not a miracle worker, NISA. Supposedly, the EU version fixes this bug.
* Save with any unpurified firefly cocoons in ''VideoGame/JadeCocoon'' and quit, you'll reload the game to learn all their magical abilities are LostForever. This can become a GoodBadBug if you know how to handle it, as your own monsters won't have their abilities overwritten by the depowered monsters but will still benefit from their stats.

to:

** The Wii version ''VideoGame/TalesOfGraces'' worked works okay on the first playthrough, but [[NewGamePlus starting the game over]] would will frequently cause the game to stop working in all kinds of spectacular ways, from graphical glitches to outright freezing at random moments. The UpdatedRerelease, dubbed ''Tales of Graces F'' for the UsefulNotes/PlayStation3, fixed these bugs. It was It's also the only version that the rest of the world outside of Japan can ever played.
play.
* ''VideoGame/UltimaIX: Ascension'' has too many to begin listing here. Although it also had has a few GoodBadBugs, the genuinely bad ones far outweighed outweigh them. Some of the bugs make for a very surreal experience, such as [[http://www.it-he.org/u9_otwab.htm crossing the ocean on a bridge made of bread]].
* ''[[WildArms Wild Arms: ''VideoGame/WildArms: Alter Code F]]'' had F'' has a bug where sections of the overworld would will randomly blank out, to be replaced by ocean. You could can very easily just get stuck in the middle of it. There were are actually a couple of workarounds: you could can keep running in place to eventually trigger a battle, or save via Gimel Coin and reload. Either one would will bring back the piece of overworld that disappeared. That said, this was is a nasty bug in the Japanese release that people hoped would be fixed in the North American release -- two years later. It wasn't.
** The PAL release of ''VideoGame/WildArms4'' had has a bug that made makes it impossible to proceed at one point in the game if you were you're playing in PAL display mode. However, it can be easily worked around by switching to NTSC mode until you're past the aforementioned buggy point.
* The English release of ''VideoGame/ArTonelicoIIMelodyOfMetafalica'' has a big one during the last fight against [[spoiler:Raki]] in the final area of the game. On her sixth action, if you haven't dealt about 80% or more damage to her, she is supposed to use an attack called "Fractal Change", which does a random Jamming effect out of the four. However, due to a bad string somewhere in between translation and making the final copies, the game simply freezes up. It would be okay if it was any other boss, but this is the optional boss, which must be defeated ''fifteen'' times for HundredPercentCompletion. There have been workarounds (from taking advantage of another bug to just outright patching and hacking), but this is on ''every single copy'' released in the U/C NTSC region. Oh, and NISA's response? Either level enough so that you can beat enough shit out of her to prevent the turn 6 freeze, or just beat all the shit out of her outright before the attack even comes. Replakia works wonders, but it's not a miracle worker, NISA. Supposedly, the EU version fixes this bug.
* Save with any unpurified firefly cocoons in ''VideoGame/JadeCocoon'' and quit, and you'll reload the game to learn all their magical abilities are LostForever. This can become a GoodBadBug if you know how to handle it, as your own monsters won't have their abilities overwritten by the depowered monsters but will still benefit from their stats.



* In the first ''VideoGame/MegaManStarForce'' game, it was possible to get stuck between an NPC and a wall. If you did this while not on a Wave Road, the only way to get out was to reset and load from your last save, and hopefully you knew better than to save while stuck. Later games fixed this problem by briefly allowing you to run ''through'' [=NPCs=] if you get stuck.
* ''VideoGame/ChampionsOfNorrath'' had a pretty serious one. Several hours into the game, your character gets an escort mission to rescue an NPC from a jail cell and have him follow you back to town. Simple, right? Not when the game loads that scene with the NPC embedded inside a wall so he can't walk. Restoring from an earlier save ''might'' fix the problem.
* ''[[IcewindDale Icewind Dale II]]'' has nasty bug in the Black Raven monastery. Any characters crossing a certain door will not be able to leave the room. If you don't have an old save of game or a specific item that can teleport you out, you're screwed. Thankfully if the player enables cheating it is possible to escape with the teleport command.

