History Main / GameBreakingBug

16th Apr '17 10:42:54 PM Kadorhal
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*** The same game removed the BottomlessPit fall damage, so that you would be teleported to the last normal solid ground you were standing on completely harmless. The catch is that because of rushed collision detection in some areas, you can glitch through the scenery and fall through to a bottomless pit. However... you respawn on the "bottom" ''of the bottomless pit', which is mistaken by the game to be solid ground, triggering an infinite loop of falling, respawning, falling... Reset Button!

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*** The same game removed the BottomlessPit fall damage, so that you would be teleported to the last normal solid ground you were standing on completely harmless.unharmed. The catch is that because of rushed collision detection in some areas, you can glitch through the scenery and fall through to a bottomless pit. However... you respawn on the "bottom" ''of the bottomless pit', pit'', which is mistaken by the game to be solid ground, triggering an infinite loop of falling, respawning, falling... Reset Button!
10th Apr '17 7:46:10 PM Kadorhal
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** In ''[[{{VideoGame/TheLegendOfZeldaLinksAwakening}} Link's Awakening]]'', you can buy a shovel, then trade it for a boomerang. However, at that point, you can buy a second shovel, leaving you with both. Since the game's inventory is limited to ''exactly'' how many items you're actually supposed to pick up, carrying both shovel and 'rang leaves you unable to pick up the last item in the game, which of course is required to win. Oops. So you try to solve the problem by wasting all of your Magic Powder to free up that one extra space in your inventory. Now you can grab that final item! In turn, however, this does render the Final Nightmare's first form literally impossible to beat. Double oops. (The ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle]]'' games, which play very similarly to ''Link's Awakening'', including having an item system that works about the same way, avert this by seemingly having been made with the staff aware of this bug; this pair of games actually has enough spaces that several will ''never'' be filled, even when no items are equipped and everything is filling a slot.)

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** In ''[[{{VideoGame/TheLegendOfZeldaLinksAwakening}} Link's Awakening]]'', you can buy a shovel, then trade it for a boomerang. However, at that point, you can buy a second shovel, leaving you with both. Since the game's inventory is limited to ''exactly'' how many items you're actually supposed to pick up, carrying both shovel and 'rang leaves you unable to pick up the last item in the game, which of course is required to win. Oops. So you try to solve the problem by wasting all of your Magic Powder to free up that one extra space in your inventory. Now you can grab that final item! In turn, however, this does render the Final Nightmare's first form literally impossible to beat. Double oops. (The The ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle]]'' games, which play very similarly to ''Link's Awakening'', including having an item system that works about the same way, avert this by seemingly having been made with the staff aware of this bug; this pair of games actually has enough spaces that several will ''never'' be filled, even when no items are equipped and everything is filling a slot.)



** ''[[{{VideoGame/TheLegendOfZeldaOcarinaOfTime}} Ocarina of Time]]'' features the famous "bottle trick," which lets you turn any item in your inventory into a bottle. If used on a useless item, such as the Goron Check Claim after you've claimed the Biggoron Sword or the Magic Beans after you've planted them all, you get an extra bottle you can use to store useful items. But it's possible to turn ''any'' item into a bottle -- and if you do this to a game-crucial item? [[{{Unwinnable}} Good luck completing the game!]] This one treads the line between Game Breaking Bug and GoodBadBugs. You can also do the same in ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'', if you press Start at the exact right time when selling a bottled item to the curiosity shop, then change which item is in the C button slot. You can replace anything with an empty bottle that way.

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** ''[[{{VideoGame/TheLegendOfZeldaOcarinaOfTime}} Ocarina of Time]]'' features the famous "bottle trick," which lets you turn any item in your inventory into a bottle. This one treads the line between game-breaking and the [[GoodBadBugs good kind of bad]]. If used on a useless item, such as the Goron Check Claim after you've claimed the Biggoron Sword or the Magic Beans after you've planted them all, you get an extra bottle you can use to store useful items. But it's possible to turn ''any'' item into a bottle -- and if you do this to a game-crucial item? [[{{Unwinnable}} Good luck completing the game!]] This one treads the line between Game Breaking Bug and GoodBadBugs. You can also do the same in ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'', if you press Start at the exact right time when selling a bottled item to the curiosity shop, then change which item is in the C button slot. You can replace anything with an empty bottle that way.



** ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' has a few other examples as well:

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** ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' ''Majora's Mask'' has a few other examples as well:



*** In the game of hide and seek, it's possible for one of the children to run into a dead end that a guard won't allow you to enter. This can sometimes be fixed by leavning and re-entering the area which often resets the children, but not always.

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*** In the game of hide and seek, it's possible for one of the children to run into a dead end that a guard won't allow you to enter. This can sometimes be fixed by leavning leaving and re-entering the area which often resets the children, but not always.



*** The same game removed the BottomlessPit fall damage, so that you would be teleported to the last normal solid ground you were standing on 'completely harmless'. The catch is that because of rushed collision detection in some areas, you can glitch through the scenery and fall through to a bottomless pit. However...you respawn 'on the "bottom" of the bottomless pit', which is mistaken by the game to be solid ground, triggering an infinite loop of falling, respawning, falling...Reset Button!

to:

*** The same game removed the BottomlessPit fall damage, so that you would be teleported to the last normal solid ground you were standing on 'completely harmless'.completely harmless. The catch is that because of rushed collision detection in some areas, you can glitch through the scenery and fall through to a bottomless pit. However... you respawn 'on on the "bottom" of ''of the bottomless pit', which is mistaken by the game to be solid ground, triggering an infinite loop of falling, respawning, falling...falling... Reset Button!
8th Apr '17 5:12:31 PM nombretomado
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* As written in the core book, there's no way to use skils in ''{{Rifts}}'', because there's no way to resolve skill checks.

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* As written in the core book, there's no way to use skils in ''{{Rifts}}'', ''{{TabletopGame/Rifts}}'', because there's no way to resolve skill checks.
8th Apr '17 4:01:47 PM Tacitus
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* In ''LightNovel/SwordArtOnline'' this goes from game breaking bug to game breaking ''Feature''. No logging out till the game is cleared, Respawning is disabled, and if you die in game your VR machine will '' '''LITERALLY''' '' microwave your brain.

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* In ''LightNovel/SwordArtOnline'' this goes from game breaking bug to game breaking ''Feature''. No logging out till ''LightNovel/SwordArtOnline'', it's not a bug, it's a ''feature''. The titular game's creator removed the game is cleared, Respawning is disabled, and ability for players to log out, then tweaked their Virtual Reality headgear to fry their brains if you die in game your VR machine will '' '''LITERALLY''' '' microwave your brain.their characters died, forcing ten thousand people to WinToExit TheMostDangerousVideoGame.


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* ''WebVideo/SwordArtOnlineAbridged'' has some in-universe examples. The titular game's 75th floor boss glitches out and self-destructs soon after the battle starts, which doesn't unlock the door to its boss room, trapping the clearing team indefinitely. To make matters worse, trying to use Teleport Crystals to leave runs a high risk of a TeleporterAccident. [[spoiler:And unlike in the source material, the whole [[TheMostDangerousVideoGame "if you die in the game you die in real life"]] mechanic is ''also'' a bug, but the game's creator, in a sleep-deprived panic, decided to double down, portray himself as an evil mastermind, and insist IMeantToDoThat.]]
29th Mar '17 8:20:16 AM poseidon
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*** Another one is easy to trigger. In any chapter that you have him, have Seliph as a Lord Knight dismount, wait, and have a Dancer dance to him. Next, have Seliph perform any other action. At the start of every turn after that, he'll be greyed out as if he had already taken an action, but can be moved if you have a Dancer dance to him. However, if you complete the chapter with Seliph like this, he'll completely disappear, making the game {{Unwinnable}}.
28th Mar '17 5:06:36 AM TheKaizerreich
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** There's another bug that you can use to screw over the AI in single player while playing Orks, in which saving and reloading causes the game to forget how many troops you actually have and start thinking your whole 100-Ork-resource army has only 24 Orks in it, allowing you to build another 76 troops... except that due to the way the ork army works, you're limited to weaker troops for a while until Waaagh! resource builds up.

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** There's another bug that you can use to screw over the AI in single player while playing Orks, in which saving and reloading causes the game to forget how many troops you actually have and start thinking your whole 100-Ork-resource army has only 24 Orks in it, allowing you to build another 76 troops... except that due to the way the ork army works, you're limited to weaker troops for a while until Waaagh! resource builds up. [[GoodBadBugs Which is mighty fine]], since one of the most popular Ork tactics is a [[ZergRush green horde of low-level Orks]], making this stunningly appropriate.
25th Mar '17 11:27:40 AM nombretomado
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* ''[[VideoGame/BubbleBobble Bubble Bobble Revolution]]'' for the NintendoDS had to be recalled and replaced because the boss didn't appear on level 30, meaning it was impossible to reach levels 31-100.

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* ''[[VideoGame/BubbleBobble Bubble Bobble Revolution]]'' for the NintendoDS UsefulNotes/NintendoDS had to be recalled and replaced because the boss didn't appear on level 30, meaning it was impossible to reach levels 31-100.
20th Mar '17 8:46:57 AM Lopiny
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** A recurring bug, referred to as a "loyalty cascade" or the "civil war bug", occurs when dwarves attack another dwarf which is technically an ally and resident in the fort, but not part of the fort population itself (e.g. the diplomat). This makes the game consider both the attacker and the attacked simultaneously hostile individuals and members of the fort, meaning that not only will they go around attacking anyone on sight, but those who fight back are also considered hostile for attacking them.

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** A recurring bug, referred to as a "loyalty cascade" or the "civil war bug", occurs when dwarves attack another dwarf which is technically an ally and resident in the fort, but not part of the fort population itself (e.g. the diplomat). This makes the game consider both the attacker and the attacked simultaneously hostile individuals and members of the fort, meaning that not only will they go around attacking anyone on sight, but those who fight back are also considered hostile for attacking them.them, and be attacked in turn. Once started, they are almost impossible to stop (usually through careful isolation) until everyone in the fortress is dead.
19th Mar '17 2:02:08 PM BrendanRizzo
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[[/other]]

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[[/other]]
[[/folder]]
15th Mar '17 4:41:17 PM Midna
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* In ''Videogame/AloneInTheDark2008'', there is a sequence where you must drive a car from a building near Central Park all the way through some of the nearby streets in order to escape a gigantic fissure wreaking havoc on the city, however, during the very last part of the ride, a very nasty bug will sometimes prevent the map from correctly loading during the last jump, making you fall to your death and forcing you to repeat the whole driving sequence.
* ''VideoGame/HotlineMiami'': It is possible for dogs to somehow walk through a wall and get stuck in the void outside the level. There's no way to kill them when they're trapped like this, so, if the stuck dog is the last enemy alive, you cannot clear the level and there's no way to get killed (which is necessary to restart a level) either. You have to begin the entire chapter anew.

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* In ''Videogame/AloneInTheDark2008'', there is a sequence where you must drive a car from a building near Central Park all the way through some of the nearby streets in order to escape a gigantic fissure wreaking havoc on the city, however, city. However, during the very last part of the ride, a very nasty bug will sometimes prevent the map from correctly loading during the last jump, making you fall to your death and forcing you to repeat the whole driving sequence.
* ''VideoGame/HotlineMiami'': It is possible for dogs to somehow walk through a wall and get stuck in the void outside the level. There's no way to kill them when they're trapped like this, so, so if the stuck dog is the last enemy alive, you cannot clear the level and there's no way to get killed (which is necessary to restart a level) either. You have to begin the entire chapter anew.



* In ''VideoGame/KingsQuestVII'' on the Kings Quest Collection XP verison 1.40, there is a game breaking glitch that can occur in chapter 3 if you have Valanice examine the cheese in the fountain in the town of Falderal. What will happen is the wooden nickel that's supposed to highlight at the Mockturtle store owner won't highlight and you're forced to start chapter 3 over. This can also happen with Rosella in Malicias house if you take too long and try to go out the back way you're stuck with Malicia zapping you every time and you're forced to start chapter 4 over.
* In VideoGame/LauraBow 2: Dagger of Amon Ra. There is an error 5 glitch that can crash your game that can happen in Act 5 with Mr. X chasing, when Laura opens the transom over the door and goes into the mummy room the game gives this error. Luckily you can bypass the error by just clicking on the transom window once. But remember to have an extra backup save or else your current save will keep crashing you out of the game.
* In ''VideoGame/{{Faxanadu}}'', the reward for beating dungeons are items which can be used to clear certain blockades or obstacles in certain screens. However, it disappeared after being used, and if you left the screen from the left side (probably to refill on health since the level layouts often sport monsters camping near ladders, from where you couldn't attack) the blockade would reappear, but the items would not respawn anymore even after beating the dungeons again, making the game unwinnable.
* ''VideoGame/GabrielKnight 2: The Beast Within'' featured a crippling bug at the end of Chapter 4 that would prevent the player from progressing to the next chapter.

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* In ''VideoGame/KingsQuestVII'' on the Kings King's Quest Collection XP verison version 1.40, there is a game breaking glitch that can occur in chapter 3 if you have Valanice examine the cheese in the fountain in the town of Falderal. What will happen is is, the wooden nickel that's supposed to highlight at the Mockturtle store owner won't highlight and you're forced to start chapter 3 over. This can also happen with Rosella in Malicias house Malicia's house; if you take too long and try to go out the back way way, you're stuck with Malicia zapping you every time time, and you're forced to start chapter 4 over.
* In ''In VideoGame/LauraBow 2: Dagger of Amon Ra. There Ra'', there is an error "error 5 glitch glitch" that can crash your game that can happen in Act 5 with Mr. X chasing, when Laura opens if you open the transom over the door and goes go into the mummy room the game gives this error. Luckily in Act 5 while Mr. X is chasing you. Luckily, you can bypass the error by just clicking on the transom window once. But remember to have an extra backup save save, or else your current save will keep crashing you out of the game.
* In ''VideoGame/{{Faxanadu}}'', the reward rewards for beating dungeons are items which can be used to clear certain blockades or obstacles in certain screens. However, it disappeared these items disappear after being used, and if you left leave the screen from the left side (probably to refill on health since the level layouts often sport monsters camping near ladders, from where you couldn't can't attack) the blockade would will reappear, but the items would not won't respawn anymore even after beating the dungeons again, making the game unwinnable.
* ''VideoGame/GabrielKnight 2: The Beast Within'' featured features a crippling bug at the end of Chapter 4 that would prevent prevents the player from progressing to the next chapter.



** The most infamous was the bane of gamers everywhere, '''Error 52'''. Midway through the game, thanks to issues in dealing with faster computers, one crucial area in the swamp became impossible to leave without crashing the game. ''QFG'' message boards then-and-forever had a new favorite topic.

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** The most infamous was is the bane of gamers everywhere, '''Error 52'''. Midway through the game, thanks to issues in dealing with faster computers, one crucial area in the swamp became becomes impossible to leave without crashing the game. ''QFG'' message boards then-and-forever had a new favorite topic.



*** A variation of this glitch also occurs due to a bug in the game's timing. For some computers, the timer in the scene that determines how much time left the player has before Ad Avis will kill them will continue to keep running even if the player is speaking to Ad Avis or checking their inventory otherwise (which normally should've paused the game until either the dialogue box is closed or the inventory is closed otherwise). Depending on what the player was specifically doing at the time, either it will cause Ad Avis to quickly kill the player instantly, even if it interrupts a current action the player is doing at the time (such as while turning Erana's Staff into a spear) or, if killed, instantly revive himself just to kill the player, causing the game to assume as if the player was killed by Ad Avis in the first place. The glitch (both variants) can be seen in its entirety [[http://www.youtube.com/watch?v=tdsI51v1zLc&feature=plcp here]].
** Yet another QFG IV bug is the disappearance of the Domovoi after Day 5.
** While the CD version fixed most of the bugs, it also introduced one particularly glaring one: as a wizard, after the final battle (won by using a certain spell on Ad Avis), using the Summon Staff spell to complete the game would actually render it unwinnable, as the game would not allow you to use the staff properly, and then time would run out, the Dark One would be summoned, and it's game over. The ''only'' way to get past this bug (which happens every time) is to cast the certain spell again, ''then'' summon the staff. But what most walkthroughs ''don't'' tell you is that if you cast the spell at certain specific places, the game will consider those casts as "misses" in the final battle, resummon Ad Avis, and have him kill you instantly. And those specific places cover ''more than half the screen''.
* ''VideoGame/QuestForGloryIII'' didn't have quite as many, but a few irritants still showed up.
** The most memorable: As a Wizard, using your last Dispel Potion in the Lost City froze the game. Every time. The only way to bypass that point was to fight the monster that the Dispel Potion was meant to take care of for you, which for a Wizard was often lethal (it was a tough fight even for a Fighter.) And not being able to use the potion screwed you out of points, which made 100% completion impossible.
** In the same line as Error 52, there's '''Error 4''' that crash your game during the Simbani initiation.
* ''VideoGame/KingsQuestIV'' had a bug that only showed up on slower computers, thanks to the odd way in which the game calculated time for various characters. Rosella and all the other characters moved slowly because the computer wasn't fast enough to draw everything at full speed. The game was still playable, just slow. The one exception was the ogre, which used a more real-time timing method -- he would travel across the screen in a certain number of seconds no matter how slow the computer was. In one plot point, Rosella is in the ogre's house and must reach the door before he caught her, only possible on [=PCs=] which ran the game at the intended speed. The only way around this was to take the saved game file to a faster computer and play that scene there.

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*** A variation of this glitch also occurs due to a bug in the game's timing. For some computers, the timer in the scene that determines how much time left the player has before Ad Avis will kill them will continue to keep running even if the player is speaking to Ad Avis or checking their inventory otherwise (which normally should've should paused the game until either the dialogue box is closed or the inventory is closed otherwise). Depending on what the player was is specifically doing at the time, either it will cause Ad Avis to quickly kill the player instantly, even if it interrupts a current action the player is doing at the time (such as while turning Erana's Staff into a spear) or, if killed, instantly revive himself just to kill the player, causing the game to assume as if the player was killed by Ad Avis in the first place. The glitch (both variants) can be seen in its entirety [[http://www.youtube.com/watch?v=tdsI51v1zLc&feature=plcp here]].
** Yet another QFG IV ''QFG IV'' bug is the disappearance of the Domovoi after Day 5.
** While the CD version fixed fixes most of the bugs, it also introduced introduces one particularly glaring one: as a wizard, after the final battle (won by using a certain spell on Ad Avis), using the Summon Staff spell to complete the game would will actually render it unwinnable, as the game would not won't allow you to use the staff properly, and then time would will run out, the Dark One would will be summoned, and it's game over. The ''only'' way to get past this bug (which happens every time) is to cast the certain spell again, ''then'' summon the staff. But what most walkthroughs ''don't'' tell you is that if you cast the spell at certain specific places, the game will consider those casts as "misses" in the final battle, resummon Ad Avis, and have him kill you instantly. And those specific places cover ''more than half the screen''.
* ''VideoGame/QuestForGloryIII'' didn't doesn't have quite as many, but a few irritants still showed show up.
** The most memorable: As a Wizard, using your last Dispel Potion in the Lost City froze freezes the game. Every time. The only way to bypass that point was is to fight the monster that the Dispel Potion was is meant to take care of for you, which for a Wizard was is often lethal (it was (it's a tough fight even for a Fighter.) And not being able to use the potion screwed screws you out of points, which made makes 100% completion impossible.
** In the same line as Error 52, there's '''Error 4''' that crash crashes your game during the Simbani initiation.
* ''VideoGame/KingsQuestIV'' had has a bug that only showed shows up on slower computers, thanks to the odd way in which the game calculated calculates time for various characters. Rosella and all the other characters moved move slowly because the computer wasn't isn't fast enough to draw everything at full speed. The game was is still playable, just slow. The one exception was is the ogre, which used uses a more real-time timing method -- he would travel travels across the screen in a certain number of seconds no matter how slow the computer was. is. In one plot point, Rosella is in the ogre's house and must reach the door before he caught catches her, only possible on [=PCs=] which ran run the game at the intended speed. The only way around this was is to take the saved game file to a faster computer and play that scene there.



* A devious glitch with the TextParser in ''VideoGame/LeisureSuitLarry 2: Looking For Love (In Several Wrong Places)'' snuck into the game just the night before the game shipped: Near the end of the game, the player is expected to combine an airsick bag with a bottle (to make a Molotov cocktail, the bag serving as its wick). The only acceptable input was some variation of ''"put airsick bag in bottle"'', because a) the parser was (badly) written specifically to understand fully formed English phrases instead of "adventure game shorthand", b) a completely unrelated bug had just been fixed by another coder by turning the word "bag" into a '''verb''' and c) no one cared to fix it in time, because Sierra's testing policy at the time was to use the longest possible phrase in a situation and see if it works. Contrary to popular belief, the input does not require the word "the" several times; the point is that "airsick bag" works, whereas the common shorthand "bag" doesn't (since it's a verb).
* ''VideoGame/LeisureSuitLarry 3: Passionate Patti in Pursuit of the Pulsating Pectorals'' was notorious for its speed bug. The faster the CPU cycle, the longer you have to endure some sequences.
** Exercising on the machines. Originally, you only needed to do 20 of each. With the speed bug, you'll be doing this forever with no resolve.

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* A devious glitch with the TextParser in ''VideoGame/LeisureSuitLarry 2: Looking For Love (In Several Wrong Places)'' snuck into the game just the night before the game shipped: Near the end of the game, the player is expected to combine an airsick bag with a bottle (to make a Molotov cocktail, the bag serving as its wick). The only acceptable input was is some variation of ''"put airsick bag in bottle"'', because a) the parser was is (badly) written specifically to understand fully formed English phrases instead of "adventure game shorthand", b) a completely unrelated bug had just been fixed by another coder by turning the word "bag" into a '''verb''' and c) no one cared to fix it in time, because Sierra's testing policy at the time was to use the longest possible phrase in a situation and see if it works.worked. Contrary to popular belief, the input does not require the word "the" several times; the point is that "airsick bag" works, whereas the common shorthand "bag" doesn't (since it's a verb).
* ''VideoGame/LeisureSuitLarry 3: Passionate Patti in Pursuit of the Pulsating Pectorals'' was is notorious for its speed bug. The faster the CPU cycle, the longer you have to endure some sequences.
** Exercising on the machines. Originally, you only needed need to do 20 of each. With the speed bug, you'll be doing this forever with no resolve.



