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* In the ZX Spectrum and Amstrad CPC ports of ''VideoGame/{{Gladiator}} (Great Gurianos)'', the developers ran out of memory to program the ending, so they intentionally made the final opponent unbeatable.
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* In ''VideoGame/{{Galaga}}'', clearing 255 stages will yield Stage 0, which crashes the game unless [[NintendoHard the DIP switches are set for the toughest difficulty level]], giving us an example of Kill Screen crossed with accidental EasyModeMockery.

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* In ''VideoGame/{{Galaga}}'', clearing 255 stages will yield Stage 0, which crashes or soft-locks the game unless [[NintendoHard the DIP switches are set for the toughest difficulty level]], giving us an example of Kill Screen crossed with accidental EasyModeMockery.
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examples should not mention that they provide the page quote


* The page quote comes from Episode 5 of ''VideoGame/StrongBadsCoolGameForAttractivePeople'', where one puzzle involves ''deliberately'' triggering the Kill Screen in "Gel-arshie's Pro Fruit-Boarder". The reward is Gel-arshie himself as a party member. The solution is [[spoiler:to increase Professor Pineapple’s fire rate to maximum, then swap the bins containing damaging fruit and scoring fruit.]]

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* The page quote comes from In Episode 5 of ''VideoGame/StrongBadsCoolGameForAttractivePeople'', where one puzzle involves ''deliberately'' triggering the Kill Screen in "Gel-arshie's Pro Fruit-Boarder". The reward is Gel-arshie himself as a party member. The solution is [[spoiler:to increase Professor Pineapple’s fire rate to maximum, then swap the bins containing damaging fruit and scoring fruit.]]
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Examples should not mention that they provide the image. Also, linking to a random person's non-official t-shirt store isn't a good idea (and the design is no longer available anyway)


** Pictured is the Stage 256 error. You can actually [[https://www.teepublic.com/t-shirt/2381888-pac-man-kill-screen purchase it as a T-shirt]], too. Even Website/{{Google}}'s Pac-Man Doodle [[https://www.youtube.com/watch?v=9us4CyGXJpA references it]]. Also the "Forbidden Maze" in ''WesternAnimation/PacManAndTheGhostlyAdventures'' is called 'Maze 256'

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** Pictured is the The Stage 256 error. You can actually [[https://www.teepublic.com/t-shirt/2381888-pac-man-kill-screen purchase error replaces half the maze with random graphics, making it as a T-shirt]], too.impossible to continue since some of the pellets you must eat are overwritten. Even Website/{{Google}}'s Pac-Man Doodle [[https://www.youtube.com/watch?v=9us4CyGXJpA references it]]. Also the "Forbidden Maze" in ''WesternAnimation/PacManAndTheGhostlyAdventures'' is called 'Maze 256'
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Renamed per TRS


Most definitely related to and/or cause of UnwinnableByMistake, although the act of merely ''reaching'' the Kill Screen may be considered (in and of itself) a form of victory.

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Most definitely related to and/or cause of UnwinnableByMistake, UnintentionallyUnwinnable, although the act of merely ''reaching'' the Kill Screen may be considered (in and of itself) a form of victory.

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* ''VideoGame/BioShock2'''s DLC ''Minerva's Den'' has a mini-game called Spitfire. If you get the highest score, you get a "kill screen" that shows all the sprites, some large numbers, [[spoiler:a large R]] and [[spoiler:a golf club]].



* ''VideoGame/BioShock2'''s DLC ''Minerva's Den'' has a mini-game called Spitfire. If you get the highest score, you get a "kill screen" that shows all the sprites, some large numbers, [[spoiler:a large R]] and [[spoiler:a golf club]].



