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Obvious Beta is YMMV. Cleanup: (re)moving wick from trope/work example lists


* ''VideoGame/BubbleBobble Revolution'' was {{unwinnable}} because the boss of Level 30 failed to spawn. [[ObviousBeta Notable]] in that this was ''not'' an EndlessGame. However, this issue only affects the initial USA release of the game; the European and Japanese versions don't have this issue.[[note]][[Creator/{{Codemasters}} The publisher]] did at least recall the game, releasing a version which fixed the glitch. This version can be distinguished by the code on the cartridge: if the code doesn't have "-1" at the end, you have the glitched version, and if it does, you have the fixed version.[[/note]]

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* ''VideoGame/BubbleBobble Revolution'' was {{unwinnable}} because the boss of Level 30 failed to spawn. [[ObviousBeta Notable]] Notable in that this was ''not'' an EndlessGame. However, this issue only affects the initial USA release of the game; the European and Japanese versions don't have this issue.[[note]][[Creator/{{Codemasters}} The publisher]] did at least recall the game, releasing a version which fixed the glitch. This version can be distinguished by the code on the cartridge: if the code doesn't have "-1" at the end, you have the glitched version, and if it does, you have the fixed version.[[/note]]
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* Windows 95 and 98 will do this. After 49.7 days of up time a millisecond counter will overflow and crash the OSes.

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* Windows 95 and 98 will do this. After 49.7 days of up time a millisecond counter will overflow and crash the OSes.
[=OSes=].
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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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* 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.'', ''VideoGame/DonkeyKongJunior'', 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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There's no reason to have an example of another trope in the description of this one.


Compare and contrast MinusWorld, a level that is found by exploiting a glitch (such as the [[TropeNamer]], world -1 in ''VideoGame/SuperMarioBros.''), and is at least semi-playable, rather than breaking the game outright.

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Compare and contrast MinusWorld, a level that is found by exploiting a glitch (such as the [[TropeNamer]], world -1 in ''VideoGame/SuperMarioBros.''), and is at least semi-playable, rather than breaking the game outright.
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*Windows 95 and 98 will do this. After 49.7 days of up time a millisecond counter will overflow and crash the OSes.
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Compare and contrast MinusWorld, a level that is found by exploiting a glitch (such as world -1 in ''VideoGame/SuperMarioBros.''), and is at least semi-playable, rather than breaking the game outright.

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Compare and contrast MinusWorld, a level that is found by exploiting a glitch (such as the [[TropeNamer]], world -1 in ''VideoGame/SuperMarioBros.''), and is at least semi-playable, rather than breaking the game outright.
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* ''VideoGame/BubbleBobble Revolution'' was {{unwinnable}} because the boss of Level 30 failed to spawn. [[ObviousBeta Notable]] in that this was ''not'' an EndlessGame.

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* ''VideoGame/BubbleBobble Revolution'' was {{unwinnable}} because the boss of Level 30 failed to spawn. [[ObviousBeta Notable]] in that this was ''not'' an EndlessGame. However, this issue only affects the initial USA release of the game; the European and Japanese versions don't have this issue.[[note]][[Creator/{{Codemasters}} The publisher]] did at least recall the game, releasing a version which fixed the glitch. This version can be distinguished by the code on the cartridge: if the code doesn't have "-1" at the end, you have the glitched version, and if it does, you have the fixed version.[[/note]]
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* In the movie ''Film/CloakAndDagger'', secret military information was encoded in the kill screen of the video game adaptation of the titular game. The responsible parties attempt to kill the kids who discover this, rather than [[EvilOverlordList killing the idiot who hid the plans]] [[TooDumbToLive where they would be quickly and inevitably discovered]].

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* In the movie ''Film/CloakAndDagger'', ''Film/CloakAndDagger1984'', secret military information was encoded in the kill screen of the video game adaptation of the titular game. The responsible parties attempt to kill the kids who discover this, rather than [[EvilOverlordList killing the idiot who hid the plans]] [[TooDumbToLive where they would be quickly and inevitably discovered]].
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Banishing a rouge angle of satin.


** In fact, the game will crash if a superhuman player manages to score 102 million points, which would put the player around gameplay level 237. Along the way, [[MinusWorld the game eventually begins to show corrupted color palates for the tiles and glitched characters for the score.]]

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** In fact, the game will crash if a superhuman player manages to score 102 million points, which would put the player around gameplay level 237. Along the way, [[MinusWorld the game eventually begins to show corrupted color palates palettes for the tiles and glitched characters for the score.]]
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Critical Research Failure is a disambiguation page


* The murder in one episode of ''Series/{{Bones}}'' had the suspect believed to have killed a rival "Punky Pong" player over which of them had played a perfect game until the kill screen. Virtually all of the video game information in the episode was [[CriticalResearchFailure wrong]], and the "kill screen" referred to was one where the game ended because the player character [[LiteralMinded murdered the game's villain]].