* Graphic adventure ''VideoGame/SimonTheSorcerer 2'' had a strange bug where a certain character and the object you needed to give them were on the same screen, and you could successfully use the SCUMM-style interface to "Give <object> to <character>" despite <object> not being in your inventory. This skipped a large chunk of game and messed up many dependencies.

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* Graphic adventure ''VideoGame/SimonTheSorcerer 2'' had has a strange bug where a certain character and the object you needed need to give them were are on the same screen, and you could successfully can sccessfully use the SCUMM-style interface to "Give <object> to <character>" despite <object> not being in your inventory. This skipped skips a large chunk of game and messed messes up many dependencies.



** Talking to Otis on Jambalaya Island has no negative effects the first time you do it, however talking to him again at any other point in the level will crash the game.
** The [=PS2=] version had a nasty (and seemly random glitch) that causes Guybrush to be permanently rooted to the spot and nothing seems to get him moving again.
* The original 8-bit text adventure of ''Literature/TheHobbit'' was terminally bugged in early releases - among many weird glitches, Gollum would ask you riddles, but pay no attention to the answers, making it impossible to get the ring.
* ''VideoGame/GrimFandango'' had an elevator which the player needs to stop at a certain point. However, if you had a computer with a fast CPU, the elevator would move too fast to be stopped, and the player won't even realize stopping it is possible. This was luckily fixed with a patch.
* In ''VideoGame/PuttPutt Saves the Zoo'', there is one point where you have to ride a log raft to the other side of the river. In the 1999 version, when you make it to the other side, if you simply click on the space where PuttPutt gets off instead of going somewhere else, he starts talking. Skip it, and the raft disappears and it never comes back. You don't have anywhere to go either, so your only choice is to reset the game. '''This didn't exist on the 1995 version either.'''

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** Talking to Otis on Jambalaya Island has no negative effects the first time you do it, however but talking to him again at any other point in the level will crash the game.
** The [=PS2=] version had has a nasty (and seemly random glitch) that causes Guybrush to be permanently rooted to the spot and nothing seems to get him moving again.
* The original 8-bit text adventure of ''Literature/TheHobbit'' was is terminally bugged in early releases - among many weird glitches, Gollum would will ask you riddles, but pay no attention to the answers, making it impossible to get the ring.
* ''VideoGame/GrimFandango'' had has an elevator which the player needs to stop at a certain point. However, if you had a az computer with a fast CPU, the elevator would move too fast to be stopped, and the player won't even realize stopping it is possible. This was luckily fixed with a patch.
* In ''VideoGame/PuttPutt Saves the Zoo'', there is one point where you have to ride a log raft to the other side of the river. In the The 1999 version, version introduced a bug where, when you make it to the other side, if you simply click on the space where PuttPutt [=PuttPutt=] gets off instead of going somewhere else, he starts talking. Skip it, and the raft disappears and it never comes back. You don't have anywhere to go either, so your only choice is to reset the game. '''This didn't exist on the 1995 version either.'''



* The adventure game ''Valhalla'' on the Spectrum, which had you as a minor Norse god trying to get into the titular Norse heaven by earning the favour of the other gods (specifically, by going on six quests to gain various items), had a limit on how many items could be in a location at once, which was enforced by a simple mechanism -- if one item too many was dropped in a location, a NPC with the decidedly non-Nordic name of Klepto (Greek for "thief") would appear from nowhere, steal the item just dropped, and vanish, permanently removing the item from that game. Woe betide you if the item was a quest item which you needed to fulfill a later quest.
* ''Rex Nebular and the Cosmic Gender Bender'' had a well known bug: depending on difficulty level, the game would discourage or prohibit the player from flooding the city unless all necessary items had been collected from the city. The problem: it was possible to collect a repair item and ''use it for its intended purpose'', whereupon it vanished. The player then couldn't proceed because they didn't have the item, even though it was no longer needed.
* Remember that part about physics engines messing you up by sending important things flying where they're not supposed to go? ''{{Jazzpunk}}'' ([[WidgetSeries I guess it fits here]]) has possibly the ultimate version of this: It's possible to accidentally launch ''yourself'' high in the air and land outside the field of play. Jim Sterling [[https://www.youtube.com/watch?v=etnvVyiX7nQ managed to do this]] in the first mission area and wound up on the street between the park and the sidewalk, unable to get back to either because of the fences.
* Earlier editions of ''VideoGame/TheAmazonTrail'' had a glitch where the basilisk would appear peeking around the edge of the screen but wouldn't cross the water so you could snap a picture of him.
** Another bug came up if the medicine man gave you loo-to-me instead of ipecacuanha or chondrodendron. You don't need to use any of them until much later in the game, when you're "trading" with Lope de Aguirre. These three medicines are dangerous if you overdose, and giving them to Lope incapacitates him so you can get away. The glitch trapped you in the scene if he took the loo-to-me. The medicine man is the second checkpoint in the game, so anyone who knew about the glitch knew to restart if they got loo-to-me.
* In ''VideoGame/TheLongestJourney'' some actions have to be done in the exactly right order, even if the game ''seems'' to accept any order. Usually it's no big deal, except for one puzzle that doesn't allow disassembling a partly-assembled contraption. It requires to inflate a rubber duck, pull it over a steel clamp, tie a rope to the clamp and use the device while the duck is still inflated. Since there's a time limit, many players reverse the order: attach the rope to the clamp, then blow up the duck and attach it. But this way the game behaves as if there is no rope, and April can neither use the device, nor untie the rope. The device is required to finish Chapter 2, but the mistake can be made early in Chapter 1. In other words, a player has to restart. There seem to exist several different versions where the bug may or may not manifest. The build 142 sold at gog.com does have the bug.

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* The adventure game ''Valhalla'' on the Spectrum, which had has you as a minor Norse god trying to get into the titular Norse heaven by earning the favour of the other gods (specifically, by going on six quests to gain various items), had has a limit on how many items could can be in a location at once, which was is enforced by a simple mechanism -- if one item too many was is dropped in a location, a NPC with the decidedly non-Nordic name of Klepto (Greek for "thief") would will appear from nowhere, steal the item just dropped, and vanish, permanently removing the item from that game. Woe betide you if the item was is a quest item which you needed need to fulfill a later quest.
* ''Rex Nebular and the Cosmic Gender Bender'' had has a well known bug: depending on difficulty level, the game would will discourage or prohibit the player from flooding the city unless all necessary items had have been collected from the city. The problem: it was it's possible to collect a repair item and ''use it for its intended purpose'', whereupon it vanished. vanishes. The player then couldn't can't proceed because they didn't don't have the item, even though it was it's no longer needed.
* Remember that part about physics engines messing you up by sending important things flying where they're not supposed to go? ''{{Jazzpunk}}'' ''VideoGame/{{Jazzpunk}}'' ([[WidgetSeries I guess it fits here]]) has possibly the ultimate version of this: It's possible to accidentally launch ''yourself'' high in the air and land outside the field of play. Jim Sterling [[https://www.youtube.com/watch?v=etnvVyiX7nQ managed to do this]] in the first mission area and wound up on the street between the park and the sidewalk, unable to get back to either because of the fences.
* Earlier editions of ''VideoGame/TheAmazonTrail'' had have a glitch where the basilisk would will appear peeking around the edge of the screen but wouldn't won't cross the water so you could can snap a picture of him.
** Another bug came comes up if the medicine man gave gives you loo-to-me instead of ipecacuanha or chondrodendron. You don't need to use any of them until much later in the game, when you're "trading" with Lope de Aguirre. These three medicines are dangerous if you overdose, and giving them to Lope incapacitates him so you can get away. The glitch trapped traps you in the scene if he took takes the loo-to-me. The medicine man is the second checkpoint in the game, so anyone who knew knows about the glitch knew knows to restart if they got loo-to-me.
* In ''VideoGame/TheLongestJourney'' ''VideoGame/TheLongestJourney'', some actions have to be done in the exactly right order, even if the game ''seems'' to accept any order. Usually it's no big deal, except for one puzzle that doesn't allow disassembling a partly-assembled contraption. It requires you to inflate a rubber duck, pull it over a steel clamp, tie a rope to the clamp and use the device while the duck is still inflated. Since there's a time limit, many players reverse the order: attach the rope to the clamp, then blow up the duck and attach it. But this way the game behaves as if there is no rope, and April can neither use the device, nor untie the rope. The device is required to finish Chapter 2, but the mistake can be made early in Chapter 1. In other words, a player has to restart. There seem to exist several different versions where the bug may or may not manifest. The build 142 sold at gog.com does have the bug.



* ''VideoGame/AkibasTripUndeadAndUndressed'' suffers from one. Having too many clothing items of a certain type in your inventory while attempting to strip an article of that same type has a high chance of crashing the game. Though thankfully, it's at least easily resolved by selling clothing at any of the many shops.

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* ''VideoGame/AkibasTripUndeadAndUndressed'' suffers from one. Having too many clothing items of a certain type in your inventory while attempting to strip an article of that same type has a high chance of crashing the game. Though thankfully, Thankfully, it's at least easily resolved by selling clothing at any of the many shops.



* The initial release of ''[[VideoGame/CapcomVsWhatever SNK vs. Capcom]] Card Fighters DS'' had a fatal bug during its NewGamePlus mode where one opponent's dialogue wouldn't appear when spoken to and consequentially couldn't battle them. Since you needed to defeat everybody on a floor to move on, that's as far as you could go. After the glitch was discovered, you could send SNK Playmore your bugged copy for a fixed one.

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* The initial release of ''[[VideoGame/CapcomVsWhatever SNK vs. Capcom]] Card Fighters DS'' had has a fatal bug during its NewGamePlus mode where one opponent's dialogue wouldn't won't appear when spoken to and consequentially couldn't can't battle them. Since you needed need to defeat everybody on a floor to move on, that's as far as you could can go. After the glitch was discovered, you could send SNK Playmore your bugged copy for a fixed one.



* ''MagicTheGathering'' occasionally releases a card that has to be reworded after printing because they either cause infinite loops or don't work for whatever reason.

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* ''MagicTheGathering'' ''TabletopGame/MagicTheGathering'' occasionally releases a card that has to be reworded after printing because they either cause infinite loops or don't work for whatever reason.



** ''VideoGame/MarioKartWii'' also had the game freeze should you use the Bullet Bill item in battle mode, though the item can only be used there through cheats. Since item was not programmed to be used in battle mode, the game crashes since it doesn't know what to do.
* The arcade game ''WanganMidnightMaximumTune'' has a card cloning trick that doubles as a [[GoodBadBugs Good Bag Bug]] ''and'' this. Doing said trick is highly frowned upon because ''it literally breaks the game''--specifically, the card reader. If you know what the trick is, [[DontTryThisAtHome please don't do it]].
* The whole of ''BigRigsOverTheRoadRacing''. This one is unique in that the game is broken in such a way that it’s impossible to ''lose''. It would be easier to count which features actually work.
* The PC version of ''VideoGame/{{Wipeout}} 2097/XL'' physically runs faster on faster [=PCs=], quite unique for a game made in '96 long after the demise of the turbo button. Within a few years the game was impossible to play. A ''Game Breaking Patch'' was released which claims to fix this and add local multiplayer, but also seems to require the game to be installed in c:/Wobble for some reason and is pretty unlikely to work even then.
* In ''[[VideoGame/SegaSuperstars Sonic & All-Stars Racing Transformed]]'', the first-day WiiU update will prevent the Boost Challenges from loading the extra boost pads or any of the checkpoints. As the goal of the Boost Challenges is to pass through a certain number of checkpoints, they become impossible to clear. The first Boost Challenge appears near the beginning of the single-player mode as a mandatory mission, so this glitch effectively stops Wii U players from accessing much of the game. However, it is possible to skip these challenges by [[MercyMode failing three or four times on Easy difficulty.]]

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** ''VideoGame/MarioKartWii'' also had has the game freeze should you use the Bullet Bill item in battle mode, though the item can only be used there through cheats. Since this item was not programmed to be used in battle mode, the game crashes since it doesn't know what to do.
* The arcade game ''WanganMidnightMaximumTune'' ''VideoGame/WanganMidnightMaximumTune'' has a card cloning trick that doubles as a [[GoodBadBugs Good Bag Bug]] ''and'' this. Doing said trick is highly frowned upon because ''it literally breaks the game''--specifically, the card reader. If you know what the trick is, [[DontTryThisAtHome please don't do it]].
* The whole of ''BigRigsOverTheRoadRacing''.''VideoGame/BigRigsOverTheRoadRacing''. This one is unique in that the game is broken in such a way that it’s impossible to ''lose''. It would be easier to count which features actually work.
* The PC version of ''VideoGame/{{Wipeout}} 2097/XL'' physically runs faster on faster [=PCs=], quite unique for a game made in '96 long after the demise of the turbo button. Within a few years years, the game was impossible to play. A ''Game Game Breaking Patch'' ''Patch'' was released which claims to fix this and add local multiplayer, but also seems to require the game to be installed in c:/Wobble for some reason and is pretty unlikely to work even then.
* In ''[[VideoGame/SegaSuperstars Sonic & All-Stars Racing Transformed]]'', the first-day WiiU UsefulNotes/WiiU update will prevent prevents the Boost Challenges from loading the extra boost pads or any of the checkpoints. As the goal of the Boost Challenges is to pass through a certain number of checkpoints, they become impossible to clear. The first Boost Challenge appears near the beginning of the single-player mode as a mandatory mission, so this glitch effectively stops Wii U players from accessing much of the game. However, it is possible to skip these challenges by [[MercyMode failing three or four times on Easy difficulty.]]



* The Japanese and the early American copies of ''VideoGame/GranTurismo 2'' has some bugs in it due to ExecutiveMeddling leading to [[ChristmasRushed the game rushed to Christmas release date]] (in America; Japan received the game in the same month but earlier) but the most notorious one was that, if you filled the Maximum Speed Attack leaderboards (maximum is 8) and finished a ninth maximum speed trial, it would destroy some garage information. While it is possible to work around the situation by reloading the savegame, US players could contact SCEA for a replacement copy, while the PAL version fixed it from start.
** It also has a bug where some cars that should not appear on certain races appear anyway. An example is in the Trial Mountain Endurance, where the maximum horsepower allowed is 295hp, but that doesn't prevent a Lotus GT1 and a VECTOR M12 RACE CAR appearing on the race. There's others such as the RedRock Valley race on the MR Challenge where the SAME Vector M12 Race Car appears on the race. Have fun trying to win because it's completely unwinnable if it happens.

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* The Japanese and the early American copies of ''VideoGame/GranTurismo 2'' has have some bugs in it due to ExecutiveMeddling leading to [[ChristmasRushed the game rushed to a Christmas release date]] (in America; Japan received the game in the same month but earlier) earlier), but the most notorious one was is that, if you filled fill the Maximum Speed Attack leaderboards (maximum is 8) and finished finish a ninth maximum speed trial, it would will destroy some garage information. While it is possible to work around the situation by reloading the savegame, US players could contact SCEA for a replacement copy, while the PAL version fixed it from start.
** It also has a bug where some cars that should not appear on certain races appear anyway. An example is in the Trial Mountain Endurance, where the maximum horsepower allowed is 295hp, but that doesn't prevent a Lotus GT1 and a VECTOR ''Vector M12 RACE CAR racecar'' appearing on the race. There's others others, such as the RedRock [=RedRock=] Valley race on the MR Challenge where the SAME sane Vector M12 Race Car appears on the race. Have fun trying to win because it's completely unwinnable if it happens.



* ''VideoGame/SoulCalibur III'' had one of these; Website/GameFAQs has a writeup on it. Essentially, it's possible if you do something in a ''different'' game (but one whose save file preceded your ''Soul Calibur III'' save on the card), you may find your next Chronicles of the Sword run-through wiping out...well, if you're lucky, ''only'' your Chronicles progress. In some cases, the whole save file may get wiped. Some have reported that the card itself can die as a result. Unpleasant, to say the least.

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* ''VideoGame/SoulCalibur III'' had has one of these; Website/GameFAQs has a writeup on it. Essentially, it's possible if you do something in a ''different'' game (but one whose save file preceded your ''Soul Calibur III'' save on the card), you may find your next Chronicles of the Sword run-through wiping out...well, if you're lucky, ''only'' your Chronicles progress. In some cases, the whole save file may get wiped. Some have reported that the card itself can die as a result. Unpleasant, to say the least.



* The initial version of ''VideoGame/MortalKombat4'', which wasn't technically supposed to get out to the public (it had missing Fatalities, no Kombo Limiter, missing characters, no endings...) had a bug where one character could lift his opponent to the top of the screen by using a special move properly. The "lift" wouldn't wear off until the target was hit by something else, and nothing could get up that high, so the game was effectively stuck, especially if the game timer was disabled.
** Revision 3.0 had a bug where performing Reptile's Acid Spit fatality on Scorpion would crash the game.
* The initial release of the PAL version of ''WWFNoMercy'' on the {{Nintendo 64}} would, without any explanation or warning, delete all saved data on the cartridge. The North American version also had this error, stemming from a faulty battery responsible for the saved data.
** This is true of any game which has a battery save system. The second the battery fails, the save is lost. Some games were able to recharge the battery with regular play, so that as long as a game was played regularly, the player shouldn't notice any lost data. Of course if you lost the data, you had to start the game over. Even worse however, is that if the battery does completely go, and cannot be recharged, the game can never be saved and turned off, meaning that the only way to get to the end would be in one sitting. Playing an old 100+ hour game that ran on an internal clock to do everything, such as [[VideoGame/PokemonGoldAndSilver Pokémon Gold]]? Better have a plug for your Game Boy, or sucks to be you.
** This was quite a common problem with Pokémon Yellow due to cheap parts being used because of the demand.
* ''VideoGame/MarvelVsCapcom3'' has the [[VideoGame/MegaManX Zero]] [[http://www.youtube.com/watch?v=eK3YseTHEBQ Glitch]]. If you used his DoppelgangerAttack to snap back the enemy when the enemy has an assist, the enemy will not come back in to replace the one that got kicked out. Which means that you could stall for time over...but if the time limit was set to infinity, the game would really be broken after that.
** [[Franchise/DevilMayCry Dante]] had the [[http://www.youtube.com/watch?feature=player_detailpage&v=uzLILbNCZDk#t=54s Quicksilver Glitch]]. His style cancels were programmed to execute no matter what - for example, if Dante gets hit on the same frame at the same moment he does a style cancel, he still executes it, even if he gets KO'd. When done with a Team Hyper Combo, Dante's style cancel pauses the Team Hyper, basically freezing time for as long as he can keep up his style cancels. This got fixed in ''[[UpdatedRerelease Ultimate Marvel vs. Capcom 3]]''.

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* The initial version of ''VideoGame/MortalKombat4'', which wasn't technically supposed to get out to the public (it had has missing Fatalities, no Kombo Limiter, missing characters, no endings...) had has a bug where one character could can lift his opponent to the top of the screen by using a special move properly. The "lift" wouldn't won't wear off until the target was is hit by something else, and nothing could can get up that high, so the game was is effectively stuck, especially if the game timer was is disabled.
** Revision 3.0 had has a bug where performing Reptile's Acid Spit fatality on Scorpion would will crash the game.
* The initial release of the PAL version of ''WWFNoMercy'' *''VideoGame/WWFNoMercy'' on the {{Nintendo UsefulNotes/{{Nintendo 64}} would, will, without any explanation or warning, delete all saved data on the cartridge. The North American version also had this error, stemming This stems from a faulty battery responsible for the saved data.
battery.
** This is true of any game which has a battery save system. The second the battery fails, the save is lost. Some games were are able to recharge the battery with regular play, so that as long as a game was is played regularly, the player shouldn't notice any lost data. Of course if you lost lose the data, you had have to start the game over. Even worse worse, however, is that if the battery does completely go, go and cannot be recharged, the game can never be saved and turned off, meaning that the only way to get to the end would be in one sitting. Playing an old 100+ hour game that ran on an internal clock to do everything, such as [[VideoGame/PokemonGoldAndSilver Pokémon Gold]]? Better have a plug for your Game Boy, or sucks to be you.
** This was quite a common problem with Pokémon Yellow ''Pokémon Yellow'' due to cheap parts being used because of the demand.
* ''VideoGame/MarvelVsCapcom3'' has the [[VideoGame/MegaManX Zero]] [[http://www.youtube.com/watch?v=eK3YseTHEBQ Glitch]]. If you used his DoppelgangerAttack to snap back the enemy when the enemy has an assist, the enemy will not come back in to replace the one that got kicked out. Which means that you could can stall for time over...but if the time limit was is set to infinity, the game would will really be broken after that.
** [[Franchise/DevilMayCry Dante]] had has the [[http://www.youtube.com/watch?feature=player_detailpage&v=uzLILbNCZDk#t=54s Quicksilver Glitch]]. His style cancels were are programmed to execute no matter what - for example, if Dante gets hit on the same frame at the same moment he does a style cancel, he still executes it, even if he gets KO'd. When done with a Team Hyper Combo, Dante's style cancel pauses the Team Hyper, basically freezing time for as long as he can keep up his style cancels. This got was fixed in ''[[UpdatedRerelease Ultimate Marvel vs. Capcom 3]]''.



* A [[http://www.youtube.com/watch?v=CsowWUfMMWk glitch]] that ends the round in a similar way exists in the early arcade version of ''VideoGame/BlazBlueCalamityTrigger'', when grabbed as Rachel, if you break the throw and casts her wind drive downwards at the same time, her opponent remains completely frozen and invincible until the time runs out if a time limit is set. If her opponent is Carl, the Carl player can still move his puppet while being stuck in this state, though.
* On the PS Vita version of ''Videogame/BlazBlueChronophantasma'', players descending through Abyss mode will randomly find their game trapped in the loading screen and unable to escape without turning off the Vita, losing any progress on that run. This can be somewhat mitigated by using the save-and-quit feature and re-entering every forty or sixty floors, but it's impossible to predict when exactly it'll freeze and give up.
* The 1.04 patch for ''VideoGame/StreetFighterXTekken'' added a nasty glitch where if Rolento's projectile knife collides with another projectile, the game will crash. Tournament holders have actually considered banning Rolento until the glitch is fixed.