** In the Tie-In videogame, Subspace deliberately contains random garbled shapes and text.

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** In the Tie-In videogame, tie-in video game, Subspace deliberately contains random garbled shapes and text.
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* As demonstrated in [[https://www.youtube.com/watch?v=aJFXJ1QXyZ0 this video]], once you make the grueling effort reach the 133rd stage of the NES version of ''Donkey Kong Jr.'', the game will start to behave strangely by playing [[SongsInTheKeyOfPanic the "time-running-out" jingle]] throughout the level and the bonus timer will display invalid scores such as "[=E800=]". By the time you reach the 135th stage, DK Jr. and the enemies will never spawn in and the game will hang for a moment before crashing spectacularly, displaying garbage graphics all over the screen, at which point there is nothing else for the player to do but reset the game.
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** The original [=NES=] ''Tetris'' becomes nigh impossible at Level 29, at which point the pieces drop too fast to move them into the extreme left and right edges of the screen, which is why later games adopt the "lock delay" mechanic, first seen in Sega's 1988 arcade version of ''Tetris'', that allows a piece to still be moved around when it hits the stack or floor.

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** The original [=NES=] ''Tetris'' becomes nigh impossible at Level 29, at which point the pieces drop too fast to move them into the extreme left and right edges of the screen, which is why later games adopt the "lock delay" mechanic, first seen in Sega's 1988 arcade version of ''Tetris'', that allows a piece to still be moved around when it hits the stack or floor. With the emergence of techniques such as "hypertapping" (pressing the directional button faster than the game's repeat rate) and "rolling" (holding a thumb against the directional button and using multiple fingers on the back of the controller to get an even higher rate of presses) players have become able to survive for longer periods of time at level 29 speeds.
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Somewhat common in coin-operated video game machines, as the designers had reasonable expectations that most players would not have the time, patience, or quarters necessary to play the game for so long. Obviously, they underestimated the time, patience and deep pockets of obsessed players. It's less common for players to run into these in later games on stronger hardware with a higher overflow point; while that point ''is'' still there, it's so much higher that players will usually have to do weird things outside the scope of normal gameplay to trigger the Kill Screen.

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Somewhat This is a common occurrence in coin-operated video game machines, as the designers once had reasonable expectations that most players would not have the time, patience, or quarters necessary to play the game for so long. Obviously, But they underestimated the what obsession can reserve on time, free up on patience and deep pockets fish out of obsessed players.pockets. It's less common for players to run into these in later games on stronger hardware with a higher overflow point; while that point ''is'' still there, it's so much higher that players will usually have to do weird things outside the scope of normal gameplay to trigger the Kill Screen.
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Most definitely related to and/or cause of UnWinnableByMistake, although the act of merely ''reaching'' the Kill Screen may be considered (in and of itself) a form of victory.

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Most definitely related to and/or cause of UnWinnableByMistake, UnwinnableByMistake, although the act of merely ''reaching'' the Kill Screen may be considered (in and of itself) a form of victory.
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Most definitely related to and/or cause of UnWinnable, although the act of merely ''reaching'' the Kill Screen may be considered (in and of itself) a form of victory.

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Most definitely related to and/or cause of UnWinnable, UnWinnableByMistake, although the act of merely ''reaching'' the Kill Screen may be considered (in and of itself) a form of victory.
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** The original [=NES=] ''Tetris'' becomes impossible at Level 29, at which point the pieces drop too fast to move them into the extreme left and right edges of the screen, which is why later games adopt the "lock delay" mechanic, first seen in Sega's 1988 arcade version of ''Tetris'', that allows a piece to still be moved around when it hits the stack or floor.

to:

** The original [=NES=] ''Tetris'' becomes nigh impossible at Level 29, at which point the pieces drop too fast to move them into the extreme left and right edges of the screen, which is why later games adopt the "lock delay" mechanic, first seen in Sega's 1988 arcade version of ''Tetris'', that allows a piece to still be moved around when it hits the stack or floor.
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grammar


* ''[[VideoGame/BuzzyTheKnowledgeBug Let's Explore the Airport with Buzzy the Knowledge Bug]]'' has a developer-induced kill screen in the "Time To Play" activity "Lost Luggage", a real-time puzzle game where players must manipulate conveyor belts and other contraptions to guide luggages into like-colored bins. Upon reaching the 99th and final level, the player will discover that it is impossible to complete [[LuckBasedMission without a huge stroke of luck]], since the only way to bring a luggage to a bin is to drop it into a huge network of chutes, in which the exit is completely randomized, and will likely lead it into a bin of the wrong color, causing the level to restart. Since the developers [[NoEnding never bothered to put in something at the end of the level]] [[AWinnerIsYou to congratulate the player]], the only thing that'll happen if he/she ''does'' beat it is to get sent back to level 1 while being able to play any level since he/she reached every level of the game.