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* In the first ''VideoGame/MegaManStarForce'' game, it was it's possible to get stuck between an NPC and a wall. If you did do this while not on a Wave Road, the only way to get out was is to reset and load from your last save, and hopefully you knew know better than to save while stuck. Later games fixed this problem by briefly allowing you to run ''through'' [=NPCs=] if you get stuck.
* ''VideoGame/ChampionsOfNorrath'' had has a pretty serious one. Several hours into the game, your character gets an escort mission to rescue an NPC from a jail cell and have him follow you back to town. Simple, right? Not when the game loads that scene with the NPC embedded inside a wall so he can't walk. Restoring from an earlier save ''might'' fix the problem.
* ''[[IcewindDale Icewind Dale II]]'' has a nasty bug in the Black Raven monastery. Any characters crossing walking through a certain door will not be able to leave the room. If you don't have an old save of game or a specific item that can teleport you out, you're screwed. Thankfully if the player enables cheating it is possible to escape with the teleport command.



** Also in [[VideoGame/ManaKhemia2FallOfAlchemy Part 2]], a glaringly obvious bug in the Extra Scenario, where [[spoiler:all 10 characters team up]]. While encounterable if you chose Raze first, it's ''especially'' apparent if you chose Ulrika as the first character. Having Ulrika read an entry on the Job Board or even ''going into the Job submenu in the Student Handbook'' during this Scenario will freeze. Fighting an optional mark in the second scenario will freeze like Raki does - but on the first attack. Thankfully, at that point, you have a load of fresh items with which to lay the smackdown on. A harder one to find is in Puniyo's last Character Quest, where you get up to three Punis in your party. Using a Finishing Strike with a Puni will freeze the game.
* ''{{Nostalgia}}'' has a particularly painful one of these, known by fans of the game as simply the "Albion glitch", after the SequentialBoss it affects. Roughly two-thirds of the way through the game - fifteen to twenty hours in, depending on how many sidequests you take on - you fight Albion, a dragon, in your airship... after which he demands you face him [[HonorBeforeReason without the "help" of the airship]]. Upon landing, he's supposed to appear and you're almost immediately taken into the boss battle... except that in a large number (somewhere between a third to half) of US-released carts, ''this second battle simply doesn't trigger'', leaving the game completely {{Unwinnable}}. And unlike most bugs of this type, this isn't fixed by starting a new game. If the Albion glitch occurs, the only solution is to ''get a new copy of the game''.
* ''VideoGame/MegaManBattleNetwork 5'' had a nasty bug that would render you unable to plug-in or start a Liberate Mission (both vital to storyline progress) after the end of a Liberate Mission if the last two digits of your maximum HP in hexadecimal format were 01 or 02. For example, if your max HP was 2562, in hexadecimal it would be 0A02, which would trigger the bug. Meanwhile, a max HP of 306 would be 0132 in hexadecimal, which would be safe. Thankfully, max HP increased in increments of 20, so only two such max HP values (770 and 2050; 0302 and 0802 in hexadecimal respectively) were possible to achieve without the -1 penalty to max HP from each direct use of Dark Chips (which were far inferior to using them for Chaos Soul Unison anyways), and both required you to have an odd number of HP+ 50s equipped.