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* A [[http://www.youtube.com/watch?v=CsowWUfMMWk glitch]] that ends the round in a similar way exists in the early arcade version of ''VideoGame/BlazBlueCalamityTrigger'', when ''VideoGame/BlazBlueCalamityTrigger''. When grabbed as Rachel, if you break the throw and casts cast her wind drive downwards at the same time, her opponent remains completely frozen and invincible until the time runs out if a time limit is set. If her opponent is Carl, the Carl player can still move his puppet while being stuck in this state, though.
* On the PS Vita version of ''Videogame/BlazBlueChronophantasma'', players descending through Abyss mode will randomly find their game trapped in on the loading screen and unable to escape without turning off the Vita, losing any progress on that run. This can be somewhat mitigated by using the save-and-quit feature and re-entering every forty or sixty floors, but it's impossible to predict when exactly it'll freeze and give up.
* The 1.04 patch for ''VideoGame/StreetFighterXTekken'' added a nasty glitch where if Rolento's projectile knife collides with another projectile, the game will crash. Tournament holders have actually considered banning Rolento until the glitch is was fixed.



* ''Super VideoGame/StreetFighterII Turbo: Revival'' had a particularly horrible one in that, if the player reached Akuma, the game would lock up on a glitchy image of him. And even then if the player resetted, their Time Attack and Survival records were glitched beyond repair.

to:

* ''Super VideoGame/StreetFighterII Turbo: Revival'' had has a particularly horrible one in that, if the player reached reaches Akuma, the game would will lock up on a glitchy image of him. And even then if the player resetted, resets, their Time Attack and Survival records were are glitched beyond repair.



* In the console port of ''VideoGame/TheKingOfFighters XII'', performing Raiden's DM on Elisabeth would cause her to become "stuck" to him, with no method of getting her loose.

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* In the console port of ''VideoGame/TheKingOfFighters XII'', performing Raiden's DM on Elisabeth would will cause her to become "stuck" to him, with no method of getting her loose.



* In ''VideoGame/MillionKnightsVermillion''. When Nobuko and Silvio collide with their supers at the same time, the opponent vanishes, allowing for a Time Over victory unless the timer is disabled. See the glitch [[http://www.youtube.com/watch?v=d20afKJPVjc here]]

to:

* In ''VideoGame/MillionKnightsVermillion''. When ''VideoGame/MillionKnightsVermillion'', when Nobuko and Silvio collide with their supers at the same time, the opponent vanishes, allowing for a Time Over victory unless the timer is disabled. See the glitch [[http://www.youtube.com/watch?v=d20afKJPVjc here]]



* The last-gen versions of ''[[VideoGame/WWEVideoGames WWE 2K16]]'', and ''2K17'', as it turns out, have a potential '''''system breaking bug,''''' yes emphasis is needed here. Earlier titles have a tendency to glitch or crash, [[TheComputerIsACheatingBastard especially if you are winning,]] however were this to happen in ''2K16'' or ''2K17'', it can result in your hard drive being corrupted ala the ''Soul Calibur'' example above and losing everything. Save data, games, any music or video you may have stored, everything, and there is no way to recover what the game had lost. Your only option is to format your system and start from scratch.
* ''Shrek Super Slam'', for some reason, can corrupt its own save data if you've made a lot of "game save" instances (for the [=PS2=] version at least), forcing you to delete the corrupted data and start over. It's recommended for players to only keep the memory card in if they're going for unlockables (especially the unlockable-heavy challenge mode) or after obtaining an achievement, since the game saves after every battle regardless of mode.

to:

* The last-gen PS3 and Xbox 360 versions of ''[[VideoGame/WWEVideoGames WWE 2K16]]'', and ''2K17'', as it turns out, have a potential '''''system breaking bug,''''' yes emphasis is needed here. bug.''''' Earlier titles have a tendency to glitch or crash, [[TheComputerIsACheatingBastard especially if you are winning,]] however you're winning.]] However, were this to happen in ''2K16'' or ''2K17'', it can result in your hard drive being corrupted ala the ''Soul Calibur'' example above and losing everything. Save data, games, any music or video you may have stored, everything, and there is everything. There's no way to recover what the game had lost. Your has lost; your only option is to format your system and start from scratch.
* The PS2 version of ''Shrek Super Slam'', for some reason, can corrupt its own save data if you've made a lot of "game save" instances (for the [=PS2=] version at least), instances, forcing you to delete the corrupted data and start over. It's recommended for players to only keep the memory card in if they're going for unlockables (especially the unlockable-heavy challenge mode) or after obtaining an achievement, since the game saves after every battle regardless of mode.



* The initial release of the ''[[VideoGame/EveOnline EVE Online: Trinity]]'' update contained a glitch that prevented some Windows XP systems from ''booting'' until fixed by a rescue disk.
** How this actually happened is definitely a “what not to do” in programming. The EVE program folder contained a file called boot.ini which contained various parameters...boot.ini is also a critically important Windows system file located in the root of C:\. During the patching process, the patcher was supposed to delete boot.ini (in the EVE folder) to allow a new one to be written, but a typo meant the patcher looked in the root of the drive. If you had EVE installed on the same drive as Windows, you got an unbootable system. Since that incident, the file in question is named start.ini.
** A similar bug existed in pre-release versions of ''Myth II''. Uninstalling the game wouldn't wipe just the game's files, it would wipe one level up in the file tree. This could result in the wiping your ''entire hard drive.''[[note]]Trying to prevent something like this from ever happening again might be why most games these days install themselves at least two folders deep into the Program Files folder.[[/note]]
** Each new release of EVE tends to include at least one bug that breaks gameplay as well. With the Crucible release, they broke the NPC police mechanics that protect players in the space controlled by some of the NPC factions.
* In April 2009, ''VideoGame/CityOfHeroes'' had an incredibly nasty bug in its new Mission Architect feature: the Ninjitsu powerset that players can use to create custom enemy groups has a major damage buff given when the user attacks while stealthed. It's supposed to work only for that one attack and then the stealth wears off, as usual with the Stalker archetype. It didn't quite work as intended: custom enemies got that enormous damage buff ''for all their powers, whether or not they're stealthed''. It meant even [[MightyGlacier Tankers]] and [[TheBrute Brutes]] could very, ''very'' easily be killed very quickly by any enemy, even standard [[{{Mooks}} minions]], that had the powerset.\\
Let's not forget that the buff was ''self-stacking'', to boot -- instead of just doing double damage once, they did ''max-buffed damage'' until you became a greasy splatter. With everything else with Ninjutsu (longer aggro range, Invisibility, decent defense, especially to Area-effect attacks..), they were pretty much The Way To Kill A Player. There was a screenshot floating around during this time showing an Energy Melee/Ninjitsu boss who had hit the playtester for [[Memes/DragonBall over 9,000]] points of damage. Even the toughest archetype in the game, the Tanker, caps at around 3000 HP. This bug has been fixed as of June 2009. but it's notable for being one of the hardest-hitting bugs in the game's several-year history.
* ''AceOnline'' had an event in 2009 called ''Bloody Valentines''. In this, nation-aligned Elusive Scout Guards would spawn in maps defined as the main territories of ANI and BCU, and they [[RandomlyDrops had a chance to cough up]] [[HeartSymbol Broken Hearts]]. So far, so good. The mechanism they used for this spawning was that as mobs were killed in a specific map (for example, ANI's Relic map), sometimes a normal monster's death would cause an Elusive Scout to spawn (for this example, an ANI-aligned Scout would spawn). However, the [=GMs=] messed up in that they '''also''' made the monsters in Safe Maps (Relic Safe in this example cannot be invaded by BCU) capable of spawning Elusive Scouts which could not be attacked by pilots aligned to them. This eventually caused maps like Relic 1, Doleful Plains 1, and even the Desert of Ardor to be ''filled'' [[http://static.tvtropes.org/pmwiki/pub/images/motivator252941.jpg to the population limit with Elusive Scouts]], preventing newbie pilots from safely [[strike:grinding]] training in the Safe Maps. The [=GMs=] eventually limited their spawning to the new Episode 3 Maps and New Bark City to prevent the Safe Zones from being clogged up again. Most interestingly, ANI (of the Subagames Artemis server) [[{{Gamebreaker}} made great use of the Elusive Scouts]] during the [[EscortMission Horos Mothership Defensive]] of April the 19th. As the countdown to the Mothership's appearance loomed, several pilots went on a ''great'' Elusive Scout spawning spree, culling vast numbers of neutral monsters in their territories to create Elusive Scouts (which did not despawn for the Mothership Defensive!). During the great war that followed, the BCU army was beset not only by the usual formations and gatecamps of the ANI regulars and elites, they also had to contend with a ''swarm'' of Elusive Scouts jamming up their targeting reticules and pumping missiles at them - quite a significant number of BCU regulars blamed their deaths on Elusive Scout-launched missiles. What a cunning ploy by the Arlington Boys, to utilise the Event Mobs in such a fashion!

to:

* The initial release of the ''[[VideoGame/EveOnline EVE Online: Trinity]]'' update contained a glitch that prevented some Windows XP systems from ''booting'' until fixed by a rescue disk.
**
disk. How this actually happened is definitely a “what not to do” in programming. programming: The EVE program folder contained a file called boot.ini which contained various parameters...boot.ini is also a critically important Windows system file located in the root of C:\. During the patching process, the patcher was supposed to delete boot.ini (in the EVE folder) to allow a new one to be written, but a typo meant the patcher looked in the root of the drive. If you had EVE installed on the same drive as Windows, you got an unbootable system. Since that incident, the file in question is named start.ini.
** A similar bug existed in pre-release versions of ''Myth II''. Uninstalling the game wouldn't wipe just the game's files, it would wipe one level up in the file tree. This could result in the uninstaller wiping your ''entire hard drive.''[[note]]Trying to prevent something like this from ever happening again might be why most games these days install themselves at least two folders deep into the Program Files folder.[[/note]]
** Each new release of EVE ''EVE'' tends to include at least one bug that breaks gameplay as well. With the Crucible release, they broke the NPC police mechanics that protect players in the space controlled by some of the NPC factions.
* In April 2009, ''VideoGame/CityOfHeroes'' had an incredibly nasty bug in its new the then-new Mission Architect feature: the Ninjitsu powerset that players can could use to create custom enemy groups has had a major damage buff given when the user attacks attacked while stealthed. It's It was supposed to work only for that one attack and then the stealth wears wore off, as usual with the Stalker archetype. It didn't quite work as intended: custom enemies got that enormous damage buff ''for all their powers, whether or not they're stealthed''. It meant even [[MightyGlacier Tankers]] and [[TheBrute Brutes]] could very, ''very'' easily be killed very quickly by any enemy, even standard [[{{Mooks}} minions]], that had the powerset.\\
Let's not forget that the buff was ''self-stacking'', to boot -- instead of just doing double damage once, they did ''max-buffed damage'' until you became a greasy splatter. With everything else with Ninjutsu (longer aggro range, Invisibility, decent defense, especially to Area-effect attacks..), they were pretty much The Way To Kill A Player. There was a screenshot floating around during this time showing an Energy Melee/Ninjitsu boss who had hit the playtester for literally [[Memes/DragonBall over 9,000]] points of damage. Even the toughest archetype in the game, the Tanker, caps at around 3000 HP. This bug has been was fixed as of June 2009. 2009, but it's notable for being one of the hardest-hitting bugs in the game's several-year history.
* ''AceOnline'' ''VideoGame/AceOnline'' had an event in 2009 called ''Bloody Valentines''. In this, nation-aligned Elusive Scout Guards would spawn in maps defined as the main territories of ANI and BCU, and they [[RandomlyDrops had a chance to cough up]] [[HeartSymbol Broken Hearts]]. So far, so good. The mechanism they used for this spawning was that as mobs were killed in a specific map (for example, ANI's Relic map), sometimes a normal monster's death would cause an Elusive Scout to spawn (for this example, an ANI-aligned Scout would spawn). However, the [=GMs=] messed up in that they '''also''' made the monsters in Safe Maps (Relic Safe in this example cannot be invaded by BCU) capable of spawning Elusive Scouts which could not be attacked by pilots aligned to them. This eventually caused maps like Relic 1, Doleful Plains 1, and even the Desert of Ardor to be ''filled'' [[http://static.tvtropes.org/pmwiki/pub/images/motivator252941.jpg to the population limit with Elusive Scouts]], preventing newbie pilots from safely [[strike:grinding]] training in the Safe Maps. The [=GMs=] eventually limited their spawning to the new Episode 3 Maps and New Bark City to prevent the Safe Zones from being clogged up again. Most interestingly, ANI (of the Subagames Artemis server) [[{{Gamebreaker}} made great use of the Elusive Scouts]] during the [[EscortMission Horos Mothership Defensive]] of April the 19th. As the countdown to the Mothership's appearance loomed, several pilots went on a ''great'' Elusive Scout spawning spree, culling vast numbers of neutral monsters in their territories to create Elusive Scouts (which did not despawn for the Mothership Defensive!). During the great war that followed, the BCU army was beset not only by the usual formations and gatecamps of the ANI regulars and elites, they also had to contend with a ''swarm'' of Elusive Scouts jamming up their targeting reticules and pumping missiles at them - quite a significant number of BCU regulars blamed their deaths on Elusive Scout-launched missiles. What a cunning ploy by the Arlington Boys, to utilise the Event Mobs in such a fashion!



** The game experienced a nearly-game breaking bug in its early days. A boss in Zul'Gurub released a bad disease (called Corrupted Blood) that could spread, but only to players nearby. The disease was not meant to get out of the instance the boss was in, but a clever player could infect a pet, put the pet away, travel to a major city, release the pet, and begin the MMO equivalency of the Black Plague. Luckily, it only seriously affected one server before Blizzard fixed it. The [[http://en.wikipedia.org/wiki/Corrupted_Blood_incident Corrupted Blood Incident]] was the subject of an article in the real-world scientific journal ''Epidemiology'', examining the spread of the disease through the virtual world, complete with analysis of the effects of NPC "carriers" and "terrorists" who deliberately spread it for malicious reasons. The CDC contacted Blizzard on the subject. So the spread of a fictional disease among digital characters in a game made it into a scientific journal as a possible model for the spread of real-world diseases.\\

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** The game experienced a nearly-game breaking bug in its early days. A boss in Zul'Gurub released a bad disease (called Corrupted Blood) that could spread, but only to players nearby. The disease was not meant to get out of the instance the boss was in, but a clever player could infect a pet, put the pet away, travel to a major city, release the pet, and begin the MMO equivalency of the Black Plague. Luckily, it only seriously affected one server before Blizzard fixed it. The [[http://en.wikipedia.org/wiki/Corrupted_Blood_incident Corrupted Blood Incident]] was the subject of an article in the real-world scientific journal ''Epidemiology'', examining the spread of the disease through the virtual world, complete with analysis of the effects of NPC "carriers" and "terrorists" who deliberately spread it for malicious reasons. The CDC contacted Blizzard on the subject. So the spread of a fictional disease among digital characters in a game made it into a scientific journal as a possible model for the spread of real-world diseases.\\



* ''VideoGame/GlobalAgenda'''s new 1.3.2 patch contained a major bug in the auction house that allowed players to effectively create money from nothing. So far, Hi-Rez has responded by banning everyone who has come in contact with the exploit in any form, including people who recieved duplicated cash without knowing that it was effectively counterfeit. There have been accusations that the exploiters started giving away the money to unsuspecting players when it became apparent that Hi-Rez was tracking it, [[{{Griefer}} in order to get as many people banned as possible]].
* There's a nasty glitch in ''VideoGame/TheDivision'' which can occur after equipping a high-capacity backpack. At first the game may fail you even have the backpack equipped but won't allow you to equip another one, thereby cutting out a sizable amount of your inventory but it can escalate further by locking your account out of the game.

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* ''VideoGame/GlobalAgenda'''s new ''VideoGame/GlobalAgenda''[='s=] 1.3.2 patch contained a major bug in the auction house that allowed players to effectively create money from nothing. So far, Hi-Rez has responded by banning everyone who has come came in contact with the exploit in any form, including people who recieved duplicated cash without knowing that it was effectively counterfeit. There have been accusations that the exploiters started giving away the money to unsuspecting players when it became apparent that Hi-Rez was tracking it, [[{{Griefer}} in order to get as many people banned as possible]].
* There's a nasty glitch in ''VideoGame/TheDivision'' which can occur after equipping a high-capacity backpack. At first the game may fail to acknowledge you even have the backpack equipped but won't allow you to equip another one, thereby cutting out a sizable amount of your inventory inventory, but it can escalate further by locking your account out of the game.



* An insidious bug in the ''[[VideoGame/DawnOfWar Warhammer 40000: Dawn of War: Soulstorm]]'' expansion lets players queue an upgrade and cancel it to receive their investment back. Which would be a good thing... if the upgrade's price didn't increase in the meantime, thus resulting in infinite resources in ''multiplayer''. [[GoodBadBugs Hilarity usually ensues]]. The first problem with this bug was that it took Relic over ''half a year'' to patch. The second problem was once they patched it, they replaced it with an even worse bug -- the Sisters of Battle armour upgrade applied itself to all their units rather than just their infantry (and applied itself to their infantry twice). At least you had to ''choose'' to use the infinite resource bug.

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* An insidious bug in the ''[[VideoGame/DawnOfWar Warhammer 40000: Dawn of War: Soulstorm]]'' expansion lets let players queue an upgrade and cancel it to receive their investment back. Which would be a good thing... if the upgrade's price didn't increase in the meantime, thus resulting in infinite resources in ''multiplayer''. [[GoodBadBugs Hilarity usually ensues]].ensued]]. The first problem with this bug was that it took Relic over ''half a year'' to patch. The second problem was once they patched it, they replaced it with an even worse bug -- the Sisters of Battle armour upgrade applied applies itself to all their units rather than just their infantry (and applied applies itself to their infantry twice). At least you had to ''choose'' to use the infinite resource bug.



** There was also another bug that allowed ''spectators'' to activate a Dark Eldar player's [[UselessUsefulSpell Soul Powers]]. While this was more annoying than fatal, it was still a ridiculous oversight that led to severe annoyance on the part of DE players.
* ''TotalWarWarhammer'' has an unfortunate issue with its campaign mode, in single player or otherwise. There is a scripted event that is supposed to simply announce that the [[TheHorde Chaos Warriors]] have appeared, and that the End Times have now begun. What is supposed to happen is your Adviser freaks out, you dismiss the message and continue your turn. What can happen is that the in-game camera zooms to [[{{Mordor}} the Wastes]], the player cannot move their armies and the end turn button is greyed out. The player cannot advance to the next turn, which prevents the campaign from ever progressing. This is particularly nasty as the player can run into this bug after anywhere from 55 to 110 turns (1 to 3-ish hours) and have the entire save file broken.
*''VideoGame/TheHorde'' for the [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] was infamous at the time for deleting all your save files of other games. A fixed version was released after great outcry. Even worse, according to a 3DO FAQ[[http://users.polytech.unice.fr/~buffa/videogames/3do_faq2.4.html#section4]] it was originally deleting non-Horde save data ''on purpose''.
* ''VideoGame/CommandAndConquer: Tiberian Sun'' had a rather useful bug (for single player) which turned really bad in ''multiplayer'' - for your enemies. If you play as the GDI and build so-called Firestorm Walls, you can activate these via ability and they become fully indestructible to anything, even superweapon strikes, block all weapons (except your own), and also force aircraft trying to fly over them to crash into the ground. Normally they deactivate and have to be recharged after some time of use, but when selling enough powerplants while they are activated so your radar shuts down, they stay active indefinitely. You can bunker down and wait until your enemy gets annoyed and quits. There is nothing (s)he can do but try to destroy the special generator structure powering the walls with a superweapon - which is impossible since the structure has more health than any of the superweapons does damage.

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** There was There's also another bug that allowed allows ''spectators'' to activate a Dark Eldar player's [[UselessUsefulSpell Soul Powers]]. While this was is more annoying than fatal, it was it's still a ridiculous oversight that led to severe annoyance on the part of DE players.
* ''TotalWarWarhammer'' ''VideoGame/TotalWarWarhammer'' has an unfortunate issue with its campaign mode, in single player or otherwise. There is a scripted event that is supposed to simply announce that the [[TheHorde Chaos Warriors]] have appeared, and that the End Times have now begun. What is supposed to happen is your Adviser freaks out, you dismiss the message and continue your turn. What can happen is that the in-game camera zooms to [[{{Mordor}} the Wastes]], the player cannot move their armies and the end turn button is greyed out. The player cannot advance to the next turn, which prevents the campaign from ever progressing. This is particularly nasty as the player can run into this bug after anywhere from 55 to 110 turns (1 to 3-ish hours) and have the entire save file broken.
*''VideoGame/TheHorde'' for the [[UsefulNotes/ThreeDOInteractiveMultiplayer 3DO]] was infamous at the time for deleting all your save files of other games. A fixed version was released after great outcry. Even worse, according to a 3DO FAQ[[http://users.[[[[http://users.polytech.unice.fr/~buffa/videogames/3do_faq2.4.html#section4]] html#section4 according to a 3DO FAQ]] it was originally deleting non-Horde save data ''on purpose''.
* ''VideoGame/CommandAndConquer: Tiberian Sun'' had has a rather useful bug (for single player) which turned turns really bad in ''multiplayer'' - for your enemies. If you play as the GDI and build so-called Firestorm Walls, you can activate these via ability and they become fully indestructible to anything, even superweapon strikes, block all weapons (except your own), and also force aircraft trying to fly over them to crash into the ground. Normally they deactivate and have to be recharged after some time of use, but when selling enough powerplants while they are activated so your radar shuts down, they stay active indefinitely. You can bunker down and wait until your enemy gets annoyed and quits. There is nothing (s)he can do but try to destroy the special generator structure powering the walls with a superweapon - which is impossible since the structure has more health than any of the superweapons does damage.