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* ''[[VideoGame/BuzzyTheKnowledgeBug Let's Explore the Airport with Buzzy the Knowledge Bug]]'' has a developer-induced kill screen in the "Time To Play" activity "Lost Luggage", a real-time puzzle game where players must manipulate conveyor belts and other contraptions to guide luggages into like-colored bins. Upon reaching the 99th and final level, the player will discover that it is impossible to complete [[LuckBasedMission without a huge stroke of luck]], since the only way to bring a luggage to a bin is to drop it into a huge network of chutes, in which the exit is completely randomized, and will likely lead it into a bin of the wrong color, causing the level to restart. Since the developers [[NoEnding never bothered to put in something at the end of the level]] [[AWinnerIsYou to congratulate the player]], the only thing that'll happen if he/she ''does'' they do beat it is to get sent back to level 1 while being able to play any level since he/she reached every level of the game.1.
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TheMissingno is a game sprite that exists because of similar internal bugs. See also MillenniumBug, which people feared would be triggered by a similar overflow issue.

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TheMissingno A GlitchEntity is a game sprite that exists because of similar internal bugs. See also MillenniumBug, which people feared would be triggered by a similar overflow issue.
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TheMissingno is a game sprite that exists because of similar internal bugs.

to:

TheMissingno is a game sprite that exists because of similar internal bugs. See also MillenniumBug, which people feared would be triggered by a similar overflow issue.
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* The page quote comes from Episode 5 of ''VideoGame/StrongBadsCoolGameForAttractivePeople'', where one puzzle involves ''deliberately'' triggering the Kill Screen in "Gel-arshie's Pro Fruit-Boarder". The reward is Gel-arshie himself as a party member. The solution is [[spoiler:to switch Professor Pineapple’s blaster to fire fruit fast and always fire red fruit.]]

to:

* The page quote comes from Episode 5 of ''VideoGame/StrongBadsCoolGameForAttractivePeople'', where one puzzle involves ''deliberately'' triggering the Kill Screen in "Gel-arshie's Pro Fruit-Boarder". The reward is Gel-arshie himself as a party member. The solution is [[spoiler:to switch increase Professor Pineapple’s blaster to fire rate to maximum, then swap the bins containing damaging fruit fast and always fire red scoring fruit.]]

Added: 576

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Yep, the Kill Screen, enemy of completionists of yore. The result of an EndlessGame being played for such a long time without a GameOver, and the player advancing so far that an internal counter (like the current level number) reaches its inherent limit (often 255 or [[UsefulNotes/PowersOfTwoMinusOne some other similar number]]) and "overflows" (e.g. resetting itself back to zero), causing a GameBreakingBug to result. Somewhat common in coin-operated video game machines, as the designers had reasonable expectations that most players would not have the time, patience, or quarters necessary to play the game for so long. Obviously, they underestimated the time, patience and deep pockets of obsessed players. It's less common for players to run into these in later games on stronger hardware with a higher overflow point; while that point ''is'' still there, it's so much higher that players will usually have to do weird things outside the scope of normal gameplay to trigger the Kill Screen.

to:

Yep, the Kill Screen, enemy of completionists of yore. The result of an EndlessGame being played for such a long time without a GameOver, and the player advancing so far that an internal counter (like the current level number) reaches its inherent limit (often 255 or [[UsefulNotes/PowersOfTwoMinusOne some other similar number]]) and "overflows" (e.g. resetting itself back to zero), causing a GameBreakingBug to result. result.