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** Also in In [[VideoGame/ManaKhemia2FallOfAlchemy Part 2]], 2]] is a glaringly obvious bug in the Extra Scenario, where [[spoiler:all 10 characters team up]]. While encounterable if you chose Raze first, it's ''especially'' apparent if you chose choose Ulrika as the first character. Having Ulrika read an entry on the Job Board or even ''going into the Job submenu in the Student Handbook'' during this Scenario will freeze. Fighting an optional mark in the second scenario will freeze like Raki does - but on the first attack. Thankfully, at that point, you have a load of fresh items with which to lay the smackdown on. A harder one to find is in Puniyo's last Character Quest, where you get up to three Punis in your party. Using a Finishing Strike with a Puni will freeze the game.
* ''{{Nostalgia}}'' ''VideoGame/{{Nostalgia}}'' has a particularly painful one of these, known by fans of the game as simply the "Albion glitch", after the SequentialBoss it affects. Roughly two-thirds of the way through the game - fifteen to twenty hours in, depending on how many sidequests you take on - you fight Albion, a dragon, in your airship... after which he demands you face him [[HonorBeforeReason without the "help" of the airship]]. Upon landing, he's supposed to appear and you're almost immediately taken into the boss battle... except that in a large number (somewhere between a third to half) of US-released carts, ''this second battle simply doesn't trigger'', leaving the game completely {{Unwinnable}}. And unlike most bugs of this type, this isn't fixed by starting a new game. If the Albion glitch occurs, the only solution is to ''get a new copy of the game''.
* ''VideoGame/MegaManBattleNetwork 5'' had has a nasty bug that would will render you unable to plug-in or start a Liberate Mission (both vital to storyline progress) after the end of a Liberate Mission if the last two digits of your maximum HP in hexadecimal format were are 01 or 02. For example, if your max HP was is 2562, in hexadecimal it would be it's 0A02, which would will trigger the bug. Meanwhile, a max HP of 306 would be is 0132 in hexadecimal, which would be is safe. Thankfully, max HP increased increases in increments of 20, so only two such max HP values (770 and 2050; 0302 and 0802 in hexadecimal respectively) were are possible to achieve without the -1 penalty to max HP from each direct use of Dark Chips (which were are far inferior to using them for Chaos Soul Unison anyways), and both required require you to have an odd number of HP+ 50s equipped.



** The German version removed the "gory death by critical hit" animations, which had the unintended side effect of making a number of side-quest unsolvable. Since the game has only few random enemy spawns, quests that require you to kill all the monsters in one area do not count the number of remaining creatures but the number of creatures already killed. And in addition to not exploding into LudicrousGibs, creatures killed by critical hits are not counted as killed, causing quest [=NPCs=] to always tell you to return when all the monsters are dead. Adding a single line to the configuration file that restores the gore graphics also fixes the issue. (Though back in 1998, it wasn't easy to find this information on the internet.)

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** The German version removed the "gory death by critical hit" animations, which had has the unintended side effect of making a number of side-quest unsolvable.side-quests uncompletable. Since the game has only few random enemy spawns, quests that require you to kill all the monsters in one area do not count the number of remaining creatures but the number of creatures already killed. And in addition to not exploding into LudicrousGibs, creatures killed by critical hits are not counted as killed, causing quest [=NPCs=] to always tell you to return when all the monsters are dead. Adding a single line to the configuration file that which restores the gore graphics also fixes the issue. (Though back in 1998, it wasn't easy to find this information on the internet.)