* Similarly to the ''VideoGame/XCOMTerrorFromTheDeep'' example below, ''VideoGame/UFOAftershock'' has a particularly nasty bug that prevents one of the research topics from appearing, making the game {{Unwinnable}}. It was never patched - instead, you had to e-mail your save to the company to fix it. The company went bankrupt. Now the only way of fixing this is finding the forum post that describes editing your save with a hex editor to trigger the appropriate flag.

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* Similarly Similar to the ''VideoGame/XCOMTerrorFromTheDeep'' example below, ''VideoGame/XCOMTerrorFromTheDeep'', ''VideoGame/UFOAftershock'' has a particularly nasty bug that prevents one of the research topics from appearing, making the game {{Unwinnable}}. It was never patched - instead, you had to e-mail your save to the company to fix it. The company went bankrupt. Now the only way of fixing this is finding the forum post that describes editing your save with a hex editor to trigger the appropriate flag.



* A bug in EA's copy protection for ''VideoGame/TheBattleForMiddleEarth'' could result in the game suddenly not recognizing itself as a valid install and spontaneously self-destructing all your buildings and units a few minutes into any mission or skirmish.
* The unpatched version of the expansion for ''VideoGame/ShogunTotalWar'' caused the rebels that are supposed to be a buffer between the factions in the early game to act like a real faction in their own right in the original campaign. Since most of the map starts in rebel hands with fairly large armies, they would totally sweep the board and annihilate all the real factions in a few turns.

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* A bug in EA's copy protection for ''VideoGame/TheBattleForMiddleEarth'' could can result in the game suddenly not recognizing itself as a valid install and spontaneously self-destructing all your buildings and units a few minutes into any mission or skirmish.
* The unpatched version of the expansion for ''VideoGame/ShogunTotalWar'' caused causes the rebels that are supposed to be a buffer between the factions in the early game to act like a real faction in their own right in the original campaign. Since most of the map starts in rebel hands with fairly large armies, they would will totally sweep the board and annihilate all the real factions in a few turns.



* In general, any time a song or the entire game itself has off-sync timing windows or incorrect tempo for the chart. Even if not playing for score, the timing windows being off can greatly hurt one's enjoyment of the game due to being forced to adapt to the incorrect timing instead of just playing the chart "by ear".

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* In general, any time a song or the entire game itself has off-sync timing windows or incorrect tempo for the chart. Even if not playing for score, the timing windows being off can greatly hurt one's enjoyment of the game due to being forced to adapt to the incorrect timing instead of just playing the chart "by ear".ear".



* The arcade version of ''VideoGame/BeatmaniaIIDX 9th Style'' has a bug in which starting up the song "Quasar" will sometimes cause the game to freeze, forcing a reboot. Additionally, after rebooting, selecting a certain song as the first song since the machine's reboot will trigger a hilarious bug in which [[http://www.youtube.com/watch?v=xpUX-Dq7K78 you cannot get any note judgments other than POOR]], making the song {{Unwinnable}}. To be fair, 9th Style was the first version of the game to run on a PC-based system with Windows XP Professional instead of their legacy "Twinkle" hardware. Later versions (which also soon switched operating systems to Windows XP Embedded) would have fewer of these glitches...except for one:
** The song "GAMBOL" had a history of having completely broken timing windows. On 12th Style (Happy Sky), this was finally fixed by putting a fixed chart on the Normal difficulty and keeping the broken version as an AscendedGlitch on Hyper. The joke got taken UpToEleven on the console version of, well, 11th Style, by making an even ''more'' broken version on Another.
* ''[[VideoGame/GuitarHero Guitar Hero 5]]'' has the Expert/Plus bug that affects double-bass sections on songs with Expert+ . specifically, every other kick of a double-bass run in Expert+ would be a "null" kick in Expert. This is most noticeable on [[ThatOneBoss Done with Everything, Die for Nothing]], the song with the fastest double-bass run on the disc. Neversoft also fails to see what the problem is, since they can clear the chart with 92% notes hit.
* The home version of ''VideoGame/DanceDanceRevolution'' Extreme failed to add the "Dance Mode" controls to the options screen. Thus, the corner squares on a dance mat would also trigger arrow presses as if you were playing on a handheld controller, making it essentially impossible to play the game as intended (certainly impossible to play it well).

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* The arcade version of ''VideoGame/BeatmaniaIIDX 9th Style'' has a bug in which starting up the song "Quasar" will sometimes cause the game to freeze, forcing a reboot. Additionally, after rebooting, selecting a certain song as the first song since the machine's reboot will trigger a hilarious bug in which [[http://www.youtube.com/watch?v=xpUX-Dq7K78 you cannot get any note judgments other than POOR]], making the song {{Unwinnable}}.{{unwinnable}}. To be fair, 9th Style was the first version of the game to run on a PC-based system with Windows XP Professional instead of their legacy "Twinkle" hardware. Later versions (which also soon switched operating systems to Windows XP Embedded) would have fewer of these glitches...except for one:
** The song "GAMBOL" had has a history of having completely broken timing windows. On 12th Style (Happy Sky), this was finally fixed by putting a fixed chart on the Normal difficulty and keeping the broken version as an AscendedGlitch on Hyper. The joke got gets taken UpToEleven on the console version of, well, 11th Style, by making an even ''more'' broken version on Another.
* ''[[VideoGame/GuitarHero Guitar Hero 5]]'' has the Expert/Plus bug that affects double-bass sections on songs with Expert+ . specifically, Expert+. Specifically, every other kick of a double-bass run in Expert+ would will be a "null" kick in Expert. This is most noticeable on [[ThatOneBoss "[[ThatOneBoss Done with Everything, Die for Nothing]], Nothing]]", the song with the fastest double-bass run on the disc. Neversoft also fails to see what the problem is, since they can clear the chart with 92% notes hit.
* The home version of ''VideoGame/DanceDanceRevolution'' Extreme failed fails to add the "Dance Mode" controls to the options screen. Thus, the corner squares on a dance mat would will also trigger arrow presses as if you were you're playing on a handheld controller, making it essentially impossible to play the game as intended (certainly impossible to play it well).



* ''VideoGame/DanceDanceRevolution'' 2014's new event Replicant-D-ignition features a song called EGOISM 440. Picking this song as the R-D-I extra stage has a random chance to crash the entire machine.
* Hardware edition: the kick pedal that came with the first ''VideoGame/RockBand'''s drum set is prone to breakage. The drum kits for later iterations have metal plates attached to reinforce them. Also, the initial drum kits that came with ''Rock Band'' had a tendency to randomly stop working; the batteries for the drum pad were prone to slipping out of place due to the casing being too loose. At first, the only way to fix it was to fold up a paper towel and stuff it in along with the batteries until it was tight enough.

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* ''VideoGame/DanceDanceRevolution'' 2014's new event ''VideoGame/DanceDanceRevolution 2014''[='=]s Replicant-D-ignition event features a song called EGOISM 440. Picking this song as the R-D-I extra stage has a random chance to crash the entire machine.
* Hardware edition: the kick pedal that came with the first ''VideoGame/RockBand'''s drum set is prone to breakage. The drum kits for later iterations have metal plates attached to reinforce them. Also, the initial drum kits that came with ''Rock Band'' had have a tendency to randomly stop working; the batteries for the drum pad were are prone to slipping out of place due to the casing being too loose. At first, the only way to fix it was to fold up a paper towel and stuff it in along with the batteries until it was tight enough.



* ''VideoGame/SigmaStarSaga'' has the Forgotten Planet bug. Normally, when you are pulled into a battle, you must shoot down a certain number of enemies to win and continue the main story, and the stage will loop until you do. But killing a "tombstone" enemy occasionally bypasses the "end battle" trigger, meaning the stage will endlessly loop but no new enemies will spawn, making it {{Unwinnable}}. The "endless loop" bug was also present in the Forgotten Planet's boss level. Word of advice: don't level up during it.
* ''VideoGame/StarFox64'' has a very rare heartbreaker; after beating Star Wolf on Hard Venom (the last level of the game), Fox decides to go it alone from here. The CPU will control Fox's ship to the tunnel that leads to Andross. Problem is, if you're at ''exactly'' the wrong distance or angle away from the tunnel, the ship will just keep calmly circling around the tunnel and never get any closer. Video [[http://www.youtube.com/watch?v=r0o3h6Moi0k here.]] Round and round we go!

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* ''VideoGame/SigmaStarSaga'' has the Forgotten Planet bug. Normally, when you are pulled into a battle, you must shoot down a certain number of enemies to win and continue the main story, and the stage will loop until you do. But killing a "tombstone" enemy occasionally bypasses the "end battle" trigger, meaning the stage will endlessly loop but no new enemies will spawn, making it {{Unwinnable}}. The "endless loop" bug was is also present in the Forgotten Planet's boss level. Word of advice: don't level up during it.
* ''VideoGame/StarFox64'' has a very rare heartbreaker; after beating Star Wolf on Hard Venom (the last level of the game), Fox decides to go it alone from here.alone. The CPU will control Fox's ship to the tunnel that leads to Andross. Problem is, if you're at ''exactly'' the wrong distance or angle away from the tunnel, the ship will just keep calmly circling around the tunnel and never get any closer. Video [[http://www.youtube.com/watch?v=r0o3h6Moi0k here.]] Round and round we go!



* The Commodore64 port of ''VideoGame/RType'' has a bug that makes the first boss [[UnwinnableByMistake unbeatable]].

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* The Commodore64 UsefulNotes/Commodore64 port of ''VideoGame/RType'' has a bug that makes the first boss [[UnwinnableByMistake unbeatable]].



* ''VideoGame/RogueSquadron'' has a special passcode that replaces the model of one of the selectable fighters with a flying car. While harmless at first, just don't pause while flying it, otherwise the game will zoom into the car and then subsequently freeze. What's even worse is that published cheat guides actually warn you of this bug.
* ''Star Wars Episode 1: Battle for Naboo'' has a particularly nasty bug associated with one of the passcodes. Said passcode is only suppose to unlock all of the levels up to the second to last bonus one. However, if you're playing in a file with every mission unlocked normally with this code active, it'll actually let you scroll past the last one to discover [[ObviousBeta leftover levels with placeholder text for mission briefings]]. Just don't go any further than the fourth one or your game collectively loses its shit on the level descriptions and crashes.

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* ''VideoGame/RogueSquadron'' has a special passcode that replaces the model of one of the selectable fighters with a flying car. While harmless at first, just don't pause while flying it, otherwise the game will zoom into the car car, attempt to load the car's cockpit model which doesn't exist, and then subsequently freeze. What's even worse is that published cheat guides actually warn you of this bug.
* ''Star Wars Episode 1: Battle for Naboo'' has a particularly nasty bug associated with one of the passcodes. Said passcode is only suppose supposed to unlock all of the levels up to the second to last bonus one. However, if you're playing in a file with every mission unlocked normally with this code active, it'll actually let you scroll past the last one to discover [[ObviousBeta leftover levels with placeholder text for mission briefings]]. Just don't go any further than the fourth one or your game collectively loses its shit on the level descriptions and crashes.



* Sometimes when playing ''[[VideoGame/ThunderForce Thunder Force VI]]'' enemy bullets will either be pixelated or just plain vanish. For example, when fighting the ORN Emperor's final form, his fireball-like attacks will suddenly become invisible.

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* Sometimes when playing ''[[VideoGame/ThunderForce Thunder Force VI]]'' VI]]'', enemy bullets will either be pixelated or just plain vanish. For example, when fighting the ORN Emperor's final form, his fireball-like attacks will suddenly become invisible.



* ''StarWars: The Gungan Frontier'', an otherwise extremely fun ecosystem game, had a glitch where creatures that were paralyzed by an in game item would occasionally grow in size. The creature itself would stay the same size, but its graphic would expand. If the player did not notice this (which was very easy) and let the creature continue this way, the graphic would eventually fill up a large portion of the map and continue to grow, causing the player to have to either exit the game, or trudge through oversized pixels to find the exact spot that the creature was standing, and use a capture tool to remove it from the map, removing the graphic. It even occasionally happened to creatures who weren't paralyzed, though in this case, it was easy to notice a creature who was suddenly frozen for no reason.
* In a series known for glitches and bugs of various levels of usefulness and/or annoyance, the original PAL version of ''HarvestMoon: [[VideoGame/HarvestMoonBackToNature Back To Nature]]'' takes the cake: Once your character gets married, and your bride asked you what she should call you from now on, every choice resulted in the game simply blacking out. You could reload and replay from that point, but getting further was impossible.
** A lesser, but similar glitch (since fixed) occurred in ''[[VideoGame/HarvestMoonDS DS]]'', where errors in the way the game kept certain stats and missing unbuyable items made it impossible to unlock the Harvest Goddess or Witch Princess as eligible brides. The game may also randomly freeze and the save file randomly corrupt. The fixed version still suffers from the occasional, but rare, freezing.

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* ''StarWars: ''Franchise/StarWars: The Gungan Frontier'', an otherwise extremely fun ecosystem game, had has a glitch where creatures that were are paralyzed by an in game in-game item would will occasionally grow in size. The creature itself would will stay the same size, but its graphic would will expand. If the player did not doesn't notice this (which was is very easy) and let lets the creature continue this way, the graphic would will eventually fill up a large portion of the map and continue to grow, causing the player to have to either exit the game, or trudge through oversized pixels to find the exact spot that the creature was standing, is standing on and use a capture tool to remove it from the map, removing the graphic. It even occasionally happened happens to creatures who weren't aren't paralyzed, though in this case, it was it's easy to notice a creature who was is suddenly frozen for no reason.
* In a series known for glitches and bugs of various levels of usefulness and/or annoyance, the original PAL version of ''HarvestMoon: [[VideoGame/HarvestMoonBackToNature Back To Nature]]'' takes the cake: Once your character gets married, and your bride asked asks you what she should call you from now on, every choice resulted results in the game simply blacking out. You could can reload and replay from that point, but getting further was is impossible.
** A lesser, but similar glitch (since fixed) occurred occurs in ''[[VideoGame/HarvestMoonDS DS]]'', where errors in the way the game kept keeps certain stats and missing unbuyable items made it impossible to unlock the Harvest Goddess or Witch Princess as eligible brides. The game may also randomly freeze and the save file randomly corrupt. The fixed version still suffers from the occasional, but rare, freezing.



*** ''[[VideoGame/HarvestMoonAnimalParade Animal Parade]]'' had another nasty one in the "Missing Children" glitch, where your children disappear completely except for certain events, with "None area name" showing up as their location if you track them. For several years it vexed players and was considered one of the most brutal glitches in the series, but players happened to stumble on a relatively simple solution: It happens to players who fiddle with the in-game music options, and turning the volume back up returns the children, making the whole glitch a sort of {{Defanged Horror|s}}.

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*** ''[[VideoGame/HarvestMoonAnimalParade Animal Parade]]'' had has another nasty one in the "Missing Children" glitch, where your children disappear completely except for certain events, with "None area name" showing up as their location if you track them. For several years it vexed players and was considered one of the most brutal glitches in the series, but players happened to stumble on a relatively simple solution: It happens to players who fiddle with the in-game music options, and turning the volume back up returns the children, making the whole glitch a sort of {{Defanged Horror|s}}.



* ''VideoGame/TheSims3'' is overflowing with disastrous bugs. The cumulative corrupting and memory-sucking effects of a number can force a player to play an entirely new neighbourhood. Compounded with all the minor (and major) bugs [[SerialEscalation introduced by new expansion packs and patches]], playing, even with fixes by modders, has become more of a hassle than its worth to some fans of the series. Lag and memory issues can reach a point where the entire town is stuck standing outside restaurants, peeing themselves and starving to death. A comprehensive list of bugs in The Sims 3 can be found [[http://sims3.crinrict.com/en/category/bugs here]].

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* ''VideoGame/TheSims3'' is overflowing with disastrous bugs. The cumulative corrupting and memory-sucking effects of a number can force a player to play an entirely new neighbourhood. Compounded with all the minor (and major) bugs [[SerialEscalation introduced by new expansion packs and patches]], playing, even with fixes by modders, has become more of a hassle than its it's worth to some fans of the series. Lag and memory issues can reach a point where the entire town is stuck standing outside restaurants, peeing themselves and starving to death. A comprehensive list of bugs in The Sims 3 can be found [[http://sims3.crinrict.com/en/category/bugs here]].



** Toddlers, other sims interacting with toddlers, and tourists (introduced by World Adventures) have especially terrible routing, often going into another room or outside to start or continue an interaction when there was more than enough place in the first room.

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** Toddlers, other sims interacting with toddlers, and tourists (introduced by World Adventures) have especially terrible routing, often going into another room or outside to start or continue an interaction when there was there's more than enough place space in the first room.



** Certain parts of many of EA's worlds, particularly the ones introduced in World Adventures, have unroutable terrain. Any sims that get in whilst collecting rocks and bugs will be stuck, and the game will attempt to recalculate their routes individually. As many of these spots are outside lots, you'll have to either resort to using the resetsim cheat (which can corrupt sims and objects they're interacting with) or evict that sim from their current house and move them back in. The maps haven't been fixed officially, but a modder has created [[http://www.modthesims.info/browse.php?f=414&u=1515002&gs=0 fixed ones]].

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** Certain parts of many of EA's worlds, particularly the ones introduced in World Adventures, have unroutable terrain. Any sims that get in whilst while collecting rocks and bugs will be stuck, and the game will attempt to recalculate their routes individually. As many of these spots are outside lots, you'll have to either resort to using the resetsim cheat (which can corrupt sims and objects they're interacting with) or evict that sim from their current house and move them back in. The maps haven't been were never fixed officially, but a modder has created [[http://www.modthesims.info/browse.php?f=414&u=1515002&gs=0 fixed ones]].



** The update by the Ambitions expansion pack and its patch have left most excavation sites in World Adventures inaccessible.

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** The update by the Ambitions expansion pack and its patch have left leave most excavation sites in World Adventures inaccessible.



** Occasionally, sims' outfit information becomes corrupted, leading to invisible, unclickable, underground sims. This was exacerbated by the Late Night expansion pack and its patch. Compared to the other bugs in the game, this one is easy to fix--just edit their wardrobe. However, this requires the target sim's household to be active, resulting in the previous households' sims dropping wishes. Even disregarding that, switching household is a hassle that requires many clicks, unless you have a mod that lets you modify inactives' wardrobes. The wardrobes of sims who aren't residents of your town can only be fixed with mods.

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** Occasionally, sims' outfit information becomes corrupted, leading to invisible, unclickable, underground sims. This was is exacerbated by the Late Night expansion pack and its patch. Compared to the other bugs in the game, this one is easy to fix--just edit their wardrobe. However, this requires the target sim's household to be active, resulting in the previous households' sims dropping wishes. Even disregarding that, switching household is a hassle that requires many clicks, unless you have a mod that lets you modify inactives' wardrobes. The wardrobes of sims who aren't residents of your town can only be fixed with mods.



** The "toddler mood drop glitch" was very frustrating to players. It affected all neighborhood toddlers at once (toddlers not controlled by the active household) and made them extremely lonely, crying in an infinite loop, despite their parents being there to comfort them.
** The school bus glitch was also frustrating for players. A glitch school bus would appear after school, and instead of taking Sims home, would dump them onto a specific lot, stranding them there for hours until you force them to go home.

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** The "toddler mood drop glitch" was is very frustrating to players. It affected affects all neighborhood toddlers at once (toddlers not controlled by the active household) and made makes them extremely lonely, crying in an infinite loop, despite their parents being there to comfort them.
** The school bus glitch was is also frustrating for players. A glitch school bus would will appear after school, and instead of taking Sims home, would will dump them onto a specific lot, stranding them there for hours until you force them to go home.



** Late Night and its patch broke the game's moodlets, or buffs and debuffs system. Sims are given an invisible, semi-permanent negative mood impact after completing a certain action (such as sleeping) or a certain number of certain actions (twenty social interactions). This applies to all sims, even [=NPCs=], and eventually causes the entire town to be cranky, depressed, and refusing to do things like homework and cleaning. A modder has created [[http://www.modthesims.info/download.php?t=432449 a hot-fix]] which recalculates the proper mood impact of a sim's moodlets every time it gets a moodlet.
** Most of the careers in the game involve a sim reporting to work and disappearing into non-customisable setpiece buildings, termed "rabbitholes". The Late Night and Ambitions expansion packs introduced task-based careers taking place outside rabbitholes, and they're all broken in one way or another.

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** Late Night and its patch broke break the game's moodlets, or buffs and debuffs system. Sims are given an invisible, semi-permanent negative mood impact after completing a certain action (such as sleeping) or a certain number of certain actions (twenty social interactions). This applies to all sims, even [=NPCs=], and eventually causes the entire town to be cranky, depressed, and refusing to do things like homework and cleaning. A modder has created [[http://www.modthesims.info/download.php?t=432449 a hot-fix]] which recalculates the proper mood impact of a sim's moodlets every time it gets a moodlet.
** Most of the careers in the game involve a sim reporting to work and disappearing into non-customisable setpiece buildings, termed "rabbitholes". The Late Night and Ambitions expansion packs introduced introduce task-based careers taking place outside rabbitholes, and they're all broken in one way or another.