Somewhat common in coin-operated video game machines, as the designers had reasonable expectations that most players would not have the time, patience, or quarters necessary to play the game for so long. Obviously, they underestimated the time, patience and deep pockets of obsessed players. It's less common for players to run into these in later games on stronger hardware with a higher overflow point; while that point ''is'' still there, it's so much higher that players will usually have to do weird things outside the scope of normal gameplay to trigger the Kill Screen.
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Yep, the Kill Screen, enemy of completionists of yore. The result of an EndlessGame being played for such a long time without a GameOver, and the player advancing so far that an internal counter (like the current level number) reaches its inherent limit (often 255 or [[UsefulNotes/PowersOfTwoMinusOne some other similar number]]) and "overflows" (e.g. resetting itself back to zero), causing a GameBreakingBug to result. Somewhat common in coin-operated video game machines, as the designers had reasonable expectations that most players would not have the time, patience, or quarters necessary to play the game for so long. Obviously, they underestimated the time, patience and deep pockets of obsessed players. It's less common for players to run into these in later games on stronger hardware with a higher overflow point; while that point ''is'' still there, it's so much higher that players will have to usually have to do weird things outside the scope of normal gameplay to trigger the Kill Screen.

to:

Yep, the Kill Screen, enemy of completionists of yore. The result of an EndlessGame being played for such a long time without a GameOver, and the player advancing so far that an internal counter (like the current level number) reaches its inherent limit (often 255 or [[UsefulNotes/PowersOfTwoMinusOne some other similar number]]) and "overflows" (e.g. resetting itself back to zero), causing a GameBreakingBug to result. Somewhat common in coin-operated video game machines, as the designers had reasonable expectations that most players would not have the time, patience, or quarters necessary to play the game for so long. Obviously, they underestimated the time, patience and deep pockets of obsessed players. It's less common for players to run into these in later games on stronger hardware with a higher overflow point; while that point ''is'' still there, it's so much higher that players will have to usually have to do weird things outside the scope of normal gameplay to trigger the Kill Screen.
Is there an issue? Send a MessageReason:
None


Yep, the Kill Screen, enemy of completionists of yore. The result of an EndlessGame being played for such a long time without a GameOver, and the player advancing so far that an internal counter (like the current level number) reaches its inherent limit (often 255 or [[UsefulNotes/PowersOfTwoMinusOne some other similar number]]) and "overflows" (e.g. resetting itself back to zero), causing a GameBreakingBug to result. Somewhat common in coin-operated video game machines, as the designers had reasonable expectations that most players would not have the time, patience, or quarters necessary to play the game for so long. Obviously, they underestimated the time, patience and deep pockets of obsessed players.

to:

Yep, the Kill Screen, enemy of completionists of yore. The result of an EndlessGame being played for such a long time without a GameOver, and the player advancing so far that an internal counter (like the current level number) reaches its inherent limit (often 255 or [[UsefulNotes/PowersOfTwoMinusOne some other similar number]]) and "overflows" (e.g. resetting itself back to zero), causing a GameBreakingBug to result. Somewhat common in coin-operated video game machines, as the designers had reasonable expectations that most players would not have the time, patience, or quarters necessary to play the game for so long. Obviously, they underestimated the time, patience and deep pockets of obsessed players. \n It's less common for players to run into these in later games on stronger hardware with a higher overflow point; while that point ''is'' still there, it's so much higher that players will have to usually have to do weird things outside the scope of normal gameplay to trigger the Kill Screen.
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* The [[TheStinger Stinger]] LogoJoke to ''Disney/WreckItRalph'' features half the Walt Disney Pictures logo getting changed into a kill screen.

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* The [[TheStinger Stinger]] LogoJoke to ''Disney/WreckItRalph'' ''WesternAnimation/WreckItRalph'' features half the Walt Disney Pictures logo getting changed into a kill screen.
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Ah, the iconic games of our youth. We humbly sit at the 256th level of ''VideoGame/PacMan'', proud of our meager ach--''WHAT THE HELL HAPPENED TO THE SCREEN?!''

