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* The PS3 version of ''VideoGame/NeedForSpeedShift Need For Speed: Shift 2 Unleashed'' has a bug that sometimes the game crashes in the loading screens.
** Also, this game has a bug that speeding in the night while driving the Mitsubishi Lancer Evolution MR VIII Speedhunters Edition, the game will crash. This bug only occurs while doing the last race of Works League Championship in Mount Panorama and the Endurance Championship and Endurance Challenge of Champions in Nürburgring Nordschleife.
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** In Mission 19, near the end, you do a spacewalk and if you take too long the alien is scripted to suddenly kill you. Very rarely you could get killed too early, that is, right after leaving the elevator, making the spacewalk impossible until you reload. The game fails to correctly trigger the timer for if you take too long, or rather, somehow it triggers it before the sequence where the xenomorphs are scripted to appear, so they spawn immediately.

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** In Mission 19, 18, near the end, you do a spacewalk and [[StalkedByTheBell if you take too long long]] the alien is scripted to suddenly kill you. Very rarely you could get killed too early, that is, right after leaving the elevator, making the spacewalk impossible until you reload. The game fails to correctly trigger the timer for if you take too long, or rather, somehow it triggers it before the sequence where the xenomorphs are scripted to appear, so they spawn immediately.

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* ''VideoGame/AlienIsolation'': In Mission 14, when you leave the infested beta reactor core and you return to the open alpha core area, it is possible that the game doesn't progress and you are forever stuck in the station without any new mission update or even enemy spawn. What happens is that the game fails to load the animations of the overloading reactors, which in turn blocks the rest. The only solution is to turn down graphics settings and load a previous save (before leaving the beta core).

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* ''VideoGame/AlienIsolation'': ''VideoGame/AlienIsolation'':
** In Mission 2 Axel tells Amanda (the player) to keep down and follow him in a vent. Axel's animation takes some seconds when he tells to follow him and enters the vent. Meanwhile you could hit the button E, which for some reason is already functioning, and enter before he completes his animation. As a result, you will be in front of him. You won't be able to continue the game because at a certain turn Axel is scripted to stop waiting for you, but you can't get back through his body. Since he's the only one who can open the other side of the duct, you are forever stuck in the vent until you reload.
**
In Mission 14, when you leave the infested beta reactor core and you return to the open alpha core area, section, it is possible that the game doesn't progress and you are forever stuck in the station without any new mission update or even enemy spawn. What happens is that the game fails to load the animations of the overloading reactors, which in turn blocks the rest. The only solution is to turn down graphics settings to the minimum and load a previous save (before leaving the beta core).core for the first time otherwise it won't work).
** In Mission 15, after you complete the quest with Marlow and head back to the ambulance shuttle, it is possible that you won't load Mission 16, rather you will be placed inside a transit car with no mission update. If you take another transit, you won't go to its destination but rather load again the same hub station. This time a new objective will pop up saying to go to Seegson Communications, but if you take the elevator in Lorentz Systech Spire, you will come back to the transit hub, forever. Somehow the checkpoint after you fail to stop the reaction becomes corrupt. The only solutions are reloading from a savegame before the ship reactor area or restarting Mission 15 altogether, sometimes after turning graphics settings to a minimum (rarely you would need to reload before even Mission 15).
** In Mission 19, near the end, you do a spacewalk and if you take too long the alien is scripted to suddenly kill you. Very rarely you could get killed too early, that is, right after leaving the elevator, making the spacewalk impossible until you reload. The game fails to correctly trigger the timer for if you take too long, or rather, somehow it triggers it before the sequence where the xenomorphs are scripted to appear, so they spawn immediately.
** Sometimes you might hide under a desk with only one way out and the alien gets forever stuck walking in circles in front of you. If you don't have the flamethrower to make it go away, or any item to throw and distract the creature, it's impossible to get out because you would get instakilled. Similarly, an android could stop in front of a locker (with you hiding inside) without doing anything. While you don't get instakilled by androids, if you are low on health and without any weapon you're basically stuck there.
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* ''AlienIsolation'': In Mission 14, when you leave the infested beta reactor core, and you return to the open alpha core area, it is possible that the game doesn't progress and you are forever stuck in the station without any new mission update or even enemy spawn. What happens is that the game fails to load the animations of the overloading reactors, which in turn blocks the rest. The only solution is to turn down graphics settings and load a previous save (before leaving the beta core).