** [[ExactlyWhatItSaysOnTheTin Infinite baby loop]]. Pregnant sims are given the option to name their newborn baby. Over and over again. Creating more babies. Resetting the sim may or may not work. The only sure fix is loading a previous save. This bug has become more common with the Generations patch.
** The Late Night expansion pack modified skill learning to make vampires learn faster, but a bug in it prevents some other sims from improving their skills at all.
** The Generation expansion pack and patch reintroduced a missing and beloved feature from The Sims 2--memories! The new feature quickly became a [[ScrappyMechanic bane]] to many players. Why? Because memories of insignificant things like visiting the grocery store were generated each and every time a sim, including tourists and homeless sims, visited, causing massive save file bloat and resource sucking. And there's no way to disable memory generation. Of course, shortly after mods were made for the sole purpose of disabling it.
** It's not clear if this is plain bad design or bugs, but the game's in-built story progression, which maintains the town and lives of inactive Sims, is terrible. Inactive households that the active household has a good relationship with and are invested in are sometimes forcibly deported, making them gone forever. Population control is haphazard, inflating population numbers by impregnating many sims within a short span of time, suddenly realising the town is overpopulated when all those babies are born, then scaling back by killing off many of those same babies and toddlers. The game will also generate dozens of randomized Sims and marry them randomly, and divorce happily-married Sims for seemingly no reason.
** The Seasons expansion pack introduced a bevy of issues, including:
*** Festivals are full of bugs. They often continue on for longer than normal and trap Sims within them. Sometimes, festival decor would remain in the city park long after the conclusions of the festivals.

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** [[ExactlyWhatItSaysOnTheTin Infinite baby loop]]. Pregnant sims are given the option to name their newborn baby. Over and over again. Creating more babies. Resetting the sim may or may not work. The only sure fix is loading a previous save. This bug has become became more common with the Generations patch.
** The Late Night expansion pack modified modifies skill learning to make vampires learn faster, but a bug in it prevents some other sims from improving their skills at all.
** The Generation expansion pack and patch reintroduced reintroduce a missing and beloved feature from The ''The Sims 2--memories! 2''--memories! The new feature quickly became a the [[ScrappyMechanic bane]] to of many players. Why? Because memories of insignificant things like visiting the grocery store were are generated each and every time a sim, including tourists and homeless sims, visited, visits, causing massive save file bloat and resource sucking. And there's no way to disable memory generation. Of course, shortly after mods were made for the sole purpose of disabling it.
** It's not clear if this is plain bad design or bugs, but the game's in-built story progression, which maintains the town and lives of inactive Sims, is terrible. Inactive households that the active household has a good relationship with and are invested in are sometimes forcibly deported, making removing them gone from the game forever. Population control is haphazard, inflating population numbers by impregnating many sims within a short span of time, suddenly realising the town is overpopulated when all those babies are born, then scaling back by killing off many of those same babies and toddlers. The game will also generate dozens of randomized Sims and marry them randomly, and divorce happily-married Sims for seemingly no reason.
** The Seasons expansion pack introduced introduces a bevy of issues, including:
*** Festivals are full of bugs. They often continue on for longer than normal and trap Sims within them. Sometimes, festival decor would will remain in the city park long after the conclusions of the festivals.



*** The added weather's ability to kill Sims by spontaneous combustion (summer), freezing (winter) and lightning (if the rain setting is on) can kill neighborhood Sims far more easily then one would expect, due to bug that prevent Sims from noticing that they're getting too hot or cold.

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*** The added weather's ability to kill Sims by spontaneous combustion (summer), freezing (winter) and lightning (if the rain setting is on) can kill neighborhood Sims far more easily then one would expect, due to bug that prevent prevents Sims from noticing that they're getting too hot or cold.



* ''VideoGame/AnimalCrossing'', of all games, has some in its handheld incarnation. Most notable is a glitch that would make the game freeze upon visiting an animal's birthday party, forcing a reset and an earful from Resetti. While this particular glitch may not show up for years, once it starts happening it's impossible to STOP it happening, meaning that you can never visit one of these parties again.
** Also from the handheld version, one can obtain broken items that, if dropped, can never be picked back up, can create buildings, change the terrain, or ''prevent the game from loading past the title screen''. Needless to say, [[JerkAss certain people]] take great pride in deliberately sabotaging peoples' games through the Internet. Although only people on your friend list could enter your town via friend codes (the games don't allow towns to be visited by anyone not on your list), you had no way of telling if someone was nice or a griefer until it's either too late or you watched them like a hawk.
* ''[[VideoGame/BlackAndWhite Black And White 2]]'' was impossible to even ''start'' playing if you didn't have a mouse that had a scroll wheel, ''and'' was made by either Microsoft or Logitech. The initial release of the game wouldn't let you skip the tutorial, which at one point requires you to use your mouse's scroll wheel to zoom in or out to continue. That's right - ''they didn't test the game on any laptops or [=PCs=] with older/cheaper mice.'' Moreover, the box gives you no indication that you need a scroll-wheel mouse in the "System Requirements" section. They finally "fixed" it in the first patch by letting you skip the tutorial...but it penalized you for doing so, which caused people to wonder just whether the developers were in cahoots with Microsoft and/or Logitech to sell more of their mice.

to:

* ''VideoGame/AnimalCrossing'', of all games, has some in its handheld incarnation. ''Wild World''. Most notable is a glitch that would make makes the game freeze upon visiting an animal's birthday party, forcing a reset and an earful from Resetti. While this particular glitch may not show up for years, once it starts happening it's impossible to STOP it happening, meaning that you can never visit one of these parties again.
** Also from the handheld version, ''Wild World'', one can obtain broken items that, if dropped, can never be picked back up, can create buildings, change the terrain, or ''prevent the game from loading past the title screen''. Needless to say, [[JerkAss certain people]] take took great pride in deliberately sabotaging peoples' games through the Internet. Although only people on your friend list could enter your town via friend codes (the games don't allow towns to be visited by anyone not on your list), you had no way of telling if someone was nice or a griefer until it's either too late or you watched them like a hawk.
* ''[[VideoGame/BlackAndWhite Black And White 2]]'' was impossible to even ''start'' playing if you didn't have a mouse that had a scroll wheel, ''and'' was made by either Microsoft or Logitech. The initial release of the game wouldn't let you skip the tutorial, which at one point requires you to use your mouse's scroll wheel to zoom in or out to continue. That's right - ''they didn't test the game on any laptops or [=PCs=] with older/cheaper mice.'' Moreover, the box gives you no indication that you need a scroll-wheel mouse in the "System Requirements" section. They finally "fixed" it in the first patch by letting you skip the tutorial...but it penalized penalizes you for doing so, which caused people to wonder just whether the developers were in cahoots with Microsoft and/or Logitech to sell more of their mice.



* ''VideoGame/KerbalSpaceProgram'', mostly due to the fact that it's still in development. This can lead to [[http://youtu.be/Kkeb5-u3-lY?t=2m35s losing the entire solar system]] trying to land on Jool or [[http://youtu.be/NLscXyIP4c8?t=1m52s destroying a planet]] when you crash a stack of incredibly tough struts into the ground.

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* ''VideoGame/KerbalSpaceProgram'', mostly due to the fact that because it's still in development. This can lead to [[http://youtu.be/Kkeb5-u3-lY?t=2m35s losing the entire solar system]] trying to land on Jool or [[http://youtu.be/NLscXyIP4c8?t=1m52s destroying a planet]] when you crash a stack of incredibly tough struts into the ground.



* The original ''VideoGame/{{Creatures}}'' had "Sudden Import Death Syndrome", which is exactly what it sounds like: occasionally, for no apparent reason, a creature would simply die on import.
** ''[[VideoGame/{{Creatures}} Creatures 2]],'' perhaps due to its rushed release, was full of bugs both minor and game-crashing. "One Hour Stupidity Syndrome", caused by a problem with the orignal genome (the simulation itself was working ''exactly as it was supposed to'',) was especially infamous for making afflicted Norns essentially unable to survive after a while as they'd refuse to eat or sleep.

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* The original ''VideoGame/{{Creatures}}'' had has "Sudden Import Death Syndrome", which is exactly what it sounds like: occasionally, for no apparent reason, a creature would will simply die on import.
** ''[[VideoGame/{{Creatures}} Creatures 2]],'' perhaps due to its rushed release, was is full of bugs both minor and game-crashing. "One Hour Stupidity Syndrome", caused by a problem with the orignal original genome (the simulation itself was is working ''exactly as it was it's supposed to'',) was to''), is especially infamous for making afflicted Norns essentially unable to survive after a while as they'd they'll refuse to eat or sleep.



* ''Videogame/MechWarrior 2'' was never exactly bug free, but some of the worst bugs made entire lines of weapons useless.
** If a laser weapon's projectile was still in the air when it shot another one, the second wouldn't register hits. This made all pulse lasers worthless, as the very thing that on paper made them more powerful was that the light ones fired very fast, and the heavy ones fired two bolts in rapid succession. As turns out, this wasn't a bug, but ''deliberate''. The pulse laser in the [[Tabletopgame/BattleTech board game]] has an accuracy bonus, but only a mild damage bonus. The game was therefore coded to only recognize one hit from any given 'burst' of laser fire from any particular laser. If a single beam in the laser burst struck a target, any consecutive hits from that burst would have their damage nullified. This was meant to emulate the accuracy bonus of the board game and offset ATeamFiring to a degree. The ''real'' problem is that they applied this to ''all'' weapons that were not some kind of missile, causing many of the other bugs below...
** Heavy autocannons had - as with heavy pulse lasers - the defining trait of shooting two bullets in rapid succession, the second of which might as well not have existed, effectively halving their damage.
** [=PPC=]s had a serious bug too - there could only be so many of their [[PainfullySlowProjectile Painfully Slow Bolts]] in the air at any one time, so a Mech mounting several of them would often find itself firing nothing after the first shots - the sound would play and heat would increase, but the bolt simply would not appear. This made it useless to build [=PPC=] boats, which are otherwise some of the most damage-effective (albeit heat-intensive) configurations.
** The game often forgot what to do with the Gauss rifle's collision detection for its projectile and would visibly send it sailing right through an enemy's center of mass and off into eternity without causing any damage, but wasting one of your severely limited Gauss slugs. This was especially bad at shorter ranges, where a lot of the fighting tended to naturally occur.

to:

* ''Videogame/MechWarrior 2'' was never exactly bug free, but some of the worst bugs made make entire lines of weapons useless.
** If a laser weapon's projectile was is still in the air when it shot shoots another one, the second wouldn't won't register hits. This made makes all pulse lasers worthless, as the very thing that on paper made makes them more powerful was is that the light ones fired very fast, and the heavy ones fired fire two bolts in rapid succession. As turns out, this wasn't isn't a bug, but ''deliberate''. The pulse laser in the [[Tabletopgame/BattleTech board game]] has an accuracy bonus, but only a mild damage bonus. The game was therefore coded to only recognize one hit from any given 'burst' of laser fire from any particular laser. If a single beam in the laser burst struck strikes a target, any consecutive hits from that burst would will have their damage nullified. This was is meant to emulate the accuracy bonus of the board game and offset ATeamFiring to a degree. The ''real'' problem is that they applied this to ''all'' weapons that were are not some kind of missile, causing many of the other bugs below...
** Heavy autocannons had have - as with heavy pulse lasers - the defining trait of shooting two bullets in rapid succession, the second of which might as well not have existed, exist, effectively halving their damage.
** [=PPC=]s had has a serious bug too - there could can only be so many of their [[PainfullySlowProjectile Painfully Slow Bolts]] in the air at any one time, so a Mech mounting several of them would will often find itself firing nothing after the first shots - the sound would will play and heat would will increase, but the bolt simply would will not appear. This made makes it useless to build [=PPC=] boats, which are otherwise some of the most damage-effective (albeit heat-intensive) configurations.
** The game often forgot forgets what to do with the Gauss rifle's collision detection for its projectile and would visibly send sends it sailing right through an enemy's center of mass and off into eternity without causing any damage, but wasting one of your severely limited Gauss slugs. This was is especially bad at shorter ranges, where a lot of the fighting tended tends to naturally occur.



* There was a design oversight in ''MVP Baseball 2004'' that made it abnormally rare for left-handed hitters to hit home runs. This could be compensated for by jacking up the slider setting that controlled power, but that would result in righty batters hitting an unrealistically high amount of homers. The PC version received a patch that mitigated this somewhat; console owners had to make do until ''MVP Baseball 2005'' was released.
* The UsefulNotes/{{Amiga}} football game ''Kick Off 96'' suffered from an infamous bug whereby first half injury time would continue indefinitely, making each match unfinishable. The game received the lowest mark in ''Magazine/AmigaPower'''s history, with Stuart Campbell awarding it 1% in the [[http://amr.abime.net/review_1774 final issue]].
* ''NFL Head Coach 09'' suffered from a bizarre bug: If you saved the game between Tuesday and Saturday evening (in-game, not in real life), then any Free Agents you tried to sign on that save game would demand ungodly amounts of money, totally out of proportion with their real worth. In other words, [[TakeThat the glitch makes the game more realistic.]]
** Its predecessor, the de facto ''Head Coach 07''[[note]]there were two years between the two ''Head Coach'' games[[/note]], had a particularly nasty bug in that if a team had a large amount of injuries or did not manage their roster correctly they would not have enough eligible players to play and all games would end in a 0-0 score. Games could still be played until after the postseason where the game would crash from then on. The only solution was to reload a different save or start all over, and with how long the offseason takes in this game that's a good dozen hours or so wasted.

to:

* There was is a design oversight in ''MVP Baseball 2004'' that made makes it abnormally rare for left-handed hitters to hit home runs. This could can be compensated for by jacking up the slider setting that controlled controls power, but that would result results in righty batters hitting an unrealistically high amount of homers. The PC version received a patch that mitigated this somewhat; console owners had to make do until ''MVP Baseball 2005'' was released.
* The UsefulNotes/{{Amiga}} football game ''Kick Off 96'' suffered suffers from an infamous bug whereby first half injury time would will continue indefinitely, making each match unfinishable. The game received the lowest mark in ''Magazine/AmigaPower'''s history, with Stuart Campbell awarding it 1% in the [[http://amr.abime.net/review_1774 final issue]].
* ''NFL Head Coach 09'' suffered suffers from a bizarre bug: If you saved save the game between Tuesday and Saturday evening (in-game, not in real life), then any Free Agents you tried try to sign on that save game would will demand ungodly amounts of money, totally out of proportion with their real worth. In other words, [[TakeThat the glitch makes the game more realistic.]]
worth.
** Its predecessor, the de facto ''Head Coach 07''[[note]]there were two years between the two ''Head Coach'' games[[/note]], had has a particularly nasty bug in that if a team had has a large amount of injuries or did not don't manage their roster correctly correctly, they would will not have enough eligible players to play and all games would will end in a 0-0 score. Games could can still be played until after the postseason where ,where the game would will crash from then on. The only solution was is to reload a different save or start all over, and with how long the offseason takes in this game game, that's a good dozen hours or so wasted.



* ''NCAA Football 11'' received a doozy of a glitch after a patch: if a quarterback pump-faked backwards (towards his own endzone), every single player on the defense would abandon their coverage assignments and charge him, leaving all wide receivers open deep.

to:

* ''NCAA Football 11'' received a doozy of a glitch after a patch: if a quarterback pump-faked pump-fakes backwards (towards his own endzone), every single player on the defense would will abandon their coverage assignments and charge him, leaving all wide receivers open deep.



* Several games in the FIFA series, from the introduction of friendlies in manager mode, until FIFA 12, had the Danish league bug, which simply was that the game skipped a season after playing one if you managed a Danish league team.
* The original PC release of ''VideoGame/MaddenNFL 07'' had an absurd bug involving clock management. In between plays, you could zoom out to see more of the field. This was often done after long passes, to see if the players were back to the line of scrimmage. However, when the camera was zoomed out, ''the clock would stop''. So if you were down late in a game, you could attempt long passes over and over again, and if you couldn't get out of bounds, all you had to do was zoom out the camera, and not need to use up a timeout or spike the ball.
* Continuing with the theme of EA games having horrible bugs, we have ''Tiger Woods PGA Tour 08''. The first season (as an amateur) works perfectly fine, but as soon as you qualify for the PGA Tour and try to enter an event, the game freezes entirely. Try and skip the first event in the season? ''Every other event freezes the console too.'' This was especially unfortunate for people using a sixth-generation console, due to the lack of patches.

to:

* Several games in the FIFA ''FIFA'' series, from the introduction of friendlies in manager mode, mode until FIFA 12, had ''FIFA 12'', have the Danish league bug, which simply was is that the game skipped skips a season after playing one if you managed manage a Danish league team.
* The original PC release of ''VideoGame/MaddenNFL 07'' had has an absurd bug involving clock management. In between plays, you could can zoom out to see more of the field. This was is often done after long passes, to see if the players were are back to the line of scrimmage. However, when the camera was is zoomed out, ''the clock would will stop''. So if you were you're down late in a game, you could can attempt long passes over and over again, and if you couldn't can't get out of bounds, all you had have to do was is zoom out the camera, and not need to use up a timeout or spike the ball.
* Continuing with the theme of EA games having horrible bugs, we have ''Tiger Woods PGA Tour 08''. The first season (as an amateur) works perfectly fine, but as soon as you qualify for the PGA Tour and try to enter an event, the game freezes entirely. Try and skip the first event in the season? ''Every other event freezes the console too.'' This was is especially unfortunate for people using a sixth-generation console, due to the lack of patches.



** ''Tony Hawk's Underground 2'' had a horrible tendency to freeze up completely at random ''while saving''. There was no way of knowing if it would happen or not, and because it would freeze up while saving, all save data for that file would become corrupted. The only way to play that game to the end effectively would be to keep two saves, updating both, and hoping you could redo any challenge if the game froze up on your first save.
*** It seems that the game always freezes, without fail, when attempting to save a file while in the New Orleans level, on Sick difficulty.
*** All of the above bugs are put to complete and utter shame by this one right here - THUG 2 added a private messaging feature, which would normally limit the amount of symbols you could put into one message...unless you plugged a USB keyboard into your console. However, if you used this exploit to send a message consisting of an amount of symbols which exceeded the normal limit, the person who recieved the message (didn't even have to check it) would have their game crash. It got so bad that the servers for the game were shut down, and the once-thriving Pro Skater community died off shortly after.

to:

** ''Tony Hawk's Underground 2'' had has a horrible tendency to freeze up completely at random ''while saving''. There was is no way of knowing if it would will happen or not, and because it would freeze freezes up while saving, all save data for that file would will become corrupted. The only way to play that game to the end effectively would be is to keep two saves, updating both, and hoping you could can redo any challenge if the game froze freezes up on your first save.
*** It seems that the game always freezes, without fail, when attempting to save a file while in the New Orleans level, level on Sick difficulty.
*** All of the above bugs are put to complete and utter shame by this one right here - THUG 2 ''THUG 2'' added a private messaging feature, which would normally limit limits the amount of symbols you could can put into one message...unless you plugged plug a USB keyboard into your console. However, if you used use this exploit to send a message consisting of an amount of symbols which exceeded exceeds the normal limit, the person who recieved receives the message (didn't (don't even have to check it) would will have their game crash. It got so bad that the servers for the game were shut down, and the once-thriving Pro Skater community died off shortly after.



* ''[[http://www.intellivisionlives.com/bluesky/games/credits/intv0.shtml#wc_baseball World Championship Baseball]]'' for the UsefulNotes/{{Intellivision}} was released with a bug that occasionally caused the game to crash and display a debug screen. The original programmer had been working on fixing this bug before Mattel Electronics closed down, but their successor INTV didn't see correcting minor flaws in nearly-finished games before releasing them as worth the expense.

to:

* ''[[http://www.intellivisionlives.com/bluesky/games/credits/intv0.shtml#wc_baseball World Championship Baseball]]'' for the UsefulNotes/{{Intellivision}} was released with a bug that occasionally caused causes the game to crash and display a debug screen. The original programmer had been working on fixing this bug before Mattel Electronics closed down, but their successor INTV didn't see correcting minor flaws in nearly-finished games before releasing them as worth the expense.



* In ''VideoGame/ClockTower [[NoExportForYou The First Fear]]'', one possible way to escape from Scissorman among others is to run into the garage and either hide in the car or climb up the ladder and onto the above shelves. The latter, however, is incredibly unpredictable. If it ''does'' work, Scissorman would walk off, and usually when it works, it can be done by simply making Jennifer hug the ladder or stay up on the shelf without doing anything else to the ladder. If it ''doesn't'', Scissorman will climb up the ladder and come after Jennifer, cornering her into a wall to kill her, the solution of which is to kick the ladder down. [[ShmuckBait Unfortunately, since Jennifer has the incredible jumping skills of]] [[VideoGame/{{Lemmings}} lemmings leaping from a pixel-high ledge]], [[OhCrap she can't leap down and traps herself on the shelves while Scissorman eventually crashes down to her from above and corner her until he kills her]]. The bug, however, is that, either by him climbing to her or her trapping herself there, a glitch can happen where the game has temporarily forgotten there was a wall at the far left corner of the shelf, so Jennifer will walk all the way to the left backwards until she walks off the screen, and Scissorman will follow her off-screen as well where she won't die but you can't do anything more than reset.

to:

* In ''VideoGame/ClockTower [[NoExportForYou ''VideoGame/ClockTower: The First Fear]]'', Fear'', one possible way to escape from Scissorman among others is to run into the garage and either hide in the car or climb up the ladder and onto the above shelves. The latter, however, is incredibly unpredictable. If it ''does'' work, Scissorman would will walk off, and usually when it works, it can be done by simply making Jennifer hug the ladder or stay up on the shelf without doing anything else to the ladder. If it ''doesn't'', Scissorman will climb up the ladder and come after Jennifer, cornering her into a wall to kill her, the solution of which is to kick the ladder down. [[ShmuckBait Unfortunately, since Jennifer has the incredible jumping skills of]] [[VideoGame/{{Lemmings}} lemmings of VideoGame/{{lemmings}} leaping from a pixel-high ledge]], [[OhCrap ledge, she can't leap down and traps herself on the shelves while Scissorman eventually crashes down to her from above and corner her until he kills her]].her. The bug, however, is that, either by him climbing to her or her trapping herself there, a glitch can happen where the game has temporarily forgotten there was a wall at the far left corner of the shelf, so Jennifer will walk all the way to the left backwards until she walks off the screen, and Scissorman will follow her off-screen as well where she won't die but you can't do anything more than reset.