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Ah, the iconic games of our youth. We humbly sit at the 256th level of ''VideoGame/PacMan'', proud of our meager ach--''WHAT ach--''[[SuddenlyShouting WHAT THE HELL HAPPENED TO THE SCREEN?!''
SCREEN?!]]''
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It's on Steam as well.


** Now an AscendedGlitch in the form of the mobile-only game ''Pac-Man 256'', where the objective is to get as far as you can while being chased by an AdvancingWallOfDoom in the form of the unreadable garbage from Stage 256.

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** Now an AscendedGlitch in the form of the mobile-only game ''Pac-Man 256'', an endless runner where the objective is to get as far as you can while being chased by an AdvancingWallOfDoom in the form of the unreadable garbage from Stage 256.
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Fix of a fix of a botched Pothole. Also, Pinball Scoring.


* Wave 256 on ''VideoGame/MissileCommand'' goes back to the original slow speed, meaning it will take a long time to actually complete the level. If you do manage to beat it, you will warp back to level 1. Despite saying 0x score on the level start, you will actually earn 256x points, so you can earn millions of points.

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* Wave 256 on ''VideoGame/MissileCommand'' goes back to the original slow speed, meaning it will take a long time to actually complete the level. If you do manage to beat it, you will warp back to level 1. Despite saying 0x score on the level start, you will actually earn 256x points, so you can earn millions of points. Meaning, yes, this is an early example of PinballScoring in VideoGames.



* The Treyarch-produced ''VideoGame/CallOfDutyZombies'' games happen to feature one of these. Zombies begin each game with 150 health, and this increases each round by 100 until round 9, at which point health is multiplied by 1.1 for every subsequent round. The game records this health value using 32-bit binary, which will reach its limit of 2,147,483,648 on round 163. The game, however, treats the first digit of that binary as a sign bit. As a result, Zombies on Round 163 have health in the negative, which depending on the game means they will either default to just 150 health (''World at War'' and ''Black Ops'') or die the instant they take damage (''Black Ops II''). As the binary continues to count, this continues to be the case of every odd-numbered round until 185, at which point the 1.1x multiplier falls out-of-sync, and the glitched rounds become more sporadic. This phenomenon has received theFanNickname of ‘Insta-kill Rounds’.

to:

* The Treyarch-produced ''VideoGame/CallOfDutyZombies'' games happen to feature one of these. Zombies begin each game with 150 health, and this increases each round by 100 until round 9, at which point health is multiplied by 1.1 for every subsequent round. The game records this health value using 32-bit binary, which will reach its limit of 2,147,483,648 on round 163. The game, however, treats the first digit of that binary as a sign bit. As a result, Zombies on Round 163 have health in the negative, which depending on the game means they will either default to just 150 health (''World at War'' and ''Black Ops'') or die the instant they take damage (''Black Ops II''). As the binary continues to count, this continues to be the case of every odd-numbered round until 185, at which point the 1.1x multiplier falls out-of-sync, and the glitched rounds become more sporadic. This phenomenon has received theFanNickname the FanNickname of ‘Insta-kill Rounds’.
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Fixing Of A Botched Pothole.


* The Treyarch-produced ''VideoGame/CallOfDutyZombies'' games happen to feature one of these. Zombies begin each game with 150 health, and this increases each round by 100 until round 9, at which point health is multiplied by 1.1 for every subsequent round. The game records this health value using 32-bit binary, which will reach its limit of 2,147,483,648 on round 163. The game, however, treats the first digit of that binary as a sign bit. As a result, Zombies on Round 163 have health in the negative, which depending on the game means they will either default to just 150 health (''World at War'' and ''Black Ops'') or die the instant they take damage (''Black Ops II''). As the binary continues to count, this continues to be the case of every odd-numbered round until 185, at which point the 1.1x multiplier falls out-of-sync, and the glitched rounds become more sporadic. This phenomenon has received theF anNickname of ‘Insta-kill Rounds’.