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* ''AlienIsolation'': ''VideoGame/AlienIsolation'': In Mission 14, when you leave the infested beta reactor core, core and you return to the open alpha core area, it is possible that the game doesn't progress and you are forever stuck in the station without any new mission update or even enemy spawn. What happens is that the game fails to load the animations of the overloading reactors, which in turn blocks the rest. The only solution is to turn down graphics settings and load a previous save (before leaving the beta core).
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* ''AlienIsolation'': In Mission 14, when you leave the infested beta reactor core, and you return to the open alpha core area, it is possible that the game doesn't progress and you are forever stuck in the station without any new mission update or even enemy spawn. What happens is that the game fails to load the animations of the overloading reactors, which in turn blocks the rest. The only solution is to turn down graphics settings and load a previous save (before leaving the beta core).
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American English spelling consistency


** The arcade version of ''beatmania IIDX 9th Style'' was the first to run on Windows XP-based PC hardware rather than their legacy "Twinkle" hardware (derived from the original UsefulNotes/PlayStation, similarly to Konami's ubiquitous "System 573" hardware). It was noticably buggy: playing "Quasar" will sometimes cause the game to freeze, forcing a reboot. Additionally, "General Relativity" had a glitch causing it to use the timing windows of the last-played song. If it were played as the first song after the machine had booted, it triggers a hilarious bug in which [[https://www.youtube.com/watch?v=xpUX-Dq7K78 you cannot get any note judgments other than POOR]], making the song {{unwinnable}}. Later versions (which also changed the OS from Windows XP Professional to Windows XP Embedded; nowadays the game runs on Windows 7-based hardware) had fewer of these glitches...except for one:

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** The arcade version of ''beatmania IIDX 9th Style'' was the first to run on Windows XP-based PC hardware rather than their legacy "Twinkle" hardware (derived from the original UsefulNotes/PlayStation, similarly to Konami's ubiquitous "System 573" hardware). It was noticably noticeably buggy: playing "Quasar" will sometimes cause the game to freeze, forcing a reboot. Additionally, "General Relativity" had a glitch causing it to use the timing windows of the last-played song. If it were played as the first song after the machine had booted, it triggers a hilarious bug in which [[https://www.youtube.com/watch?v=xpUX-Dq7K78 you cannot get any note judgments other than POOR]], making the song {{unwinnable}}. Later versions (which also changed the OS from Windows XP Professional to Windows XP Embedded; nowadays the game runs on Windows 7-based hardware) had fewer of these glitches...except for one:



*** The UI is modified in non-English versions of the game to accommodate more text. Sometimes the localisation breaks the code and leads to certain interfaces simply not showing up.

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*** The UI is modified in non-English versions of the game to accommodate more text. Sometimes the localisation localization breaks the code and leads to certain interfaces simply not showing up.



** Sometimes, when a sim visits a lot, they leave their vehicle on the road and are given a copy in their inventory. In a short amount of time the neighbourhood will be overrun by abandoned cars, sucking up resources and causing lag. This isn't preventable, and all the vehicles must be deleted one at a time through having testingcheats enabled (or, if you have the Ambitions pack, by detonating them for scrap metal) after the fact. Thankfully there's also [[http://nraas.wikispaces.com/Overwatch a mod]] that periodically cleans up your town.

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** Sometimes, when a sim visits a lot, they leave their vehicle on the road and are given a copy in their inventory. In a short amount of time the neighbourhood neighborhood will be overrun by abandoned cars, sucking up resources and causing lag. This isn't preventable, and all the vehicles must be deleted one at a time through having testingcheats enabled (or, if you have the Ambitions pack, by detonating them for scrap metal) after the fact. Thankfully there's also [[http://nraas.wikispaces.com/Overwatch a mod]] that periodically cleans up your town.



** The travelling system in World Adventures is bugged for some players. Sims travelling to another country may not actually arrive, leaving the player with no active household to control and stuck in that neighbourhood unless they reload an earlier save. Visiting sims that return home are often corrupted and have new family ties and surnames from the vacation country.

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** The travelling system in World Adventures is bugged for some players. Sims travelling to another country may not actually arrive, leaving the player with no active household to control and stuck in that neighbourhood neighborhood unless they reload an earlier save. Visiting sims that return home are often corrupted and have new family ties and surnames from the vacation country.



** 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 introduce task-based careers taking place outside rabbitholes, and they're all broken in one way or another.

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** Most of the careers in the game involve a sim reporting to work and disappearing into non-customisable non-customizable setpiece buildings, termed "rabbitholes". The Late Night and Ambitions expansion packs introduce task-based careers taking place outside rabbitholes, and they're all broken in one way or another.



*** As an architectural designer, one can occasionally get a job from a ''sim that doesn't exist''. If you finish the job and call them over to finalise it, your sim is stuck with that one job forever, eternally waiting for a client who doesn't exist to show up. And you can't cancel it from there.

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*** As an architectural designer, one can occasionally get a job from a ''sim that doesn't exist''. If you finish the job and call them over to finalise finalize it, your sim is stuck with that one job forever, eternally waiting for a client who doesn't exist to show up. And you can't cancel it from there.