** The first official patch will "unhack" that particular replicator when you are given the objective to hack it, thereby fixing this bug. Still a good idea to hack it ahead of time, though, since it's the ONLY opportunity in the game to buy EMP grenades on a non-broken replicator.
** The game, as well as the original two ''{{VideoGame/Thief}}'' games that used the same engine, also cannot run properly on multi-core processors (which did not exist when the games were made but are now pretty ubiquitous). It will appear to start and work normally but will usually crash within the first few minutes of play. Without having the internet available to diagnose the problem and figure out how to run the game on a single core it would be unplayable on modern machines.

to:

** The first official patch will "unhack" "unhacks" that particular replicator when you are given the objective to hack it, thereby fixing this bug. Still a good idea to hack it ahead of time, though, since it's the ONLY opportunity in the game to buy EMP grenades on a non-broken replicator.
** The game, as well as the original two ''{{VideoGame/Thief}}'' games that used use the same engine, also cannot run properly on multi-core processors (which did not exist when the games were made but are now pretty ubiquitous). It will appear to start and work normally but will usually crash within the first few minutes of play. Without having the internet available to diagnose the problem and figure out how to run the game on a single core core, it would be unplayable on modern machines.



* In ''VideoGame/ResidentEvilOutbreak'', occasionally a player using Alyssa's ad-libs during the very first scenario would cause the game to hang. Thankfully averted when an AI-controlled Alyssa use them...which is [[MostAnnoyingSound all the time]].

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* In ''VideoGame/ResidentEvilOutbreak'', occasionally a player using Alyssa's ad-libs during the very first scenario would will cause the game to hang. Thankfully averted when an AI-controlled Alyssa use uses them...which is [[MostAnnoyingSound all the time]].



* The Dreamcast version of ''VideoGame/FurFighters'' was rather buggy. One of the worst occurred in the level "The Bad Place." There's a bridge you have to cross, but once you pass a certain point, the character walks directly into the abyss for no apparent reason, sending you back to your last checkpoint. Apparently, if you cross at JUST the right angle, the character will stop walking before they reach the edge and you'll be unable to continue.

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* The Dreamcast version of ''VideoGame/FurFighters'' was is rather buggy. One of the worst occurred occurrs in the level "The Bad Place." There's a bridge you have to cross, but once you pass a certain point, the character walks directly into the abyss for no apparent reason, sending you back to your last checkpoint. Apparently, if you cross at JUST the right angle, the character will stop walking before they reach the edge and you'll be unable to continue.



* The Gamecube version of ''VideoGame/TrueCrimeStreetsOfLA'' had several hives' worth of bugs. The worst was one that would corrupt your memory card; essentially, it would wipe ALL your saves, and make it impossible to save anything ELSE on the same card.
* Following the tradition of its predecessor, ''VideoGame/TrueCrimeNewYorkCity'' featured another book's worth of bugs, most of which the player could count on seeing at least once. The Xbox version of the game had one of the worst: in a required story mission, the player must grapple with a criminal atop a high-suspended cargo container and push them off the edge before the same is done to the player. The "push off edge" action was context-based and only available once the criminal had been pushed to the very edge of the container, but on the Xbox version of the game the action was active for the barest fraction of a second. The few players who managed to bypass this stage often spent up to 20 minutes hammering the same two buttons over and over just to perform this supposedly simple task.
** The high level of bugs was not limited to the Xbox. Every version of the game was buggy enough that a unified "glitch guide" was uploaded to Website/GameFAQs to track these problems.

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* The Gamecube version of ''VideoGame/TrueCrimeStreetsOfLA'' had has several hives' worth of bugs. The worst was is one that would corrupt corrupts your memory card; essentially, it would wipe wipes ALL your saves, and make makes it impossible to save anything ELSE on the same card.
* Following the tradition of its predecessor, ''VideoGame/TrueCrimeNewYorkCity'' featured features another book's worth of bugs, most of which the player could can count on seeing at least once. The Xbox version of the game had has one of the worst: in a required story mission, the player must grapple with a criminal atop a high-suspended cargo container and push them off the edge before the same is done to the player. The "push off edge" action was is context-based and only available once the criminal had has been pushed to the very edge of the container, but on the Xbox version of the game the action was is active for the barest fraction of a second. The few players who managed manage to bypass this stage often spent spend up to 20 minutes hammering the same two buttons over and over just to perform this supposedly simple task.
** The high level of bugs was is not limited to the Xbox. Every version of the game was is buggy enough that a unified "glitch guide" was uploaded to Website/GameFAQs to track these problems.



* VideoGame/S4League has a bug in its Chaser mode that renders the player without a HUD, making it very difficult to aim and leaving the player with no way to tell how much health they have left. Another form of this bug is even worse as it locks the camera in place, making the round virtually unplayable.

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* VideoGame/S4League ''VideoGame/S4League'' has a bug in its Chaser mode that renders the player without a HUD, making it very difficult to aim and leaving the player with no way to tell how much health they have left. Another form of this bug is even worse as it locks the camera in place, making the round virtually unplayable.



* The PC version of the 1999 Acclaim title ''VideoGame/ShadowMan'' is unwinnable on computers running Windows 7. For unknown reasons, various bugs pop up in the game when run under Windows 7, likely due to incompatibilities between game and OS and not even compatibility mode will fix these problems. The player will slide on any angled surface as if they were ice, lighting effects are broken to the point that the flashlight barely works and cutscenes don't always play properly. None of these make the game unwinnable. The game breaking bug takes place in the prison level as the zombie monsters can not be killed. They will fall to the floor when taken enough damage but the shadow gun will not finish them off and all other weapons fail to deliver the death blow, causing them to get back up. In some rooms, the zombies are so heavy that their gun shots will kill the player in seconds, rendering the game unbeatable as it will be impossible to get through these areas.
* ''VideoGame/GhostbustersTheVideoGame'' for both the 360 and the [=PS3=] had glitch(es) that made two of the multiplayer achievements/trophies impossible to get. It was finally patched, ''18 months later''! And the real kicker is the patch only worked if the player hadn't already met the requirements for the achievements/trophies. Which meant practically '''everyone''' was screwed. And did I mention it's not possible to delete games in which you already have achievements?

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* The PC version of the 1999 Acclaim title ''VideoGame/ShadowMan'' is unwinnable on computers running Windows 7. For unknown reasons, various bugs pop up in the game when run under Windows 7, 7 or later, likely due to incompatibilities between game and OS OS, and not even compatibility mode will fix these problems. The player will slide on any angled surface as if they were ice, lighting effects are broken to the point that the flashlight barely works and cutscenes don't always play properly. None of these make the game unwinnable. The game breaking bug takes place in the prison level level, as the zombie monsters can not can't be killed. They will fall to the floor when taken after taking enough damage damage, but the shadow gun will not finish them off and all other weapons fail to deliver the death blow, causing them to get back up. In some rooms, the there are so many zombies are so heavy that their gun shots will kill the player in seconds, rendering the game unbeatable as it will be impossible to get through these areas.
unbeatable.
* ''VideoGame/GhostbustersTheVideoGame'' for both the 360 and the [=PS3=] had glitch(es) that made two of the multiplayer achievements/trophies impossible to get. It was finally patched, ''18 months later''! And the real kicker is the patch only worked works if the player hadn't already met the requirements for the achievements/trophies. Which meant practically '''everyone''' was screwed. And did I mention it's not possible to delete games in which you already have achievements?



* ''[[Toys/{{BIONICLE}} BIONICLE Heroes]]'': There is a glitch where the only enemy units that will spawn are Gahloks. The other enemy units are not replaced by Gahloks, they just don't spawn at all. This makes advancing through stages very easy, but makes them unwinnable because you will be unable to activate Hero Mode to clear obstacles. Restarting your console will fix this.

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* ''[[Toys/{{BIONICLE}} BIONICLE Heroes]]'': ''Toys/{{BIONICLE}} Heroes'': There is a glitch where the only enemy units that will spawn are Gahloks. The other enemy units are not replaced by Gahloks, they just don't spawn at all. This makes advancing through stages very easy, but makes them unwinnable because you will be unable to activate Hero Mode to clear obstacles. Restarting your console will fix this.



* ''VideoGame/XCom: Terror from the Deep'' has the Research Tree bug, where researching something too early can accidentally block off advancement in that research path. Most crippling is the Live Deep One bug. If you research a Live Deep One before you research the prerequisites for the Ion Armor, you won't be able to research the ships needed to complete the game. Thankfully, most of these have been patched away by the [[UpdatedRerelease Windows 95 version]].
* ''VideoGame/FireEmblemTheSacredStones'' had a frustrating one that involved Wyvern Knights' ability Pierce ([[BadExportForYou introduced in the NTSC version]]), which completely ignored enemy defense when it activated. Sounds great, right? Sure, except that when it activated while the unit was using a ranged weapon (Javelin, Spear, etc.), the animation would cause the game to freeze, forcing the player to restart the ''entire chapter''. Thankfully, there was a way around this: the player could turn off the unit's animation ([[OverlyLongFightingAnimation something most players are going to have done already by the time they have access to a Wyvern Knight]]).
** Another bug in ''Sacred Stones'' occurred due to the [[GoodBadBugs enemy control glitch]]. Using this glitch, one could take the Stone weapon from certain enemies and use it to teach their characters dark magic. Teaching this to [[SpoonyBard Tethys]], a non-combat unit, would allow her to attack, but every time she would double-attack an enemy the game would hang up. This, like the above, could only be fixed by disabling animations, though unlike the above the glitch didn't occur in the Link Arena.

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* ''VideoGame/XCom: Terror from the Deep'' has the Research Tree bug, where researching something too early can accidentally block off advancement in that research path. Most crippling is the Live Deep One bug. If you research a Live Deep One before you research the prerequisites for the Ion Armor, you won't be able to research the ships needed to complete the game. Thankfully, most of these have been were patched away by the [[UpdatedRerelease Windows 95 version]].
* ''VideoGame/FireEmblemTheSacredStones'' had has a frustrating one that involved involves Wyvern Knights' ability Pierce ([[BadExportForYou introduced in the NTSC version]]), which completely ignored ignores enemy defense when it activated. activates. Sounds great, right? Sure, except that when it activated activates while the unit was is using a ranged weapon (Javelin, Spear, etc.), the animation would will cause the game to freeze, forcing the player to restart the ''entire chapter''. Thankfully, there was is a way around this: the player could can turn off the unit's animation ([[OverlyLongFightingAnimation something most players are going to have done already by the time they have access to a Wyvern Knight]]).
** Another bug in ''Sacred Stones'' occurred occurs due to the [[GoodBadBugs enemy control glitch]]. Using this glitch, one could can take the Stone weapon from certain enemies and use it to teach their characters dark magic. Teaching this to [[SpoonyBard Tethys]], a non-combat unit, would allow allows her to attack, but every time she would double-attack double-attacks an enemy the game would will hang up. This, like the above, could can only be fixed by disabling animations, though unlike the above the glitch didn't doesn't occur in the Link Arena.



** The American version of ''[[VideoGame/FireEmblemElibe Rekka no Ken]]'' was just...buggy. Among the ways it can be crashed:

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** The American version of ''[[VideoGame/FireEmblemElibe Rekka no Ken]]'' was is just...buggy. Among the ways it can be crashed:



* It's possible for ''VideoGame/GalacticCivilizations 2'' to glitch in such a way that when you start the game, your ships become sublimely convinced that every single location on the map, including your homeworld, is outside the area they can move to. Being completely unable to colonise new worlds means that a game about building empires ''prevents you from building an empire''.
** it also has problems booting up if not the last program installed.
* In ''VideoGame/SuperRobotWarsDestiny'', a programming error makes it so that Super Robot-types end up raising their armor stats by 50 points, making it so that, when they reach max level, their armor is still pathetic. This makes machines such as Anime/MazingerZ, Anime/GreatMazinger, Anime/UFORoboGrendizer and ''Anime/TheBigO'' weaker than they should be, makes Anime/GodMars a liability (as it causes a NonstandardGameOver should it blow up) and puts Real Robots like Anime/MobileSuitZetaGundam and the (Proto) Garland of ''Anime/{{Megazone 23}}'' into {{Game Breaker}}s due to the fact that they have amazing dodging ability.

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* It's possible for ''VideoGame/GalacticCivilizations 2'' to glitch in such a way that when you start the game, your ships become sublimely convinced that every single location on the map, including your homeworld, is outside the area they can move to. Being completely unable to colonise new worlds means that a game about building empires ''prevents you from building an empire''.
** it
empire''. It also has problems booting up if not it wasn't the last program installed.
* In ''VideoGame/SuperRobotWarsDestiny'', a programming error makes it so that Super Robot-types end up raising their armor stats by 50 points, making it so that, even when they reach max level, their armor is still pathetic. This makes machines such as Anime/MazingerZ, Anime/GreatMazinger, Anime/UFORoboGrendizer and ''Anime/TheBigO'' weaker than they should be, makes Anime/GodMars a liability (as it causes a NonstandardGameOver should it blow up) and puts Real Robots like Anime/MobileSuitZetaGundam and the (Proto) Garland of ''Anime/{{Megazone 23}}'' into {{Game Breaker}}s due to the fact that they have amazing dodging ability.



* Disgaea D2: A Brighter Darkness had several issues on loading animations, some voices and even some sprites. The voices weren't that much of a problem - at most the game would load the wrong voice or nothing at all. However, if the game tried to load a skill animation or a faulty sprite, the game would freeze. Reported issues included Laharl's Blazing Knuckle, fire spells in general and DLC characters appearing on the Dark Congress. A patch was released by January 2014.

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* Disgaea D2: A Brighter Darkness ''VideoGame/DisgaeaD2ABrighterDarkness'' had several issues on loading animations, some voices and even some sprites. The voices weren't that much of a problem - at most the game would load the wrong voice or nothing at all. However, if the game tried to load a skill animation or a faulty sprite, the game would freeze. Reported issues included Laharl's Blazing Knuckle, fire spells in general and DLC characters appearing on the Dark Congress. A patch was released by January 2014.



There are two enemy camps set up in front of the wall, and the intended way to go was to capture these camps and climb the ladders next to them to reach the turrets. However, climbing these ladders places the unit you're controlling slightly lower than they were supposed to, which causes them to clip through the floor and fall endlessly into a void. Now you wasted one CP so you could take control of the soldier, and if you don't want to lose access to this soldier for the rest of the mission (and also waste one of your 10 maximum soldiers deployed at once), you'll need to use one more CP so you can use the "retreat" order and remove the soldier from the field. \\

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There are two enemy camps set up in front of the wall, and the intended way to go was is to capture these camps and climb the ladders next to them to reach the turrets. However, climbing these ladders places the unit you're controlling slightly lower than they were supposed to, which causes them to clip through the floor and fall endlessly into a void. Now you wasted one CP so you could take control of the soldier, and if you don't want to lose access to this soldier for the rest of the mission (and also waste one of your 10 maximum soldiers deployed at once), you'll need to use one more CP so you can use the "retreat" order and remove the soldier from the field. \\



* In ''VideoGame/DwarfFortress'', cats will adopt dwarves without those dwarves needing to do anything. If cats which have adopted dwarves are slaughtered, the dwarf will have a tantrum. Tantruming dwarves can do bad things -- so you want to avoid that. However, once the population of cats reaches a critical level (which is quite fast, because cats are promiscuous and have large litters of kittens) it becomes impossible to curb and keeping track of so many moving creatures causes the game's framerate to spiral downward rapidly into unplayability. This is known as a [[http://df.magmawiki.com/index.php/Catsplosion "catsplosion"]].
** It was fixed by giving the player the option to castrate animals, meaning the population will be under control (at least until another male cat enters the area)
** For some time after the combat update, creatures made of inorganic materials (such as Bronze Colossi) were {{Nigh Invulnerab|ility}}le. They can be destroyed by being [[KillItWithFire melted into a puddle]], [[KillItWithIce encased in ice]], or ''sometimes'' [[ChunkySalsaRule torn to shreds]], but ordinary combat generally goes nowhere against them.

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* In ''VideoGame/DwarfFortress'', cats will adopt dwarves without those dwarves needing to do anything. If cats which have adopted dwarves are slaughtered, the dwarf will have a tantrum. Tantruming dwarves can do bad things -- so you want to avoid that. However, once the population of cats reaches a critical level (which is quite fast, because cats are promiscuous and have large litters of kittens) it becomes impossible to curb and keeping track of so many moving creatures causes the game's framerate to spiral downward rapidly into unplayability. This is known as a [[http://df.magmawiki.com/index.php/Catsplosion "catsplosion"]].
**
"catsplosion"]]. It was later fixed by giving the player the option to castrate animals, meaning the population will be under control (at least until another male cat enters the area)
** For some time after the combat update, creatures made of inorganic materials (such as Bronze Colossi) were {{Nigh Invulnerab|ility}}le. They can could be destroyed by being [[KillItWithFire melted into a puddle]], [[KillItWithIce encased in ice]], or ''sometimes'' [[ChunkySalsaRule torn to shreds]], but ordinary combat generally goes went nowhere against them.



** A recurring bug occurred when dwarves attacked another dwarf which was technically an ally and resident in the fort, but not part of the fort population itself (e.g. the diplomat). This made the game consider both the attacker and the attacked both hostile individuals and members of the fort, meaning that not only they would go around attacking anyone on sight, but those who fought back were also considered hostile for attacking them.

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** A recurring bug occurred bug, referred to as a "loyalty cascade" or the "civil war bug", occurs when dwarves attacked attack another dwarf which was is technically an ally and resident in the fort, but not part of the fort population itself (e.g. the diplomat). This made makes the game consider both the attacker and the attacked both simultaneously hostile individuals and members of the fort, meaning that not only will they would go around attacking anyone on sight, but those who fought fight back were are also considered hostile for attacking them.



** The Malibu crash (for lack of a better name), exclusive to the PC version (and possibly the [=PS2=] version as well) of Grand Theft Auto Vice City, causes the game to immediately crash when nearing the vicinity of the Malibu. It's not known what causes it, but it causes the game to crash, saying "Error reading the Grand Theft Auto Vice City DVD."
* The infamous Mad Dogg glitch in ''VideoGame/GrandTheftAutoSanAndreas''. A glitch in a mission where you had to save him from his own suicide attempt by positioning a truck full of hay under him before he could jump off a building would become {{Unwinnable}} because he would jump off the building before the cutscene ended. This glitch also made the ''game'' Unwinnable, and this is compounded by the fact that no one is certain what triggers this glitch; it seems to be completely random. Many suggestions have been made, the most commonly accepted "cause" being that it's caused by cheating extremely often, or using common cheats. This is discredited, since many people who never cheated once the entire game still had the glitch occur, while some that cheated extensively never saw it. One cause is the "pedestrians riot" cheat (which cannot be turned off), causing everyone to become hostile to each other. This mission is affected because Madd Dog's character attempts to run to the nearest NPC to fight them, and in doing so, runs off the roof and dies. This is made even worse by it being one of the last missions in the game, meaning that if you get this glitch, you're screwed and have to start all over and pray you don't get the glitch again. Though, mercifully, it seems as though it never happens in two new games in a row.

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** The Malibu crash (for lack of a better name), exclusive to the PC version (and possibly the [=PS2=] version as well) of Grand Theft Auto Vice City, ''Vice City'', causes the game to immediately crash when nearing the vicinity of the Malibu. It's not known what causes it, but it causes the game to crash, saying "Error reading the Grand Theft Auto Vice City DVD."
* The infamous Mad Dogg glitch in ''VideoGame/GrandTheftAutoSanAndreas''. A glitch in a mission where you had have to save him from his own suicide attempt by positioning a truck full of hay under him before he could can jump off a building would can become {{Unwinnable}} because he would will jump off the building before the cutscene ended. ends. This glitch also made makes the ''game'' Unwinnable, and this is compounded by the fact that no one is certain what triggers this glitch; it seems to be completely random. Many suggestions have been made, the most commonly accepted "cause" being that it's caused by cheating extremely often, or using common cheats. This is discredited, since many people who never cheated once the entire game still had the glitch occur, while some that cheated extensively never saw it. One cause is the "pedestrians riot" cheat (which cannot be turned off), causing everyone to become hostile to each other. This mission is affected because Madd Dog's character attempts to run to the nearest NPC to fight them, and in doing so, runs off the roof and dies. This is made even worse by it being one of the last missions in the game, meaning that if you get this glitch, you're screwed and have to start all over and pray you don't get the glitch again. Though, mercifully, it seems as though it never happens in two new games in a row.