to:

* The Treyarch-produced ''VideoGame/CallOfDutyZombies'' games happen to feature one of these. Zombies begin each game with 150 health, and this increases each round by 100 until round 9, at which point health is multiplied by 1.1 for every subsequent round. The game records this health value using 32-bit binary, which will reach its limit of 2,147,483,648 on round 163. The game, however, treats the first digit of that binary as a sign bit. As a result, Zombies on Round 163 have health in the negative, which depending on the game means they will either default to just 150 health (''World at War'' and ''Black Ops'') or die the instant they take damage (''Black Ops II''). As the binary continues to count, this continues to be the case of every odd-numbered round until 185, at which point the 1.1x multiplier falls out-of-sync, and the glitched rounds become more sporadic. This phenomenon has received theF anNickname theFanNickname of ‘Insta-kill Rounds’.
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None


* The Treyarch-produced ''VideoGame/CallOfDutyZombies'' games happen to feature one of these. Zombies begin each game with 150 health, and this increases each round by 100 until round 9, at which point health is multiplied by 1.1 for every subsequent round. The game records this health value using 32-bit binary, which will reach its limit of 2,147,483,648 on round 163. The game, however, treats the first digit of that binary as a sign bit. As a result, Zombies on Round 163 have health in the negative, which depending on the game means they will either default to just 150 health (''World at War'' and ''Black Ops'') or die the instant they take damage (''Black Ops II''). As the binary continues to count, this continues to be the case of every odd-numbered round until 185, at which point the 1.1x multiplier falls out-of-sync, and the glitched rounds become more sporadic. This phenomenon has received the FanNickname of ‘Insta-kill Rounds’.


to:

* The Treyarch-produced ''VideoGame/CallOfDutyZombies'' games happen to feature one of these. Zombies begin each game with 150 health, and this increases each round by 100 until round 9, at which point health is multiplied by 1.1 for every subsequent round. The game records this health value using 32-bit binary, which will reach its limit of 2,147,483,648 on round 163. The game, however, treats the first digit of that binary as a sign bit. As a result, Zombies on Round 163 have health in the negative, which depending on the game means they will either default to just 150 health (''World at War'' and ''Black Ops'') or die the instant they take damage (''Black Ops II''). As the binary continues to count, this continues to be the case of every odd-numbered round until 185, at which point the 1.1x multiplier falls out-of-sync, and the glitched rounds become more sporadic. This phenomenon has received the FanNickname theF anNickname of ‘Insta-kill Rounds’.

Rounds’.
* In 2K’s MLB video games, if a team scores 256 runs, then the game will automatically end. Granted, to do this you pretty much have to be trying to get that many runs in the first place.
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* The page quote comes from Episode 5 of ''VideoGame/StrongBadsCoolGameForAttractivePeople'', where one puzzle involves ''deliberately'' triggering the Kill Screen in "Gel-arshie's Pro Fruit-Boarder". The reward is Gel-arshie himself as a party member.

to:

* The page quote comes from Episode 5 of ''VideoGame/StrongBadsCoolGameForAttractivePeople'', where one puzzle involves ''deliberately'' triggering the Kill Screen in "Gel-arshie's Pro Fruit-Boarder". The reward is Gel-arshie himself as a party member. The solution is [[spoiler:to switch Professor Pineapple’s blaster to fire fruit fast and always fire red fruit.]]
Is there an issue? Send a MessageReason:
None


* ''In RC Pro Am'', the [[TheComputerIsACheatingBastard cheating yellow truck]] eventually makes the race literally {{unwinnable}}. While you only need to avoid last place, the other trucks will eventually speed up as well.

to:

* ''In RC Pro Am'', In ''VideoGame/RCProAm'', the [[TheComputerIsACheatingBastard cheating yellow truck]] eventually makes the race literally {{unwinnable}}. While you only need to avoid last place, the other trucks will eventually speed up as well.
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None