* ''Train Sim World 2'', the sequel to the console version of VideoGame/TrainSimulator, has routes that are full of these, the Harlem Line route is basically unplayable thanks to trains getting stuck and the Riesa-Dresden route is ''completely'' unplayable thanks to it always crashing the game about a mile in, and some other routes have frequent crashes (of the game, not the trains). And these add-on routes are $30 each[[note]]The base game comes with 3 routes, others must be purchased. As this is a very niche game with a pretty small playerbase (case in point: the TSW subreddit has about 5,500 subs, the ''Grand Theft Auto: Online'' sub has 1.25 million) the econmics of scale come into play. Rockstar can afford to update GTAV for free when practically every man, woman, and child owns a copy, obviously this won't work with TSW[[/note]]. To their credit, Dovetail Games has acknowledged these problems and as of July 2022 have put most of their new content on hiatus while they work on fixing the glitches.

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* ''Train Sim World 2'', the sequel to the console version of VideoGame/TrainSimulator, has routes that are full of these, the Harlem Line route is basically unplayable thanks to trains getting stuck and the Riesa-Dresden route is ''completely'' unplayable thanks to it always crashing the game about a mile in, and some other routes have frequent crashes (of the game, not the trains). And these add-on routes are $30 each[[note]]The base game comes with 3 routes, others must be purchased. As this is a very niche game with a pretty small playerbase (case in point: the TSW subreddit has about 5,500 subs, the ''Grand Theft Auto: Online'' sub has 1.25 million) the econmics economics of scale come into play. Rockstar can afford to update GTAV for free when practically every man, woman, and child owns a copy, obviously this won't work with TSW[[/note]]. To their credit, Dovetail Games has acknowledged these problems and as of July 2022 have put most of their new content on hiatus while they work on fixing the glitches.



* The Dreamcast version of ''VideoGame/FurFighters'' is rather buggy. One of the worst 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.

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* The Dreamcast version of ''VideoGame/FurFighters'' is rather buggy. One of the worst occurrs occurs 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.



*** Some Hidden Fun Stuff was literally unkillable aside from obsidianizing and cave-ins, since they don't have organs to damage. Though given that this ''is'' Hidden Fun Stuff, it's probably probably appropriate; still, it was patched out with the addition of pulping, where bashing on a body part enough (even if it's the only one) would eventually mangle it into uselesness, killing even {{Blob Monster}}s (though steel blobs would still likely end your fort).

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*** Some Hidden Fun Stuff was literally unkillable aside from obsidianizing and cave-ins, since they don't have organs to damage. Though given that this ''is'' Hidden Fun Stuff, it's probably probably appropriate; still, it was patched out with the addition of pulping, where bashing on a body part enough (even if it's the only one) would eventually mangle it into uselesness, uselessness, killing even {{Blob Monster}}s (though steel blobs would still likely end your fort).



** Another one you might run into 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, 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.

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** Another one you might run into 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, and sometimes you can't get out no matter how hard you try. Of course this means you'll hafta have to start the entire mission all over again. At least doing so from the main menu doesn't count as a fail.



* The North American release of ''VideoGame/WayOfTheSamurai 3'' has an irritating bug with respect to the Records screen. Said screen is the only way to check what you have and have not done successfully. It's also where you see what you did to get the title you just got. One of the stats is Favourite Weapon. If it's a custom-made (forged) weapon, the game goes into an infinite loop, requiring the power button on the console to be pressed to turn it off. Fortunately, it doesn't cripple save data, and it can be fixed simply by starting a run, grabbing a randomly dropped sword, going to your house, pulling it out, leaving the console on overnight (unpaused), and then leaving Amana.

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* The North American release of ''VideoGame/WayOfTheSamurai 3'' has an irritating bug with respect to the Records screen. Said screen is the only way to check what you have and have not done successfully. It's also where you see what you did to get the title you just got. One of the stats is Favourite Favorite Weapon. If it's a custom-made (forged) weapon, the game goes into an infinite loop, requiring the power button on the console to be pressed to turn it off. Fortunately, it doesn't cripple save data, and it can be fixed simply by starting a run, grabbing a randomly dropped sword, going to your house, pulling it out, leaving the console on overnight (unpaused), and then leaving Amana.



* Hasbro's computer verion of ''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.

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* Hasbro's computer verion version of ''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.



** The Anivia stun bug. Normally she has the ability to shoot a ball of ice that damages and stuns enemies within range when it bursts. After one patch the range on this detonation became global, allowing her to spam that spell from anywhere (such as in the summoner fountain that restores mana at high speed) and hit the entire enemy team with it every few seconds. Obviously this made matches against Anivia essentially unplayable and so it was fixed very fast, though similar global abilty bugs have since popped up on both Kayn and Poppy.
** There was also a bug with Yorick's ult. Yorick's ult summons a spectre of an allied hero that Yorick can control. However, if they die while the spectre is up, they 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.