*** The background music on the Citadel would sometimes devolve into a medley of snapping, crackling, hissing and popping.
*** [[spoiler:Matriarch Benezia]]'s use of Biotic powers would toss the main character ''through the wall'' and out into the empty void surrounding the rendered game area. With the character trapped in the throw animation there was no way to recover or reload and the game had to be force quit.
*** The game would crash to desktop after completing a cutscene. These were unskippable and could easily be several minutes long.
*** The game would freeze during romance dialogues depending on ''what button on the keyboard'' was bound to "Talk".
*** During the [[spoiler: Matriach Benezia fight]] if you have been hit by a biotic power and are currently in the glowy blue ragdoll state while one of the mid-battle cutscenes goes off you are trapped when the cutscene ends. You can't enter the menu, and you can't move. The only way to get out is to restart the game.
*** Biotics in general are incredibly buggy. It's not only possible but nigh inevitable that at some point, if Shepard or one of your squadmates uses biotics on enemies in enclosed spaces (such as the bunkers or mines that make up about 75% of sidequests), the enemies will end up clipping through a wall, where it is impossible to reach them, either by shooting them or through the use of powers. The only way to progress in many places is to use Singularity on them (which will slowly whittle their health down; this is only available if Shepard is an Adept or Liara is in the party) or to exit the map and re-enter, which isn't always possible or convenient. If neither options are available, have fun reloading from the previous save, which was probably a long time ago.
*** The Mako (planetary landing vehicle) would clip through the ground of certain terrain depressions on certain planets, and fall endlessly below the rendered area. The game won't recognize the Mako being out of bounds so it won't be beamed back to the center of the ground, and you cannot leave either since the ship is not stable.
*** On the [=PS3=] version during the Noveria mission you discover that one of the scientists is actually working for Benezia and go from cut scene to the fight. In theory. In practice it's not at all uncommon for the game to be stuck with the dialogue wheel present throughout the fight and your team completely unable to do anything, forcing you to load an auto-save from ''before'' the cut scene and hope that this time it works.
*** Sometimes, on the ruined citadel before the final boss the player must interact with a console to activate a cutscene, but sometimes an invisible wall would be present in front of the object preventing the player from reaching it. The only thing to do was to either use a noclip cheat (which is tricky to set up and use) or reload a previous save and hope it doesn't happen again.
*** The "give all items" cheat is essentially a trap, if used it would cause the game to crash at the next loading screen without fail.

to:

*** The background music on the Citadel would will sometimes devolve into a medley of snapping, crackling, hissing and popping.
*** [[spoiler:Matriarch Benezia]]'s use of Biotic powers would will sometimes toss the main character Shepard ''through the wall'' and out into the empty void surrounding the rendered game area. With the character trapped in the throw animation animation, there was is no way to recover or reload reload, and the game had has to be force quit.
*** The game would crash sometimes crashes to desktop after completing a cutscene. These were are unskippable and could easily be often several minutes long.
*** The game would will sometimes freeze during romance dialogues depending on ''what button on the keyboard'' was is bound to "Talk".
*** During the [[spoiler: Matriach Benezia fight]] if you have been hit by a biotic power and are currently in the glowy blue ragdoll state while one of the mid-battle cutscenes goes off off, you are trapped when the cutscene ends. You can't enter the menu, and you can't move. The only way to get out is to restart the game.
*** Biotics in general are incredibly buggy. It's not only possible but nigh inevitable that at some point, if Shepard or one of your squadmates uses biotics on enemies in enclosed spaces (such as the bunkers or mines that make up about 75% of sidequests), the enemies will end up clipping through a wall, where it is impossible to reach them, either by shooting them or through the use of powers. The only way to progress in many places is to use Singularity on them (which will slowly whittle their health down; this is only available if Shepard is an Adept or Liara is in the party) or to exit the map and re-enter, which isn't always possible or convenient. If neither options are option is available, have fun reloading from the previous save, which was probably a long time ago.
*** The Mako (planetary landing vehicle) would will clip through the ground of certain terrain depressions on certain planets, planets and fall endlessly below the rendered area. The game won't recognize the Mako being out of bounds so it won't be beamed back to the center of the ground, and you cannot leave either since the ship is not stable.
*** On the [=PS3=] version version, during the Noveria mission mission, you discover that one of the scientists is actually working for Benezia and go from cut scene to the fight. In theory. In practice practice, it's not at all uncommon for the game to be stuck with the dialogue wheel present throughout the fight and your team completely unable to do anything, forcing you to load an auto-save from ''before'' the cut scene and hope that this time it works.
*** Sometimes, on the ruined citadel before the final boss boss, the player must interact with a console to activate a cutscene, but sometimes cutscene. Sometimes, though, an invisible wall would will be present in front of the object object, preventing the player from reaching it. The only thing to do was is to either use a noclip cheat (which is tricky to set up and use) or reload a previous save and hope it doesn't happen again.
*** The "give all items" cheat is essentially a trap, if used trap. If used, it would will cause the game to crash at the next loading screen without fail.