** Another glitch occurs when you have to steal a van with stereo equipment but you need to impress the girl behind it with your dance moves before she lets you get inside. Playing on an HDTV causes input lag, which means your button presses during the dance sequence are either out of sync or never registers at all, causing the mission and the game to become {{Unwinnable}}. To be fair, the game was released at a time when HDTV technology was new and developers weren't fully working on HD tech yet.
** A rare but annoyingly persistent bug could be triggered when entering a building, which would teleport the player in the weird half-world the game uses to render interiors and special areas. With nowhere to go it would be impossible to continue the current mission, and therefore to complete the mission tree.
* On lower-end systems that are well within the demands on the back of the box, the PC version of ''VideoGame/GrandTheftAutoIV'' occasionally fails to load surfaces and objects. At speed, you can slam into concrete barriers that simply didn't appear until you hit them. It's also possible to go down a ramp into nothing because the walls, floor, and ceiling failed to load. Also, doing anything to the music (such as changing radio station, skipping a track on the user track player, the user track player simply loading another track) can cause a short section of music to repeat endlessly, with the game crashing shortly afterwards. You have a good minute of knowing that no matter what you do, your progress since the last save is gone.
** Also in ''GTAIV'' it was entirely possible to end up under the game map, especially in the western harbor part of Algonquin island. People would not see you, but you could see them. And shoot them. It required a jump in the water and swimming/hugging a part of the docks at the right angle, if you get lucky and the waves hit a low spot, you are phased through the walls.
** The PC port of ''GTAIV'' suffered badly from consolitis, to the point that at least [[spoiler: one of the end missions became impossible. After jumping a motocross bike off a ramp and catching on to a helicopter in flight, you're supposed to hit alternating keys in order to climb into it]]. On the PC, this became impossible to do if you had to high FPS, as the game simply couldn't register the keystrokes properly. This was later fixed in a patch, but for a while players were forced to run a FPS limiter in the background in order to continue.
* Creator/AchievementHunter's ''[[LetsPlay/AchievementHunterGrandTheftAutoSeries Let's Play Grand Theft Auto V]]'' accidentally discovered one for ''VideoGame/GrandTheftAutoV'' in that if you hook six tow trucks together in a circle, its physics engine spazes out if you get it moving. This also has the chance of ''crashing your game''.
* ''VideoGame/{{Bully}}: Scholarship Edition'' for the Xbox 360, Wii & PC added a music class that plays like a two-button rhythm game. Most of the time it's okay, but in the PC & Xbox 360 versions, there's a bug that prevents double notes from registering roughly 50% of the time. This is particularly controller-snapping on the double note-heavy Music 3 level, essentially turning it into a LuckBasedMission. Ironically, the less double note-heavy Music 4 and 5 are easier because of this.

to:

** Another glitch occurs when you have to steal a van with stereo equipment but you need to impress the girl behind it with your dance moves before she lets you get inside. Playing on an HDTV causes input lag, which means your button presses during the dance sequence are either out of sync or never registers register at all, causing the mission and the game to become {{Unwinnable}}. To be fair, the game was released at a time when HDTV technology was new and developers weren't fully working on HD tech yet.
** A rare but annoyingly persistent bug could can be triggered when entering a building, which would teleport teleports the player in into the weird half-world the game uses to render interiors and special areas. With nowhere to go it would be go, it's impossible to continue the current mission, and therefore to complete the mission tree.
* On lower-end systems that are well within the demands on the back of the box, the PC version of ''VideoGame/GrandTheftAutoIV'' occasionally fails to load surfaces and objects. At speed, you can slam into concrete barriers that simply didn't don't appear until you hit them. It's also possible to go down a ramp into nothing because the walls, floor, and ceiling failed to load. Also, doing anything to the music (such as changing radio station, stations, skipping a track on the user track player, the user track player simply loading another track) can cause a short section of music to repeat endlessly, with the game crashing shortly afterwards. You have a good minute of knowing that no matter what you do, your progress since the last save is gone.
** Also in ''GTAIV'' it was it's entirely possible to end up under the game map, especially in the western harbor part of Algonquin island. People would not won't see you, but you could can see them. And shoot them. It required requires a jump in the water and swimming/hugging a part of the docks at the right angle, if angle. If you get lucky and the waves hit a low spot, you are phased through the walls.
** The PC port of ''GTAIV'' suffered suffers badly from consolitis, to the point that at least [[spoiler: one of the end missions became impossible. After jumping a motocross bike off a ramp and catching on to a helicopter in flight, you're supposed to hit alternating keys buttons in order to climb into it]]. On the PC, this became impossible to do if you had to high FPS, as the game simply couldn't register the keystrokes properly. This was later fixed in a patch, but for a while players were forced to run a FPS limiter in the background in order to continue.
* Creator/AchievementHunter's ''[[LetsPlay/AchievementHunterGrandTheftAutoSeries Let's Play Grand Theft Auto V]]'' accidentally discovered one for ''VideoGame/GrandTheftAutoV'' in that if you hook six tow trucks together in a circle, its the physics engine spazes spazzes out if you get it moving. This also has the chance of ''crashing your game''.
* ''VideoGame/{{Bully}}: Scholarship Edition'' for the Xbox 360, Wii & PC added adds a music class that plays like a two-button rhythm game. Most of the time it's okay, but in the PC & Xbox 360 versions, there's a bug that prevents double notes from registering roughly 50% of the time. This is particularly controller-snapping on the double note-heavy Music 3 level, essentially turning it into a LuckBasedMission. Ironically, the less double note-heavy Music 4 and 5 are easier because of this.



* Yahtzee's ''WebAnimation/ZeroPunctuation'' review of ''VideoGame/{{Mercenaries}} 2'' described a particularly crippling AI bug as follows: After failing a mission where he was supposed to rescue a hostage from the top of a tall building via helicopter, Yahtzee discovered upon retrying that the hostage now recognized him as soon as he came within earshot of the building and, in an effort to come and greet him, walked right off the edge of the roof and came plummeting down to his death several stories below.

to:

* Yahtzee's ''WebAnimation/ZeroPunctuation'' review of ''VideoGame/{{Mercenaries}} 2'' described describes a particularly crippling AI bug as follows: After failing a mission where he was supposed to rescue a hostage from the top of a tall building via helicopter, Yahtzee discovered upon retrying that the hostage now recognized him as soon as he came within earshot of the building and, in an effort to come and greet him, walked right off the edge of the roof and came plummeting down to his death several stories below.



** More fun from ''Mercenaries 2:'' After March 17, 2010, the game no longer plays if you have an internet connection, because ''EA has shut down all of its servers for Mercenaries 2.'' Instead of simply giving an error message, the game gets stuck "Connecting to EA server" ''forever'' and freezes up completely. Thanks, EA. However (at least on the Xbox 360) if your account is over 13, you should be able to log in. (Warning: Not tested on [=PS2=], [=PS3=], or PC)

to:

** More fun from ''Mercenaries 2:'' After March 17, 2010, the game no longer plays if you have an internet connection, because ''EA has shut down all of its servers for Mercenaries 2.'' Instead of simply giving an error message, the game gets stuck "Connecting to EA server" ''forever'' and freezes up completely. Thanks, EA. However (at least on the Xbox 360) 360), if your account is over 13, you should be able to log in. (Warning: Not tested on [=PS2=], [=PS3=], or PC)in.



** The most recent patch (1.05) added a couple more major ones. First, it screwed up the orientation of buildings placed over water/lava in adventures, rendering many unplayable. [=EAxis=] released a ''patch for the patch'' to solve that (1.05.1). However, the patched patch can still cause creatures to become almost completely un-animated, "sliding" around and maybe bobbing their head or wings a little, and this is only solvable by a reinstall. And this patch was supposed to ''improve'' creature animations...

to:

** The most recent 1.05 patch (1.05) added a couple more major ones. First, it screwed up the orientation of buildings placed over water/lava in adventures, rendering many unplayable. [=EAxis=] released a ''patch for the patch'' to solve that (1.05.1). However, the patched patch can still cause creatures to become almost completely un-animated, "sliding" around and maybe bobbing their head or wings a little, and this is only solvable by a reinstall. And this patch was supposed to ''improve'' creature animations...



** Another one you might run into whilst playing an Adventure with the Galactic Adventures expansion is running into a building or static ornament too fast and getting stuck inside. Sometimes you can get out by trying to charge into a target, or using the sprint ability, but not everybody is going to have one of the two/you can't get out no matter how hard you try. Of course this means you'll hafta start the entire mission all over again. At least doing so from the main menu doesn't count as a fail.
** Spore creates files in your documents folder for the things you create that you can copy and give to your friends. The common dangers of force-shutting-down your computer while a game is running become worse because of this. When reinstalling Spore, you HAVE to tell it to get rid of your old creations, because they are now corrupt and their presence prevents Spore from running. Imagine you had made hundreds of creations on that thing...
** A few gamers complained that Planet Editor on Galactic Adventures crashed their computer. Completely. Every time they tried to use it.
** It is possible for your starting nest in the creature stage (Where you first spawn), to appear wrongly, namely underwater. This in itself is not game-breaking, but the problem is that if you try to go on land, the [[BorderPatrol sea monster]] comes and kills you, making the only way to progress be to search the coast in the hope that some creature is swimming.
** If you're really unlucky, when you reach the Space stage, the spaceship you're sent to examine won't spawn. Since you have to scan it to get the Interstellar Drive, you can't go any farther in the Space stage. What's worse is that this bug (and the nest bug above, but at least you can get around that by starting in the Tribal stage, though this would lock you out of some archetypes) is tied to the planet, so you'll have to pick an entirely new one and start over if you encounter either bug.

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** Another one you might run into whilst while playing an Adventure with the Galactic Adventures expansion is running into a building or static ornament too fast and getting stuck inside. Sometimes you can get out by trying to charge into a target, or using the sprint ability, but not everybody is going to have one of the two/you two, and sometimes you can't get out no matter how hard you try. Of course this means you'll hafta start the entire mission all over again. At least doing so from the main menu doesn't count as a fail.
** Spore ''Spore'' creates files in your documents folder for the things you create that you can copy and give to your friends. The common dangers of force-shutting-down your computer while a game is running become worse because of this. When reinstalling Spore, ''Spore'', you HAVE to tell it to get rid of your old creations, because they are now corrupt and their presence prevents Spore ''Spore'' from running. Imagine you had made hundreds of creations on that thing...
running.
** A few gamers complained that Planet Editor on the Galactic Adventures Planet Editor crashed their computer. Completely. Every time they tried to use it.
** It is possible for your starting nest in the creature stage (Where (where you first spawn), spawn) to appear wrongly, namely underwater. This in itself is not game-breaking, but the problem is that if you try to go on land, the [[BorderPatrol sea monster]] comes and kills you, making meaning the only way to progress be is to search the coast in the hope that some creature is swimming.
swimming there.
** If you're really unlucky, when you reach the Space stage, the spaceship you're sent to examine won't spawn. Since you have to scan it to get the Interstellar Drive, you can't go any farther in the Space stage. What's worse is that this bug (and the nest bug above, but at least you can get around that by starting in the Tribal stage, though this would will lock you out of some archetypes) is tied to the planet, so you'll have to pick an entirely new one and start over if you encounter either bug.



** It also has a bug where it will occasionally zero the level file (and the backup!) if the computer crashes, wiping your entire inventory and causing the game to not recognize the save unless you copy a level file over from another save (which causes other weirdnesses such as snow in the desert, due to the biomes being dependent on the world seed, which is stored in said level file)
* ''VideoGame/DeadlyPremonition'' has a particularly nasty glitch: If you replay a previous chapter and complete it before you finish the game (which is common for players trying to complete Emily's sidequests) there's a chance that certain critical items in your inventory will disappear and cannot be retrieved again. Like when you have talk to Olivia in the back of the diner in chapter 9, she gives you a key to get in, and if you decide to replay a previous chapter BEFORE you go to talk to her and the key she gaves you disappears, then you have no choice but to start the game over. Fortunately this is relatively early in the game and you can get back to this point quickly enough (if it happens in Chapter 23 [[OhCrap on the other hand]]...) if you speed through the chapters and save the side activities until after you complete said chapter, but it still sucks to have to collect those trading cards and do those sidequests all over again. Thankfully the Director's Cut fixes this glitch.
* In the PC version of ''VideoGame/TheSaboteur'', if you're playing at a resolution higher than 1280x1024 the map screen will not function properly. It was never patched; the only solutions are to install older video card drivers or to play at a resolution of 1280x1024 and below.
** Specifically, the overlay that has the objective markers, waypoints, optional objective markers etc will not correctly line up with the underlying map image since it is incorrectly scaled. Scrolling around it moves the two layers at different speeds, and zooming in and out doesn't correctly scale the overlay either. This means, among other things, that trying to set a waypoint for a specific objective marker requires the player to experiment with where the pin drops, remove it, scroll as necessary and drop it again. Since the pin is on the same layer as the objectives overlay, it will still reliably GPS-guide you to that objective's marked location. Where this becomes a nuisance is when you want to go to a specific spot on the underlying map instead (such as the known spawn point of a rare vehicle); apart from the above workarounds, it's very difficult to drop the pin on a specific map section, especially if you've cleared the optional objectives in that area you could normally use as landmarks.

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** It also has a bug where it will occasionally zero the level file (and the backup!) if the computer crashes, wiping your entire inventory and causing the game to not recognize the save unless you copy a level file over from another save (which causes other weirdnesses weirdness, such as snow in the desert, due to the biomes being dependent on the world seed, which is stored in said level file)
* ''VideoGame/DeadlyPremonition'' has a particularly nasty glitch: If you replay a previous chapter and complete it before you finish the game (which is common for players trying to complete Emily's sidequests) sidequests), there's a chance that certain critical items in your inventory will disappear and cannot be retrieved again. Like For example, when you have talk to Olivia in the back of the diner in chapter 9, she gives you a key to get in, and if you decide to replay a previous chapter BEFORE you go to talk to her and the key she gaves you disappears, then you have no choice but to start the game over. Fortunately this is relatively early in the game and you can get back to this point quickly enough (if it happens in Chapter 23 23, [[OhCrap on the other hand]]...) if you speed through the chapters and save the side activities until after you complete said chapter, but it still sucks to have to collect those trading cards and do those sidequests all over again. Thankfully Thankfully, the Director's Cut fixes this glitch.
* In the PC version of ''VideoGame/TheSaboteur'', if you're playing at a resolution higher than 1280x1024 1280x1024, the map screen will not function properly. It was never patched; the only solutions are to install older video card drivers or to play at a resolution of 1280x1024 and below.
** Specifically, the overlay that has the objective markers, waypoints, optional objective markers etc markers, etc. will not correctly line up with the underlying map image since it is incorrectly scaled. Scrolling around it moves the two layers at different speeds, and zooming in and out doesn't correctly scale the overlay either. This means, among other things, that trying to set a waypoint for a specific objective marker requires the player to experiment with where the pin drops, remove it, scroll as necessary and drop it again. Since the pin is on the same layer as the objectives overlay, it will still reliably GPS-guide you to that objective's marked location. Where this becomes a nuisance is when you want to go to a specific spot on the underlying map instead (such as the known spawn point of a rare vehicle); apart from the above workarounds, it's very difficult to drop the pin on a specific map section, especially if you've cleared the optional objectives in that area you could normally use as landmarks.



* The ''VideoGame/{{Elite}}'' series of space trading games featured several bugs, due to the sheer size and scope of the series. The first wasn't that bad, but ''Frontier: Elite 2'' had some nasty ones - your spaceship's autopilot would occasionally fly you through planets, sometimes without sustaining damage - and the third game, ''Frontier: First Encounters'', was released in a semi-completed state. For example, the biggest, toughest, and most ultimate spaceship you could buy was basically useless, since firing any of the 'turrets' resulted in you hitting yourself; early releases of ''First Encounters'' would crash when you fired a laser, or tried to use a joystick connected to a [=SoundBlaster=] gameport, or played certain missions.
** ''Frontier: Elite 2'' on Amiga had a bug in which when you targeted an entry hyperspace cloud and used a hyperjump analyzer the game would crash. Reset.
** The ZX Spectrum version of the original ''Elite'' had a notorious one, caused by its copy-protection system, which consisted of a plastic lens. Anyway, the lens was used to view a distorted captcha on the screen to gain access to the game. Trouble was, the lenses from the original shipment were badly engineered, making it impossible to play the game ''at all.''

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* The ''VideoGame/{{Elite}}'' series of space trading games featured features several bugs, due to the sheer size and scope of the series. The first wasn't isn't that bad, but ''Frontier: Elite 2'' had has some nasty ones - your spaceship's autopilot would occasionally fly flies you through planets, sometimes without sustaining damage - and the third game, ''Frontier: First Encounters'', was released in a semi-completed state. For example, the biggest, toughest, and most ultimate spaceship you could can buy was is basically useless, since firing any of the 'turrets' resulted results in you hitting yourself; early releases of ''First Encounters'' would will crash when you fired fire a laser, or tried try to use a joystick connected to a [=SoundBlaster=] gameport, or played play certain missions.
** ''Frontier: Elite 2'' on Amiga had has a bug in which which, when you targeted target an entry hyperspace cloud and used use a hyperjump analyzer analyzer, the game would crash.crashes. Reset.
** The ZX Spectrum version of the original ''Elite'' had a notorious one, caused by its copy-protection system, which consisted of a plastic lens. Anyway, the The lens was used to view a distorted captcha on the screen to gain access to the game. Trouble was, is, the lenses from the original shipment were badly engineered, making it impossible to play the game ''at all.''



* Of all things, the ''TabletopGame/{{Chess}}'' software that shipped with Apple's OS 10.4 had one of these. Set the computer to its hardest setting and make sure you're white. The correct way to break the AI was 1. e4 c5 2. [=Nf3=] * twitch** freeze* as the computer forgets how to continue a Sicilian defense.
** There was a similar bug in an early version of Mac OS (c. 1995 or so) that also came packaged with a generic Chess game. If you tried to lure the computer into a Fool's Mate the computer would not only ignore the checkmate, but would move twice before letting the game continue as normal.
** It could be an urban legend but it is said that one of the early chess supercomputers was programmed to make the best move. Unfortunately this meant that where it could deliver mate in more than one way it would go into a loop to decide which was 'best' and lose on time.

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* Of all things, the ''TabletopGame/{{Chess}}'' software that shipped with Apple's OS 10.4 had has one of these. Set the computer to its hardest setting and make sure you're white. The correct way to break the AI was is 1. e4 c5 2. [=Nf3=] * twitch** freeze* as the computer forgets how to continue a Sicilian defense.
** There was is a similar bug in an early version of Mac OS (c. 1995 or so) that also came packaged with a generic Chess game. If you tried try to lure the computer into a Fool's Mate Mate, the computer would will not only ignore the checkmate, but would will move twice before letting the game continue as normal.
** It could be an urban legend legend, but it is said that one of the early chess supercomputers was programmed to make the best move. Unfortunately Unfortunately, this meant that where it could deliver mate in more than one way way, it would go into a loop to decide which was 'best' "best" and lose on time.



** The most infamous one occurs in the NES version of ''Ooze''. Active Enterprises held a contest saying that the first person who could get past level 5 wins $104,000. Sadly, the game freezes near the end of level 3 making it [[{{Unwinnable}} impossible to win.]]

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** The most infamous one occurs in the NES version of ''Ooze''. Active Enterprises held a contest saying that the first person who could get past level 5 wins would win $104,000. Sadly, the game freezes near the end of level 3 3, making it [[{{Unwinnable}} impossible to win.]]



* The {{N|intendo 64}}64 game ''VideoGame/BattleTanx'' has an infinite health cheat, but the game doesn't always let you turn it off. If you use the cheat during a bonus level, where the objective is to survive for as long as possible, you enter a situation where the bonus level will never end because you can't turn the cheat off.
** ''VideoGame/CookingMama'' has this if you use cheat systems. Normally, infinite time is great because it allows you to get very good every time unless you cock up in some other way. But if you are in a task where time is essential to winning (like seperating egg yolks) thus rendering you to get bronze, which ruins your chances of HundredPercentCompletion.
* ''Wonderland Adventures'' used to have a bug where you could use blink to teleport through a single wall tile. This "wallblinking" became famous after spots were found where you could blink in and then waste your blinks, leaving you stranded and making the game unwinnable. Perhaps nastier was The Void where you could skip the power cube levels by blinking past the gates at the cost of forfeiting HundredPercentCompletion. Except there's no indication you can't go back to the void once you finish the final level. This bug was fixed in a later version, but since many people liked the shortcuts it provided, the more adventurous people can still try it out by enabling it with a cheat code.

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* The {{N|intendo UsefulNotes/{{N|intendo 64}}64 game ''VideoGame/BattleTanx'' has an infinite health cheat, but the game doesn't always let you turn it off. If you use the cheat during a bonus level, where the objective is to survive for as long as possible, you enter a situation where the bonus level will never end because you can't turn the cheat off.
** * ''VideoGame/CookingMama'' has this if you use cheat systems. Normally, infinite time is great because it allows you to get very good every time unless you cock up in some other way. But if you are in a task where time is essential to winning (like seperating egg yolks) thus rendering yolks), you to can only get bronze, which ruins your chances of HundredPercentCompletion.
* ''Wonderland Adventures'' used to have a bug where you could use blink to teleport through a single wall tile. This "wallblinking" became famous after spots were found where you could blink in and then waste your blinks, leaving you stranded and making the game unwinnable. Perhaps nastier was The Void Void, where you could skip the power cube levels by blinking past the gates at the cost of forfeiting HundredPercentCompletion. Except there's no indication you can't go back to the void once you finish the final level. This bug was fixed in a later version, but since many people liked the shortcuts it provided, the more adventurous people can still try it out by enabling it with a cheat code.



* ''Monty Python's The Meaning of Life'' was released commercially, despite its developer going out of business. As such, the first two 'episodes' of the game (themed around life and the afterlife) are more or less flawless...the final section, which takes place entirely in Terry Gilliam's cottage, is quite troublesome. Primarily, the final task of the game is broken. After collecting a number of cheese wedges, the player is meant to build a ladder with the cheese in order to reach the trap door to the Attic and complete the game. Opening the trap door doesn't trigger the end sequence as it should, but rather, presents the player with a black screen. (A workaround does exist, involving usage of the 'Windows' keyboard key.)

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* ''Monty Python's The Meaning of Life'' was released commercially, despite its developer going out of business. As such, the first two 'episodes' of the game (themed around life and the afterlife) are more or less flawless...the final section, which takes place entirely in Terry Gilliam's cottage, is quite troublesome. Primarily, the final task of the game is broken. After collecting a number of cheese wedges, the player is meant to build a ladder with the cheese in order to reach the trap door to the Attic attic and complete the game. Opening the trap door doesn't trigger the end sequence as it should, but rather, presents the player with a black screen. (A workaround does exist, involving usage of the 'Windows' keyboard key.)



* Hasbro's computer verion of TabletopGame/{{Clue}}do has a nasty one. If a character is boxed in by other players (terribly easy to do with the Billiard Room, as one player can block the way to the Library, and another can block the door leading out to the Ballroom and Conservatory), the AI will roll and get caught in a loop trying to move the token.

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* Hasbro's computer verion of TabletopGame/{{Clue}}do ''TabletopGame/{{Clue}}'' (or ''Cluedo'') has a nasty one. If a character is boxed in by other players (terribly easy to do with the Billiard Room, as one player can block the way to the Library, and another can block the door leading out to the Ballroom and Conservatory), the AI will roll and get caught in a loop trying to move the token.



* In-universe example: Nanny Noah's Treasure Hunt game in ''TheLostCrown: A Ghost-Hunting Adventure'' can only be completed if you visit [[spoiler: the museum's butterfly collection]], but that building is closed on the day when it's supposedly being played by the local children. Fortunately, this doesn't stop Nigel from field-testing the hunt on the previous day, so it's ''only'' a game-breaking bug for [=NPCs=] within Saxton's Verse.