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** The Anivia stun bug. Normally she has the ability to shoot a ball of ice that damages and stuns enemies within range when it bursts. After one patch the range on this detonation became global, allowing her to spam that spell from anywhere (such as in the summoner fountain that restores mana at high speed) and hit the entire enemy team with it every few seconds. Obviously this made matches against Anivia essentially unplayable and so it was fixed very fast, though similar global abilty ability bugs have since popped up on both Kayn and Poppy.
** There was also a bug with Yorick's ult. Yorick's ult summons a spectre of an allied hero that Yorick can control. However, if they die while the spectre specter is up, they 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.



** Since mathematics is built on a formal axiomatic system (specifically, Zermelo-Fraenkel set theory,) this idea is of paramount importance to mathematicians. ZF set theory was developed after it was shown that an earlier candidate for an axiomatic system (known as naive set theory due to its more loosey-goosey nature) contained a contradiction.

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** Since mathematics is built on a formal axiomatic system (specifically, Zermelo-Fraenkel set theory,) this idea is of paramount importance to mathematicians. ZF set theory was developed after it was shown that an earlier candidate for an axiomatic system (known as naive naïve set theory due to its more loosey-goosey nature) contained a contradiction.
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** In ''[[VideoGame/WarioWareMegaMicrogames Mega Microgames]]'', there is a minigame where you have to send a thread through a needle. Occasionally, on the hardest level, the needle will be placed too far, rendering the microgame unwinnable. This was fixed in ''[[VideoGame/WarioWareGold Gold]]''.

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** In ''[[VideoGame/WarioWareMegaMicrogames ''[[VideoGame/WarioWareIncMegaMicrogames Mega Microgames]]'', there is a minigame microgame where you have to send a thread through a needle. Occasionally, on the hardest level, the needle will be placed too far, rendering the microgame unwinnable. This was fixed in ''[[VideoGame/WarioWareGold Gold]]''.
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bad emulation is not a game bug. especially not if it trips copy protection


** In both ''Yu-Gi-Oh! Duel Monsters'' and its sequel ''Yu-Gi-Oh! Duel Monsters II: Dark Duel Stories'', when played on an emulator all your opponents will have multiple copies of Blue-Eyes White Dragon. But on the bright side you might be able to get a copy of Blue-Eyes White Dragon early on in the games.

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remove wild speculation and irrelevant details


** ''VideoGame/Metroid1'' has the password "ENGAGE RIDLEY MOTHER FUCKER", which has undesirable effects depending on the format the game is being played on, the reason for its destructiveness being an invalid starting location as well as setting the "time played" variable, which determines what ending you get, to ''2.86 billion'', which comes out to ''314.5 years'' of total playtime:
*** Entering the password on an original NES cartridge and system will either crash the game or load Samus into a glitchy area from which she cannot escape, forcing a restart.
*** Entering the password on the Game Boy Advance, the [=GameCube=] (via ''VideoGame/MetroidPrime''), or the Wii[=/=]Wii U Virtual Console will reset the game.
*** Entering the password on the [=3DS=] Virtual Console can potentially '''brick the console''' if the firmware pre-dates 2016. On later firmware, it simply freezes the console and requires an emergency restart.
*** Entering the password on the Nintendo Switch or NES Classic Mini will produce an error message and close the game, as well as potentially causing the NES Classic Mini to freeze up.

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** ''VideoGame/Metroid1'' has the password "ENGAGE RIDLEY MOTHER FUCKER", which has undesirable effects depending on the format the game is being played on, the reason for its destructiveness being an invalid starting location as well as setting the "time played" variable, which determines what ending you get, to ''2.86 billion'', which comes out to ''314.5 years'' of total playtime:
*** Entering the password on an original NES cartridge and system will either crash the game or load Samus into a glitchy area from which she cannot escape, forcing a restart.
*** Entering the password on the Game Boy Advance, the [=GameCube=] (via ''VideoGame/MetroidPrime''), or the Wii[=/=]Wii U Virtual Console will reset the game.
*** Entering the password on the [=3DS=] Virtual Console can potentially '''brick the console''' if the firmware pre-dates 2016. On later firmware, it simply freezes the console and requires an emergency restart.
*** Entering the password on the Nintendo Switch or NES Classic Mini will produce an error message and close the game, as well as potentially causing the NES Classic Mini to freeze up.
location.
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* ''Yu-Gi-Oh! Reverse of Arcadia'' has numerous bits of CopyProtection as it is, so this may in fact be one of the various parts of the Copy Protection activating, but occasionally (albeit exceedingly rarely), when a player takes damage that does not reduce their LP to 0 after being attacked directly 5 times in one turn, the attacking player will say their "duel victory" quote...and the defending player will spontaneously lose the duel, even if there is a chance for that player to win in the next turn.