*** At times, the game would send the party floating above the map on the other side of the InvisibleWall that surrounded normally accessible areas. In effect, you could walk freely where you were not meant to, but there was no way to get back and progress the game, save from performing a biotic charge on a ground bound enemy -- if you were not a vanguard or there were no enemies around, you could only reload a save.

to:

*** At times, the game would will send the party floating above the map on the other side of the InvisibleWall that surrounded normally accessible areas. In effect, you could can walk freely where you were you're not meant to, but there was is no way to get back and progress the game, save from performing a biotic charge on a ground bound enemy -- if you were you're not a vanguard or there were are no enemies around, you could can only reload a save.



*** There's also strange glitches related to reloading several times in quick succession, where you reload the game only to find the enemies have simply disappeared. This can be good in some cases (allowing you to bypass difficult fights!) but in cases where you need to kill a certain number of enemies to progress, you'll be stuck until you reload.

to:

*** There's also strange glitches related to reloading several times in quick succession, where you reload the game only to find the enemies have simply disappeared. This can be good in some cases (allowing you to bypass difficult fights!) fights!), but in cases where you need to kill a certain number of enemies to progress, you'll be stuck until you reload.



** Patch 1.04 seems to have introduced more bugs than it fixed...most notably endless load screens that freeze the game during Sebastian's personal quests ("Repentance" and "Faith"). [[NiceJobBreakingItHero Nice job breaking it, BioWare....]]

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** Patch 1.04 seems to have introduced more bugs than it fixed...most notably endless load screens that freeze the game during Sebastian's personal quests ("Repentance" and "Faith"). [[NiceJobBreakingItHero Nice job breaking it, BioWare....]]



* ''VideoGame/DungeonsOfDredmor'' is a fairly buggy game, but usually it's something minor like stats not applying or the PlayerCharacter accidentally eating their own belt. But when Wand Lore was overhauled so you could craft your own magic wands, the tool you needed would crash the game most of the time. At least you got an achievement for it!
* The GameBoyAdvance port of ''PhantasyStar Collection'' is hampered by a bug that will cause everything but the music to freeze after a very short period of play - sometimes, as quick as 15 seconds. It's possible to very slowly make progress in the game by saving frequently (like every minute or so) and hoping it didn't freeze during the save this time, but even in the best case scenario, the game will freeze about 3 minutes after starting every time. While saving that frequently could theoretically allow someone to beat the games, it'd take the patience of a bodhisattva.
** While not every copy of the game had the above glitch, they did have a problem where attempting to save in ''VideoGame/PhantasyStarI'' would randomly cause the game to freeze and force the player to reset (and lose the save). Supposedly not saving while the music is looping can reduce the chances of this happening.
* Literature/TheLordOfTheRings: VideoGame/WarInTheNorth has a rather nasty habit of randomly dropping side quests or crucial items from your inventory, but it's also possible to get stuck at the end of a level, due to the next one not loading, and making the game impossible to complete. What's worse is that this glitch is random: some players experience it, others don't. The developers were apparently working on a patch, but it was never released, so the only remedy is to completely start over from scratch.
* The infamous GameBoyColor ''Literature/{{Animorphs}}'' game was full of these, to the point where it's not entirely clear if anyone has actually managed to ''finish'' the game.
** It's possible, though still fairly hair-pulling if you don't have a way to counter enemies that, say, chain accuracy decreases or evasion increases.

to:

* ''VideoGame/DungeonsOfDredmor'' is a fairly buggy game, but usually it's something minor like stats not applying or the PlayerCharacter accidentally eating their own belt. But when Wand Lore was overhauled so you could can craft your own magic wands, the tool you needed would need will crash the game most of the time. At least you got get an achievement for it!
* The GameBoyAdvance port of ''PhantasyStar ''VideoGame/PhantasyStar Collection'' is hampered by a bug that will cause everything but the music to freeze after a very short period of play - sometimes, as quick as 15 seconds. It's possible to very slowly make progress in the game by saving frequently (like every minute or so) and hoping it didn't freeze during the save this time, but even in the best case scenario, the game will freeze about 3 minutes after starting every time. While saving that frequently could can theoretically allow someone to beat the games, it'd take the patience of a bodhisattva.
** While not every copy of the game had has the above glitch, they did do have a problem where attempting to save in ''VideoGame/PhantasyStarI'' would will randomly cause the game to freeze and force the player to reset (and lose the save). Supposedly Supposedly, not saving while the music is looping can reduce the chances of this happening.
* Literature/TheLordOfTheRings: VideoGame/WarInTheNorth ''Literature/TheLordOfTheRings: VideoGame/WarInTheNorth'' has a rather nasty habit of randomly dropping side quests or crucial items from your inventory, but it's also possible to get stuck at the end of a level, level due to the next one not loading, and making the game impossible to complete. What's worse is that this glitch is random: some players experience it, others don't. The developers were apparently working on a patch, but it was never released, so the only remedy is to completely start over from scratch.
* The infamous GameBoyColor ''Literature/{{Animorphs}}'' game was is full of these, to the point where it's not entirely clear if anyone has actually managed to ''finish'' the game.
** It's
game. It ''is'' possible, though still fairly hair-pulling if you don't have a way to counter enemies that, say, chain accuracy decreases or evasion increases.



* ''VideoGame/MegaManBattleNetwork 4'' had a very nasty bug in the Blue Moon version where the game would freeze and crash after any battle during Woodman's scenario if the game was being played using anything other than an original GBA. This meant the entire game was UnwinnableByMistake unless you either dusted off a GBA to play it on or used some sort of cheating device to disable random encounters.

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* ''VideoGame/MegaManBattleNetwork 4'' had has a very nasty bug in the Blue Moon version where the game would will freeze and crash after any battle during Woodman's scenario if the game was is being played using anything other than an original GBA. This meant means the entire game was is UnwinnableByMistake unless you either dusted dust off a GBA to play it on or used use some sort of cheating device to disable random encounters.



* ''VideoGame/MightAndMagic'' added some realism to the world by having wandering civilians in the sixth episode. Knowing that these civilians could potentially get in the party's way, the developers added a "Shout" command force them to move aside. Forward to the infamous Might and Magic IX, and the wandering citizens no longer moved when you needed them to and could completely block doors. Since the game autosaved when you went into buildings, you could go into someone's house and never be able to leave without going back to an older save.
* ''VideoGame/{{Quest 64}}'' had a bug that would cause the game to freeze when using Rock Shower on a group of Skelebats in the Blue Cave.

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* ''VideoGame/MightAndMagic'' added adds some realism to the world by having wandering civilians in the sixth episode. Knowing that these civilians could potentially get in the party's way, the developers added a "Shout" command force them to move aside. Forward to the infamous Might ''Might and Magic IX, IX'', and the wandering citizens no longer moved move when you needed need them to and could can completely block doors. Since the game autosaved autosaves when you went go into buildings, you could can go into someone's house and never be able to leave without going back to an older save.
* ''VideoGame/{{Quest 64}}'' had has a bug that would will cause the game to freeze when using Rock Shower on a group of Skelebats in the Blue Cave.



* In the second VideoGame/DungeonSiege, one quest can bug out. If the player saves in that situation, the save file is essentially lost. This bug can also occur during the first or second NewGame+.

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* In the second VideoGame/DungeonSiege, ''VideoGame/DungeonSiege'', one quest can bug out. If the player saves in that situation, the save file is essentially lost. This bug can also occur during the first or second NewGame+.
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http://tvtropes.org/pmwiki/article_history.php?article=GameBreakingBug.RolePlayingGame