* The Treyarch-produced ''VideoGame/CallOfDutyZombies'' games happen to feature one of these. Zombies begin each game with 150 health, and this increases by 100 until round 9, before health is multiplied by 1.1 for every subsequent round. The game records this health value using 32-bit binary, which will reach its limit of 2,147,483,648 on round 163. The game, however, treats the first digit of that binary as a sign bit. As a result, Zombies on Round 163 have health in the negative, which depending on the game means they will either default to just 150 health (''World at War'' and ''Black Ops'') or die the instant they take damage (''Black Ops II''). As the binary continues to count, this continues to be the case of every odd-numbered round until 185, at which point the 1.1x multiplier falls out-of-sync, and the one-hit kill rounds become more sporadic. This phenomenon has received the FanNickname of ‘Insta-kill Rounds’.


to:

* The Treyarch-produced ''VideoGame/CallOfDutyZombies'' games happen to feature one of these. Zombies begin each game with 150 health, and this increases each round by 100 until round 9, before at which point health is multiplied by 1.1 for every subsequent round. The game records this health value using 32-bit binary, which will reach its limit of 2,147,483,648 on round 163. The game, however, treats the first digit of that binary as a sign bit. As a result, Zombies on Round 163 have health in the negative, which depending on the game means they will either default to just 150 health (''World at War'' and ''Black Ops'') or die the instant they take damage (''Black Ops II''). As the binary continues to count, this continues to be the case of every odd-numbered round until 185, at which point the 1.1x multiplier falls out-of-sync, and the one-hit kill glitched rounds become more sporadic. This phenomenon has received the FanNickname of ‘Insta-kill Rounds’.

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* The ''[[VideoGame/NaziZombies Zombies]]'' mode of ''VideoGame/CallOfDutyBlackOps'' happens to feature one of these. The game calculates the health of zombies using 32-bit binary, which reaches its limit on Round 163. The game, however, treats the first digit of that binary as a sign bit. As a result, Zombies on Round 163 have health in the negative, which means they will be [[OneHitKill One Hit Killed]] whenever their health value gets modified. As the binary continues to count, this continues to be the case of every odd-numbered round until 185, at which point the Zombies' health multiplier falls out-of-sync, and the one-hit kill rounds become more sporadic.


to:

* The ''[[VideoGame/NaziZombies Zombies]]'' mode of ''VideoGame/CallOfDutyBlackOps'' happens Treyarch-produced ''VideoGame/CallOfDutyZombies'' games happen to feature one of these. Zombies begin each game with 150 health, and this increases by 100 until round 9, before health is multiplied by 1.1 for every subsequent round. The game calculates the records this health of zombies value using 32-bit binary, which reaches will reach its limit of 2,147,483,648 on Round round 163. The game, however, treats the first digit of that binary as a sign bit. As a result, Zombies on Round 163 have health in the negative, which depending on the game means they will be [[OneHitKill One Hit Killed]] whenever their either default to just 150 health value gets modified. (''World at War'' and ''Black Ops'') or die the instant they take damage (''Black Ops II''). As the binary continues to count, this continues to be the case of every odd-numbered round until 185, at which point the Zombies' health 1.1x multiplier falls out-of-sync, and the one-hit kill rounds become more sporadic.

sporadic. This phenomenon has received the FanNickname of ‘Insta-kill Rounds’.

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None



to:

* The ''[[VideoGame/NaziZombies Zombies]]'' mode of ''VideoGame/CallOfDutyBlackOps'' happens to feature one of these. The game calculates the health of zombies using 32-bit binary, which reaches its limit on Round 163. The game, however, treats the first digit of that binary as a sign bit. As a result, Zombies on Round 163 have health in the negative, which means they will be [[OneHitKill One Hit Killed]] whenever their health value gets modified. As the binary continues to count, this continues to be the case of every odd-numbered round until 185, at which point the Zombies' health multiplier falls out-of-sync, and the one-hit kill rounds become more sporadic.

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