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* ''Yu-Gi-Oh! Reverse of Arcadia'' has numerous bits of CopyProtection as it is, so this may in fact be one of the various parts of the Copy Protection activating, but occasionally (albeit exceedingly rarely), when a player takes damage that does not reduce their LP to 0 after being attacked directly 5 times in one turn, the attacking player will say their "duel victory" quote...and the defending player will spontaneously lose the duel, even if there is a chance for that player to win in the next turn. This became an AscendedGlitch in ''VideoGame/YuGiOhDuelLinks'', where one of Zane's Skills causes him to automatically win the duel if he successfully lands five direct attacks in one turn. (It's ''much'' harder in ''Duel Links'', because the game uses Speed Duel rules where players can only have three monsters on the field at once.)
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** The DrunkenMaster PrestigeClass relies on getting drunk. The problem is the intended entry is Monk, which becomes immune to poison (and alcohol is classed as a poison in the rules) at level 11, and Drunken Master does not include wordings that overwrite this. Therefore, it's possible to make it impossible to use your class features.

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** The DrunkenMaster PrestigeClass relies on getting drunk. The problem is the intended entry is Monk, which becomes immune to poison (and alcohol is classed as a poison in the rules) at level 11, and Drunken Master does not include wordings that overwrite this. Therefore, it's possible to make it impossible to use your class features. Later wordings of the rules stated that class features could be temporarily turned off at will, allowing a Monk to get wasted when necessary.
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* Demolition Racer was so notorious for its glitches when it was first released on the UsefulNotes/PlayStation, with certain models having glitchy sound after a few races or sometimes, game crashes under the same reason. The game's camera also causes a CameraScrew if the player crashes into something. These problems also happen if you were playing the game on the [=PS2=], but fortunately [=PS3=] owners wouldn't have to worry about these bugs. And, given the same engine, this happens on the [=PS1=] versions of the 5th-generation ''VideoGame/TestDrive'' games.

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* Demolition Racer was so notorious for its glitches when it was first released on the UsefulNotes/PlayStation, with certain models having glitchy sound after a few races or sometimes, game crashes under the same reason. The game's camera also causes a CameraScrew problems if the player crashes into something. These problems also happen if you were playing the game on the [=PS2=], but fortunately [=PS3=] owners wouldn't have to worry about these bugs. And, given the same engine, this happens on the [=PS1=] versions of the 5th-generation ''VideoGame/TestDrive'' games.
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* In ''LightNovel/SwordArtOnline'', it's not a bug, it's a ''feature''. The titular game's creator removed the ability for players to log out, then tweaked their Virtual Reality headgear to fry their brains if their characters died, forcing ten thousand people to WinToExit TheMostDangerousVideoGame.

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* In ''LightNovel/SwordArtOnline'', ''Literature/SwordArtOnline'', it's not a bug, it's a ''feature''. The titular game's creator removed the ability for players to log out, then tweaked their Virtual Reality headgear to fry their brains if their characters died, forcing ten thousand people to WinToExit TheMostDangerousVideoGame.
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* The UsefulNotes/NintendoSwitch port of ''VideoGame/TerraFlame'' has a bug where the player's [[AttackDrone Roll Units]] may disappear when losing one point of shielding, even though the player was not killed (which is supposed to be the only way to lose your Roll Units). If this happens, the player's ship becomes severely handicapped. You lose what's basically half of your firepower, you cannot perform {{Charged Attack}}s, and perhaps worst of all, the game does not properly unset the "player has Roll Units" flag: The Charge meter is still presesnt despite your inability to charge up your weapon and the game continues to prevent Roll items from appearing (which is only supposed to happen when you do have Roll Units on your ship). The only way to get out of this state is to die and respawn, assuming you have lives to spare.

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* The UsefulNotes/NintendoSwitch port of ''VideoGame/TerraFlame'' has a bug where the player's [[AttackDrone Roll Units]] may disappear when losing one point of shielding, even though the player was not killed (which killed, which is supposed to be the only way to lose your the Roll Units).Units. If this happens, the player's ship becomes severely handicapped. You lose what's basically half of your firepower, you cannot perform {{Charged Attack}}s, Attack}}s and perhaps the shots that would come out of the Roll Units are absent; with your DPS shot to hell as a result, good luck trying to beat bosses before their timers run out. Perhaps worst of all, the game does not properly unset the "player has Roll Units" flag: The Charge meter is still presesnt despite your inability to charge up your weapon and the game continues to prevent Roll items from appearing (which is only supposed to happen when you do have Roll Units on your ship). The only way to get out of this state is to die and respawn, assuming you have lives to spare.
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* The UsefulNotes/NintendoSwitch port of ''VideoGame/TerraFlame'' has a bug where the player's [[AttackDrone Roll Units]] may disappear when losing one point of shielding, even though the player was not killed. If this happens, the player's ship becomes severely handicapped. You lose what's basically half of your firepower, you cannot perform {{Charged Attack}}s, and perhaps worst of all, the game does not properly unset the "player has Roll Units" flag: The Charge meter is still presesnt despite your inability to charge up your weapon and the game continues to prevent Roll items from appearing (which is only supposed to happen when you do have Roll Units on your ship). The only way to get out of this state is to die and respawn, assuming you have lives to spare.