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* In-universe example: Nanny Noah's Treasure Hunt game in ''TheLostCrown: ''VideoGame/TheLostCrown: A Ghost-Hunting Adventure'' can only be completed if you visit [[spoiler: the museum's butterfly collection]], but that building is closed on the day when it's supposedly being played by the local children. Fortunately, this doesn't stop Nigel from field-testing the hunt on the previous day, so it's ''only'' a game-breaking bug for [=NPCs=] within Saxton's Verse.



** There was also a bug with Yorick's ult. Yorick's ult would summon a spectre of an allied hero that Yorick would control. However, if they died while the spectre was up, they would control the spectre for a little while. At launch? The person "resurrected" with Yorick's ult would die ''repeatedly'', giving the enemy team a potentially endless stream of kills as long as they kept attacking them.
* In the ThreeDO port of ''VideoGame/BrainDead13'', when you chose the shave in Vivi's Funeral Salon, just when she was about to [[OffWithHisHead cut off your head]] with her SinisterScythe... all of a sudden the game would turn black and you would just get sent back to the Main Menu screen for no reason other than a glitch. (Nervous Nick of Website/{{ScrewAttack}} even lampshades this in his [[http://www.gametrailers.com/videos/10mj8f/screwattack-s-video-game-vault-video-game-vault--brain-dead-13 review of the 3DO port]].) Version 1.1 of the port thankfully fixed the glitch in the Vivi's Funeral Salon sequence.

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** There was also a bug with Yorick's ult. Yorick's ult would summon summons a spectre of an allied hero that Yorick would can control. However, if they died die while the spectre was is up, they would will control the spectre for a little while. At launch? The person "resurrected" with Yorick's ult would die ''repeatedly'', giving the enemy team a potentially endless stream of kills as long as they kept attacking them.
* In the ThreeDO UsefulNotes/ThreeDOInteractiveMultiplayer port of ''VideoGame/BrainDead13'', when you chose the shave in Vivi's Funeral Salon, just when she was she's about to [[OffWithHisHead cut off your head]] with her SinisterScythe... all of a sudden the game would turn turns black and you would just get sent back to the Main Menu screen for no reason other than a glitch. (Nervous Nick of Website/{{ScrewAttack}} even lampshades this in his [[http://www.gametrailers.com/videos/10mj8f/screwattack-s-video-game-vault-video-game-vault--brain-dead-13 review of the 3DO port]].) Version 1.1 of the port thankfully fixed fixes the glitch in the Vivi's Funeral Salon sequence.glitch.



* In the UsefulNotes/IBMPersonalComputer version of ''VideoGame/PinballConstructionSet'', adding too many parts to the board prevented you from saving the game... or from removing parts so it ''can'' be saved.

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* In the UsefulNotes/IBMPersonalComputer version of ''VideoGame/PinballConstructionSet'', adding too many parts to the board prevented prevents you from saving the game... or from removing parts so it ''can'' be saved.



* The "Clock Watching" achievement in ''VideoGame/{{Worms}} Ultimate Mayhem'' is impossible to get in the Xbox Live Arcade version because a bug causes the sniper rifle to reload after every shot, making it impossible to hit all the targets in under three minutes.
* In "Disney Hidden Worlds", a common bug causes a certain major resource (paper) to not spawn, making the game {{Unwinnable}} without paying large quantities of money for gems to buy a resource you should have in abundance.
* Software example: In some older versions of the sheet music program Finale Notepad, placing an extremely high note on the field can potentially hang up the entire computer, forcing you to hit the power-button on the computer.
* Invoked in ''VideoGame/{{Imscared}}''. The game appears to crash multiple times, mostly when the player comes into contact with White Face. The opening text warns that there may be bugs still left in the game. [[spoiler:They're not, White Face is messing with the player and downloads cryptic text files to your computer. TheFourthWallWillNotProtectYou.]]
* Summoning a bunny in the first ''VideoGame/{{Scribblenauts}}'' will eventually make the game crash because the bunny makes new baby bunnies every few seconds and eventually there are too many on the screen for the game to handle causing it to crash. Fortunately the sequel fixes this by making the amount of bunnies cut off after a certain number appear.
** Selecting the Ollar Store in the first game at any time will also crash the game. This feature would have had additional levels in it but the fact it can't be accessed shows this game is an ObviousBeta.

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* The "Clock Watching" achievement in ''VideoGame/{{Worms}} ''VideoGame/{{Worms}}: Ultimate Mayhem'' is impossible to get in the Xbox Live Arcade version because a bug causes the sniper rifle to reload after every shot, making it impossible to hit all the targets in under three minutes.
* In "Disney ''Disney Hidden Worlds", Worlds'', a common bug causes a certain major resource (paper) to not spawn, making the game {{Unwinnable}} without paying large quantities of money for gems to buy a resource you should have in abundance.
* Software example: In some older versions of the sheet music program Finale Notepad, placing an extremely high note on the field can potentially hang up the entire computer, forcing you to hit the power-button on the computer.
* Invoked in ''VideoGame/{{Imscared}}''. The game appears to crash multiple times, mostly when the player comes into contact with White Face. The opening text warns that there may be bugs still left in the game. [[spoiler:They're not, not. White Face is messing with the player and downloads cryptic text files to your computer. TheFourthWallWillNotProtectYou.]]
* Summoning a bunny in the first ''VideoGame/{{Scribblenauts}}'' will eventually make the game crash because the bunny makes new baby bunnies every few seconds seconds, and eventually there are too many on the screen for the game to handle handle, causing it to crash. Fortunately Fortunately, the sequel fixes this by making the amount of bunnies cut off after a certain number appear.
** Selecting the Ollar Store in the first game at any time will also crash the game. This feature would have had additional levels in it it, but the fact it can't be accessed shows this game is an ObviousBeta.



* Due to [[ObviousBeta the code not being complete when it first came out]], in ''Pinball/StarTrekStern'', any Level 2 mission, because of the code simply not being there, requires 65,535 shots to complete. This quantity is so high, the machine would more likely break down or overheat before you can accomplish it, provided you've got the world-class skill to get that many shots (or you remove the glass and roll the ball around with your hands instead of the flippers). It is possible that the designers ''wanted'' that unreasonable number, considering that there is no code whatsoever beyond that and thus the game would crash if you actually completed one of these missions. A later patch completed the code and brought the Level 2 missions down to a much more reasonable 10 shots to clear.

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* Due to [[ObviousBeta the code not being complete when it first came out]], in ''Pinball/StarTrekStern'', any Level 2 mission, because of the code simply not being there, requires 65,535 shots to complete. This quantity is so high, high that the machine would more likely break down or overheat before you can accomplish it, provided you've got the world-class skill to get that many shots (or you remove the glass and roll the ball around with your hands instead of the flippers). It is possible that the designers ''wanted'' that unreasonable number, considering that there is no code whatsoever beyond that and thus the game would will crash if you actually completed complete one of these missions. A later patch completed the code and brought the Level 2 missions down to a much more reasonable 10 shots to clear.



** The Truenamer class from the splat book ''Tome of Magic'' is infamous for being broken in the sense that the class is unplayable as written. One noted ability of the Truenamer is that its abilities get ''weaker'' and harder to use as it levels up (you need to meet a check that goes up by 2 each level, while you can only put 1 more point in a skill a level), assuming you can even meet the DC required for an utterance at a low level (unlikely as due to another bad piece of writing the base is 15 vs the lowest level foe you can fight, while the normal first level is + 4 from skill ranks and a + 3 from ability score plus the result of 1d20, yes, [[LuckBasedMission your main ability is effectively luck based (need an 8 or higher, can't take ten) as to if it actually works]] against the least threatening foes.) and truenaming checks get ''harder'' to make as you attempt to do it more than once a day.
*** As with much of the late 3.5 game, this was possibly a prototype for fourth edition. In 4E, all of your attack rolls increase by 1/2 per level while all of the defenses for any NPC go up by 1 per level (directly compared to your Truenamer skill going up by 1 per level and the DC going up by 2 per level); 4E "solves" this problem by mandating you gain magical items and increase your ability scores to make up for the difference. It was probably expected that any Truenamer would pick up a magical item that grants + 15 to skill checks (the problem of course being that while the Truenamer scrambles to find magic items to not get weaker other classes are getting magic items to become ''stronger'').

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** The Truenamer class from the splat book ''Tome of Magic'' is infamous for being broken in the sense that the class is unplayable as written. One noted ability of the Truenamer is that its abilities get ''weaker'' and harder to use as it levels up (you need to meet a check that goes up by 2 each level, while you can only put 1 more point in a skill a level), assuming you can even meet the DC required for an utterance at a low level (unlikely [[note]]This is unlikely, as due to another bad piece of writing the base is 15 vs vs. the lowest level foe you can fight, while the normal first level is + 4 +4 from skill ranks and a + 3 +3 from ability score plus the result of 1d20, 1d20; yes, [[LuckBasedMission your main ability is effectively luck based luck-based (need an 8 or higher, can't take ten) as to if it actually works]] against the least threatening foes.) and truenaming [[/note]]. Truenaming checks get ''harder'' to make as you attempt to do it more than once a day.
*** As with much of the late 3.5 game, this was is possibly a prototype for fourth edition. In 4E, all of your attack rolls increase by 1/2 per level while all of the defenses for any NPC go up by 1 per level (directly compared to your Truenamer skill going up by 1 per level and the DC going up by 2 per level); 4E "solves" this problem by mandating you gain magical items and increase your ability scores to make up for the difference. It was probably expected that any Truenamer would will pick up a magical item that grants + 15 +15 to skill checks (the problem of course being that while the Truenamer scrambles to find magic items to not get weaker weaker, other classes are getting magic items to become ''stronger'').



** In 3E and 3.5, a rules clarification resulted in this for most prestige classes that transform you into something else. To put it simply, barring specifically mentioned exceptions in the prestige class' write-up, you had to keep fulfilling the requirements for the prestige class to keep the benefits of its special abilities. This would be fine, except there are prestige classes like Dragon Disciple, which requires that you aren't a half-dragon and culminates in making you a half-dragon. Since it didn't say anywhere in the class that this ''didn't'' count against the requirements, you would lose all special class benefits from the prestige class the moment you hit level 10 in it, including the one that made you a half-dragon and therefore ineligible for the class (so you would gain the benefits back, which meant you now didn't fulfil the requirements again...).
** One especially funny one was the warblade power that let you end a negative condition. Due to the wording being exceptionally vague as to what counted, a warblade who suffered negative consequences from sunlight could technically use it to ''kill the sun'' (assuming the GM didn't pick up your copy of the book it was in and beat you over the head with it, anyway). Said ability, "Iron Heart Surge", has the literal wording of "if your character is experiencing a negative effect, end it". It's obvious it was meant to act as a Heroic Second Wind, but because of how actions work you can't actually use it while stunned, restrained, unconscious, etc. So instead, as written, you can use it to end negative effects on your character like ''pregnancy''.

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** In 3E and 3.5, a rules clarification resulted in this for most prestige classes that transform you into something else. To put it simply, barring specifically mentioned exceptions in the prestige class' write-up, you had have to keep fulfilling the requirements for the prestige class to keep the benefits of its special abilities. This would be fine, except there are prestige classes like Dragon Disciple, which requires that you aren't a half-dragon and culminates in making you a half-dragon. Since it didn't doesn't say anywhere in the class that this ''didn't'' ''doesn't'' count against the requirements, you would you'll lose all special class benefits from the prestige class the moment you hit level 10 in it, including the one that made makes you a half-dragon and therefore ineligible for the class (so you would you'll gain the benefits back, which meant you now didn't don't fulfil the requirements again...).
** One especially funny one was is the warblade power that let lets you end a negative condition. Due to the wording being exceptionally vague as to what counted, counts, a warblade who suffered suffers negative consequences from sunlight could can technically use it to ''kill the sun'' (assuming the GM didn't doesn't pick up your copy of the book it was it's in and beat you over the head with it, anyway). Said ability, "Iron Heart Surge", has the literal wording of "if your character is experiencing a negative effect, end it". It's obvious it was meant to act as a Heroic Second Wind, but because of how actions work you can't actually use it while stunned, restrained, unconscious, etc. So instead, as written, you can use it to end negative effects on your character like ''pregnancy''.



** Amusingly enough, one of the ''Literature/TheLordOfTheRings'' {{RPG}}s had a similar issue; in army combat, there were modifiers based on the troop numbers, but they were based on the ''absolute'' difference, not the ''relative'' difference. So a thousand-man advantage might give an unbeatable bonus...meaning that 20,000 undead knights couldn't beat 21,000 hobbits with sticks.

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** Amusingly enough, one of the ''Literature/TheLordOfTheRings'' {{RPG}}s had has a similar issue; in army combat, there were are modifiers based on the troop numbers, but they were they're based on the ''absolute'' difference, not the ''relative'' difference. So a thousand-man advantage might give an unbeatable bonus...meaning that 20,000 undead knights couldn't can't beat 21,000 hobbits with sticks.



** Also due to the game being translated into multiple different languages and having different people translate some of the quests, there are a few doors that lead nowhere and one case where a quest can be unwinnable since the players are prohibited from recovering the item they were sent to recover due to poorly worded rules.

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** Also Also, due to the game being translated into multiple different languages and having different people translate some of the quests, there are a few doors that lead nowhere and one case where a quest can be unwinnable since the players are prohibited from recovering the item they were sent to recover due to poorly worded rules.



** In 4th edition the Tau had an APC called the Devilfish. As they were flying tanks the rules allowed everyone to see (and therefore shoot) through them, but you couldn't move under them or assault through them because they were low to the ground. Tau players would move two Devilfish into a V-shaped wedge, and then disembark troops inside, creating an assault-proof bunker for troops with powerful guns and horrible skill in close combat. Furthermore - the if the tanks moved over 6" to get into position, they could not be penetrated by attacks, only glanced, which gave a much lower chance to eliminate them. Also, any troops that did not auto-pass Leadership tests had to test to see if they freaked out and shot at the Devilfish instead of the troops behind it, as the Devilfish would invariably be the closest enemy unit - even units without any weapons actually able to hurt the tank could be forced into wasting fire at it. The rules have since been changed to eliminate Target Priority (removing the need to HAVE to shoot at the tank on a failed check), change how Line Of Sight is dealt with (removing the ability to see under them with no penalty) and adding in the 'Run' ability, which makes assault troops at least have an option when confronted with something they cannot get to in one turn.
** In 7th edition several Formations and Armies can now be deployed via deepstrike entirely, allowing them to appear anywhere on the battlefield in an instant and rain down unholy fire on the enemy. However, a lot of these armies don't come in until the second turn, and if you have no models on the board at the end of any of your turns (first included), this results in a game over. What's worse, a lot of these formations and armies are forced to deepstrike as part of their perk. This is ok for formations that were meant to be supplementary to your army, but for ones that are supposedly standalone armies, this literally makes the game unplayable. The worst of the armies hit by this is the Deathwing army (both the formation version and the full army version) which prior to it's 7th edition update could deepstrike on turn 1 but for some reason cannot do so now. It is still possible to play a pure Deathwing Army, but it requires you to buy at least 1 Dreadnought and throw it into a Drop Pod, which can still deepstrike on turn 1 by it's own rules, and hope it doesn't get shot to death before turn 2.
** Due to poor proofreading, GW has put out a lot of formations, units and special rules that are flat out unplayable if taken at face value. Space Marine Combat Squads break any detachment they're in if you have more than half the maximum amount of one type of squads combat squading[[note]]Combat Squads lets a full 10-man squad break down into 2 5-man squads just before deployment. However nothing in the rules say they stay as one "choice", just that they're treated as one squad for transport purposes. This means that if you have 2 full Sternguard squads combat squading, you technically now have 4 Sternguard squads. If your detachment or formation only allows two Sternguard squads, congrads, you just invalidated your own army since you took more units than allowed. Most players generally understand the spirit of the rule, and won't actually call you on it.[[/note]]. The Psykana Division from Mont'Ka is illegal because Commissars must be attached to a unit before deployment, but the only units in the formation are not legal for the commissar to attach to, and the formation makes no provisions for the commissar to be attached to them. Finally, before the FAQ, the Ravenwing Detachment had 3 HQ Choices, but only 1 actual valid unit could be taken in it (every unit had to have the Ravenwing Special Rule, but only one HQ unit in the entire game has that rule) and said unit happened to be a special character, meaning duplicates weren't allowed.
* A recent ''Pathfinder'' errata made it possible for a character to die in character creation. Aasimar, Tieflings, Dhampir, and various other HalfHumanHybrids gained aging tables similar to Humans for determining what age a character of those races dies at. However, their official starting ages have not been altered to match those of Humans, meaning that, rules as written, it's possible for your Planetouched to die during character creation, and Dhampir are literally unplayable, as their minimum starting age is now greater than their maximum age.

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** In 4th edition the Tau had have an APC called the Devilfish. As they were are flying tanks the rules allowed allow everyone to see (and therefore shoot) through them, but you couldn't can't move under them or assault through them because they were they're low to the ground. Tau players would move two Devilfish into a V-shaped wedge, and then disembark troops inside, creating an assault-proof bunker for troops with powerful guns and horrible skill in close combat. Furthermore - the if the tanks moved over 6" to get into position, they could not be penetrated by attacks, only glanced, which gave a much lower chance to eliminate them. Also, any troops that did not auto-pass Leadership tests had to test to see if they freaked out and shot at the Devilfish instead of the troops behind it, as the Devilfish would invariably be the closest enemy unit - even units without any weapons actually able to hurt the tank could be forced into wasting fire at it. The rules have since been were later changed to eliminate Target Priority (removing the need to HAVE to shoot at the tank on a failed check), change how Line Of Sight is dealt with (removing the ability to see under them with no penalty) and adding in the 'Run' ability, which makes assault troops at least have an option when confronted with something they cannot get to in one turn.
** In 7th edition several Formations and Armies can now be deployed via deepstrike entirely, allowing them to appear anywhere on the battlefield in an instant and rain down unholy fire on the enemy. However, a lot of these armies don't come in until the second turn, and if you have no models on the board at the end of any of your turns (first included), this results in a game over. What's worse, a lot of these formations and armies are forced to deepstrike as part of their perk. This is ok OK for formations that were meant to be supplementary to your army, but for ones that are supposedly standalone armies, this literally makes the game unplayable. The worst of the armies hit by this is the Deathwing army (both the formation version and the full army version) version), which prior to it's its 7th edition update could deepstrike on turn 1 but for some reason cannot do so now. It is still possible to play a pure Deathwing Army, but it requires you to buy at least 1 Dreadnought and throw it into a Drop Pod, which can still deepstrike on turn 1 by it's its own rules, and hope it doesn't get shot to death before turn 2.
** Due to poor proofreading, GW has put out a lot of formations, units and special rules that are flat out unplayable if taken at face value. Space Marine Combat Squads break any detachment they're in if you have more than half the maximum amount of one type of squads combat squading[[note]]Combat Squads lets a full 10-man squad break down into 2 5-man squads just before deployment. However However, nothing in the rules say says they stay as one "choice", just that they're treated as one squad for transport purposes. This means that if you have 2 full Sternguard squads combat squading, you technically now have 4 Sternguard squads. If your detachment or formation only allows two Sternguard squads, congrads, congrats, you just invalidated your own army since you took more units than allowed. Most players generally understand the spirit of the rule, and won't actually call you on it.[[/note]]. The Psykana Division from Mont'Ka is illegal because Commissars must be attached to a unit before deployment, but the only units in the formation are not legal for the commissar to attach to, and the formation makes no provisions for the commissar to be attached to them. Finally, before the FAQ, the Ravenwing Detachment had 3 HQ Choices, but only 1 actual valid unit could be taken in it (every unit had to have the Ravenwing Special Rule, but only one HQ unit in the entire game has that rule) and said unit happened happens to be a special character, meaning duplicates weren't aren't allowed.
* A recent One ''Pathfinder'' errata made it possible for a character to die in character creation. Aasimar, Tieflings, Dhampir, and various other HalfHumanHybrids gained aging tables similar to Humans for determining what age a character of those races dies at. However, their official starting ages have were not been altered to match those of Humans, meaning that, rules as written, under a strict interpretation of the rules, it's possible for your Planetouched to die during character creation, and Dhampir are literally unplayable, as their minimum starting age is now greater than their maximum age.



* ''Webcomic/KidRadd'' has a major one at the climax. [[spoiler:The Seer attempts to exploit the fact that a "video game death" is not permanent, but unfortunately at this point he is made up of a selecion of completely different sprites all fused together, all of which have different programming on death. Because of the conflicting death parameters, the chimerized sprite of the Seer crashes for good when the heroes kill him. A rare case of such a bug working in the ''heroes[='=]'' favor.]]

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* ''Webcomic/KidRadd'' has a major one at the climax. [[spoiler:The Seer attempts to exploit the fact that a "video game death" is not permanent, but unfortunately at this point he is made up of a selecion selection of completely different sprites all fused together, all of which have different programming on death. Because of the conflicting death parameters, the chimerized sprite of the Seer crashes for good when the heroes kill him. A rare case of such a bug working in the ''heroes[='=]'' favor.]]



* The virtual pet site Moshi Monsters once had a glitch where increases to your monster's health and happiness wouldn't stick; they'd appear to have increased at first, but if you left and returned later, you'd find that the additions weren't saved on top of them decreasing a little more over the course of the day. Fortunately, it's since been fixed.

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* The virtual pet site Moshi Monsters ''Moshi Monsters'' once had a glitch where increases to your monster's health and happiness wouldn't stick; they'd appear to have increased at first, but if you left and returned later, you'd find that the additions weren't saved on top of them decreasing a little more over the course of the day. Fortunately, it's since been fixed.


Added DiffLines:

[[folder:Other]]
* In some older versions of the sheet music program Finale Notepad, placing an extremely high note on the field can potentially hang up the entire computer, forcing you to hit the power-button on the computer.
[[/other]]
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