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* The UsefulNotes/NintendoSwitch port of ''VideoGame/TerraFlame'' has a bug where the player's [[AttackDrone Roll Units]] may disappear when losing one point of shielding, even though the player was not killed.killed (which is supposed to be the only way to lose your Roll Units). If this happens, the player's ship becomes severely handicapped. You lose what's basically half of your firepower, you cannot perform {{Charged Attack}}s, and perhaps worst of all, the game does not properly unset the "player has Roll Units" flag: The Charge meter is still presesnt despite your inability to charge up your weapon and the game continues to prevent Roll items from appearing (which is only supposed to happen when you do have Roll Units on your ship). The only way to get out of this state is to die and respawn, assuming you have lives to spare.
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None


* The UsefulNotes/NintendoSwitch port of ''VideoGame/TerraFlame'' has a bug where the player's [[AttackDrone Roll Units]] may disappear when losing one point of shielding, even though the player was not killed. If this happens, the player's ship becomes severely handicapped. You lose what's basically half of your firepower, your cannot perform {{Charged Attack}}s, and perhaps worst of all, the game does not properly acknowledge that your Roll Units are missing: The Charge meter is still presesnt and the game continues to prevent Roll items from appearing (which is only supposed to happen when you do have Roll Units on your ship). The only way to get out of this state is to die and respawn, assuming you have lives to spare.

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* The UsefulNotes/NintendoSwitch port of ''VideoGame/TerraFlame'' has a bug where the player's [[AttackDrone Roll Units]] may disappear when losing one point of shielding, even though the player was not killed. If this happens, the player's ship becomes severely handicapped. You lose what's basically half of your firepower, your you cannot perform {{Charged Attack}}s, and perhaps worst of all, the game does not properly acknowledge that your unset the "player has Roll Units are missing: Units" flag: The Charge meter is still presesnt despite your inability to charge up your weapon and the game continues to prevent Roll items from appearing (which is only supposed to happen when you do have Roll Units on your ship). The only way to get out of this state is to die and respawn, assuming you have lives to spare.
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* The UsefulNotes/NintendoSwitch port of ''VideoGame/TerraFlame'' has a bug where the player's [[AttackDrone Roll Units]] may disappear when losing one point of shielding, even though the player was not killed. If this happens, the player's ship becomes severely handicapped. You lose what's basically half of your firepower, your cannot perform {{Charged Attack}}s, and perhaps worst of all, the game does not properly acknowledge that your Roll Units are missing: The Charge meter is still presesnt and the game continues to prevent Roll items from appearing (which is only supposed to happen when you do have Roll Units on your ship). The only way to get out of this state is to die and respawn, assuming you have lives to spare.

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** In the first game, ''VideoGame/TouhouReiidenHighlyResponsiveToPrayers'', there's a crash that can happen if the player defeats a boss while diagonal lasers are still up... [[https://rec98.nmlgc.net/blog/2022-05-31 under very specific circumstances that most PC-98 emulators ignore.]]
** ''VideoGame/TouhouGensokyoLotusLandStory'' has two. The first one is guaranteed to happen but only under specific circumstances - if playing on Easy and the rank is low enough, the game will end up diving by zero during Kurumi fight. The other one involves Marisa, where destroying the bits (that resemble the Orreries) on specific frames [[https://rec98.nmlgc.net/blog/2022-04-18 causes another division error and crashes the game]].

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** In the first game, ''VideoGame/TouhouReiidenHighlyResponsiveToPrayers'', there's a crash that can happen if the player defeats a boss while diagonal lasers are still up... [[https://rec98.nmlgc.net/blog/2022-05-31 under very specific circumstances that most PC-98 emulators ignore.]]
ignore]]:
--> So what happens if the function tries to unblit the topmost byte of VRAM, covering the pixel positions from (0, 0) to (7, 0) inclusive? The VRAM offset of 0x0000 is decremented to 0xFFFF to cover the one byte to the left, 4 bytes are written to this address, the CPU's internal offset overflows… and as it turns out, that is illegal even in Real Mode as of the 80286, and will raise a General Protection Fault. Which is… ignored by [=DOSBox-X, every Neko Project II version in common use, the CSCP emulators, SL9821, and T98-Next. Only Anex86=] accurately emulates the behavior of real hardware here.
** ''VideoGame/TouhouGensokyoLotusLandStory'' has two. The the first one is guaranteed to happen but only under specific circumstances - if playing on Easy and the rank is low enough, the game will end up diving by zero during Kurumi fight. The other one involves Marisa, where destroying the bits (that resemble the Orreries) on specific frames [[https://rec98.nmlgc.net/blog/2022-04-18 causes another division error and crashes the game]].

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** The Prismriver sisters' glitch in ''VideoGame/TouhouYouyoumuPerfectCherryBlossom''. Occasionally at the end of the girls' final spellcard, Merlin (the white-haired trumpet player) [[https://www.youtube.com/watch?v=CU2Z6VobIvc&feature=related will fail to transition properly into it]] and continue to attack the player -- causing her to lose lives even ''after'' the battle has ended. Amusingly, {{fanon}} gleefully turned Merlin into a nutcase after discovering the bug, and in doing so made "Merupo" the most recognizable of the sisters.

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** In the first game, ''VideoGame/TouhouReiidenHighlyResponsiveToPrayers'', there's a crash that can happen if the player defeats a boss while diagonal lasers are still up... [[https://rec98.nmlgc.net/blog/2022-05-31 under very specific circumstances that most PC-98 emulators ignore.]]
** ''VideoGame/TouhouGensokyoLotusLandStory'' has two. The first one is guaranteed to happen but only under specific circumstances - if playing on Easy and the rank is low enough, the game will end up diving by zero during Kurumi fight. The other one involves Marisa, where destroying the bits (that resemble the Orreries) on specific frames [[https://rec98.nmlgc.net/blog/2022-04-18 causes another division error and crashes the game]].
** The Prismriver sisters' glitch in ''VideoGame/TouhouYouyoumuPerfectCherryBlossom''. Occasionally at the end of the girls' final spellcard, This glitch was unexplained until 2022; [[https://nylilsa.github.io/#/bugs/th07/0 precisely timed clears with Sakuya]] lead to stack overflow that causes Merlin (the white-haired trumpet player) [[https://www.youtube.com/watch?v=CU2Z6VobIvc&feature=related will to fail to transition properly into it]] the final spellcard]] and continue to attack the player -- causing her to lose lives even ''after'' the battle has ended. ended Amusingly, {{fanon}} gleefully turned Merlin into a nutcase after discovering the bug, and in doing so made "Merupo" the most recognizable of the sisters.
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* Two of the games in the ''VideoGame/{{Skylanders}}'' series has one each, and both only happens in the Wii version.
** ''VideoGame/SkylandersSpyrosAdventure'': After completeing chapter 20, if the player says no to go to chapter 21, the Weapon Master (the MissionControl of the two levels mentioned above) will go back into his sleeping position and be locked that way, turning the game into being UnintentionallyUnwinnable. Wanna know what the worst part is? Chapter 21 is the ''penultimate'' level, so you're gonna have to go ''all'' the way back to the start.
** ''VideoGame/SkylandersTrapTeam'': Chapter 8, Telescope Towers, has to be completed in under 15 minutes or else the game will freeze. Luckily, the player won't be locked out of furthering the story, they just have to restart the game and try again.
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This glitch doesn't happen in JP/EU version of the game


* In ''VideoGame/ResidentEvilOutbreak'', occasionally a player using Alyssa's ad-libs during the very first scenario will cause the game to hang. Thankfully doesn't happen when an AI-controlled Alyssa uses them... which is all the time.

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* In the North American version of ''VideoGame/ResidentEvilOutbreak'', occasionally a player using Alyssa's ad-libs during the very first scenario will cause the game to hang. Thankfully doesn't happen when an AI-controlled Alyssa uses them... which is all the time.
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** On release, the game had bug with the tunnels. Ezio would be stuck in an endless loop when going through the tunnels. There was nothing that could be done save for starting the game from the beginning. Made even worse by the fact that you must use a tunnel in the game at least once. Players had to hope the bug didn't occur at that point. This bug however, was patched.

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** On release, the game had a bug with the tunnels. Ezio would be stuck in an endless loop when going through the tunnels. There was nothing that could be done save for starting the game from the beginning. Made even worse by the fact that you must use a tunnel in the game at least once. Players had to hope the bug didn't occur at that point. This bug however, however was patched.
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* The LetsPlay/MarioPartyTV group discovers a glitch within ''[[https://www.youtube.com/watch?v=19S8f_bnW5M Crazy Cutter]]''. The second you move whenever the glitch occurs, the game counts your movement as a small circle, causing you to fail the minigame with 0 points.

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* The LetsPlay/MarioPartyTV group discovers discovered a glitch within ''[[https://www.youtube.com/watch?v=19S8f_bnW5M Crazy Cutter]]''. The second you move whenever the glitch occurs, the game counts your movement as a small circle, causing you to fail the minigame with 0 points.

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* ''VideoGame/FinalFantasyXIV'' rarely has game-breaking bugs and the ones that are found are usually patched out very quickly. One particular bug would make the servers crash if a player fished at a specific spot, which led to players joking around by asking who went fishing again whenever the servers were having issues.

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* ''VideoGame/FinalFantasyXIV'' rarely has game-breaking bugs and the ones that are found are usually patched out very quickly.
**
One particular bug would make the servers crash if a player fished at a specific spot, which led to players joking around by asking who went fishing again whenever the servers were having issues.issues.
** At the launch of ''Endwalker'', it turned out that the DemandOverload was being exacerbated by one of these, regarding a client-side issue that would frequently result in the dreaded "Error 2002" that would disconnect players waiting in queue to get in. This created a feedback loop of players getting disconnected due to the bug, trying to log back in, rejoining in the extremely massive queue, and making the bug flare up worse. And since this was client-side, it wasn't until the players themselves managed to route out the bug and report it back to Square-Enix that they were able to fix it.
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** ''The Skywalker Saga'' also launched with a potentially save-ruining bug, Maz wouldn't be at her castle in ''Episode VII'' and thus you would be unable to progress through the story any further. Depending on which trilogy you picked first, this could have potentially resulted in the entire save file being [[{{Pun}} bricked]]. Thankfully, the update that fixed this was a quick priority.

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** ''The Skywalker Saga'' also launched with a potentially save-ruining bug, Maz wouldn't be at her castle in ''Episode VII'' and thus you would be unable to progress through the story any further. Depending on which trilogy you picked first, this could have potentially resulted in the entire save file being [[{{Pun}} bricked]].bricked]][[note]]This wasn't as bad if you did the prequels or original trilogy first because you could at least go back and kill time with getting collectables, but if you started with the sequels, you would only have Jakku and Kajimi to visit and only 4 or 5 characters to play around with[[/note]]. Thankfully, the update that fixed this was a quick priority.
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** ''The Skywalker Saga'' also launched with a potentially save-ruining bug, Maz wouldn't be at her castle in ''Episode VII'' and thus you would be unable to progress through the story any further. Depending on which trilogy you picked first, this could have potentially resulted in the entire save file being [[IncrediblyLamePun bricked]]. Thankfully, the update that fixed this was a quick priority.

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** ''The Skywalker Saga'' also launched with a potentially save-ruining bug, Maz wouldn't be at her castle in ''Episode VII'' and thus you would be unable to progress through the story any further. Depending on which trilogy you picked first, this could have potentially resulted in the entire save file being [[IncrediblyLamePun [[{{Pun}} bricked]]. Thankfully, the update that fixed this was a quick priority.
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** ''The Skywalker Saga'' also launched with a potentially save-ruining bug, Maz wouldn't be at her castle in ''Episode VII'' and thus you would be unable to progress through the story any further. Depending on which trilogy you picked first, this could have potentially resulted in the entire save file being [[IncrediblyLamePun bricked]]. Thankfully, the update that fixed this was a quick priority.
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* In the PC version of ''VideoGame/ItTakesTwo2021'', the "Pirates Ahoy" section is known to cause disconnections and crashes during online play, possibly making that level impossible to complete. This especially happens during the second phase of the Giant Octopus boss fight (when the dynamite ducks start coming in). Some players have reported that lowering their graphical settings helps; others have no such luck. A more consistent workaround is to set the game to local mode and use Steam's Remote Play Together feature to let the other player control the game.
Tabs MOD

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* ''LetsPlay/LetsGameItOut'': Breaking games is Josh's shtick. He is ''very'' good at it. Which can, if Josh abuses the game too much, lead to the entire game shutting down due to this or frame-rate suffering too much. After a while you start to suspect that the reason so many developers send him keys to alpha builds and early access releases is so he'll find these.

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* ''LetsPlay/LetsGameItOut'': ''WebVideo/LetsGameItOut'': Breaking games is Josh's shtick. He is ''very'' good at it. Which can, if Josh abuses the game too much, lead to the entire game shutting down due to this or frame-rate suffering too much. After a while you start to suspect that the reason so many developers send him keys to alpha builds and early access releases is so he'll find these.

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** The game experienced a nearly-game-breaking bug in its early days. A boss in Zul'Gurub released a 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.\\
\\
Blizzard later recreated this intentionally as part of the lead-in for the ''Wrath of the Lich King'' expansion, introducing a disease that could be carried by players and that would result in transformation into a zombie (who could then infect other players, as well as nearly any NPC in the game they could catch) if not cured by one of many healer [=NPCs=] added to the towns for the event. Although many players were annoyed at the disruption - on some servers, the game was nearly unplayable due to the mass infection of service [=NPCs=] - the event ran its course as planned (popular rumor claims that it ended early because of the complaints; the devs claim otherwise).

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** The game experienced a nearly-game-breaking bug in its early days. A boss in Zul'Gurub released a 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.\\
\\
Blizzard later recreated this intentionally as part of the lead-in for the ''Wrath of the Lich King'' expansion, introducing a disease that could be carried by players and that would result in transformation into a zombie (who could then infect other players, as well as nearly any NPC in the game they could catch) if not cured by one of many healer [=NPCs=] added to the towns for the event. Although many players were annoyed at the disruption - on some servers, the game was nearly unplayable due to the mass infection of service [=NPCs=] - the event ran its course as planned (popular rumor claims that it ended early because of the complaints; the devs claim otherwise).

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