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* The murder in one episode of ''Series/{{Bones}}'' had the suspect believed to have killed a rival "Punky Pong" player over which of them had played a perfect game until the kill screen. Virtually all of the video game information in the episode was [[CriticalResearchFailure wrong]], wrong, and the "kill screen" referred to was one where the game ended because the player character [[LiteralMinded murdered the game's villain]].
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* 'Puzznic has a almost certainly intentional kill screen in the arcade version. Once you beat a level 8 section, it goes to the section below it on the level select, with the timer sped up. Each block of 4 levels completed speeds up the timer. After you beat 8(8-4) it goes back to 8 (1-1) with the timer even faster. If this is the second time you have played 8 (1-1) this game, the timer goes so fast it's completely impossible to beat the screen a second time.

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* 'Puzznic ''Puzznic'' has a almost certainly intentional kill screen in the arcade version. Once you beat a level 8 section, it goes to the section below it on the level select, with the timer sped up. Each block of 4 levels completed speeds up the timer. After you beat 8(8-4) it goes back to 8 (1-1) with the timer even faster. If this is the second time you have played 8 (1-1) this game, the timer goes so fast it's completely impossible to beat the screen a second time.
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** Due to NES version's poor design [[note]] The mechanic in the arcade version where the springs can appear at various positions is not present on the NES version [[/note]], it becomes impossible at ''level 4.''

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** Due to The NES version's poor version becomes impossible at ''level 4'' due to a critical design error. [[note]] The mechanic in the arcade version where the springs in the "Spring Stage" can appear at various three different positions is not present in the NES version. Because the springs get faster every level, you MUST exploit this in order to beat the level later on, but since it only happens on the arcade version, the NES version [[/note]], it becomes impossible at ''level 4.''hits an unintentional early kill screen.[[/note]]
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** Due to NES version's poor design [[note]] The mechanic in the arcade version where the springs can appear at various positions is not present on the NES version [[/note]], it becomes impossible at ''level 4.''



** The arcade version has an actual kill screen where it displays the level number as "F" and Jr. always gets stuck on a platform above the water, eventually dying due to an issue with the time limit similar to the original ''Donkey Kong's'' kill screen.

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** The arcade version has an actual kill screen where it displays the level number as "F" and Jr. always gets stuck on a platform above the water, eventually dying due to an issue with the time limit similar to the original ''Donkey Kong's'' kill screen. [[note]] It has a time limit of 700, which actually ''is'' possible to beat, at least on the NES version. However, the aforementioned issue of him getting stuck makes it impossible anyway. [[/note]]
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** The arcade version has an actual kill screen where it displays the level number as "F" and Jr. always gets stuck on a platform above the water, eventually dying due to an issue with the time limit similar to the original ''Donkey Kong's'' kill screen.
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** 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.

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** 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 been dubbed "Insta-Kill Rounds" by fans, and is considered a GoodBadBug for giving players an unintentional set of [[BreatherLevel Breather Levels]] at that point in a game.

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* 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.

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* ''VideoGame/CallOfDutyZombies'':
**
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.sporadic.
** Maps in certain ''Call of Duty'' games are also prone to a phenomenon known as "Reset"; if you stay on a map for long enough, the game will boot you to a loading screen and restart the level from scratch. This is a failsafe that is triggered if the game's entity accumulator reaches a certain point, which because the game is always creating entities will happen eventually. During regular gameplay this is near-impossible to witness, as it can take dozens or even hundreds of hours to reach the limit depending on the map. It is most relevant to hardcore ''Zombies'' players, as the Reset puts a hard limit on how long you can play a map for, and thus how many rounds you can reach. The exact time can vary between games, but on most ''Zombies'' maps the Reset occurs at some point around 75 hours, meaning at the very highest level competitive ''Zombies'' players have the objective of seeing how many rounds they can reach in that time.
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* Endless mode in ''VideoGame/DanceDanceRevolution 2nd MIX'' will function normally up to stage 255. On stage 256, the stage counter will go from displaying an ordinal stage number to displaying "Min Stage", but otherwise the game will still function normally. Also, while the game normally provides a break every 5 stages (so one is provided after stage 255), another break is provided after stage 256 [[note]]Possibly due to 256 rolling over to 0, and 0 being interpreted as divisible by 5[[/note]]. On stage 257 is when the game really starts to break though; while the music is playing, the screen goes blank. [[https://www.youtube.com/watch?v=yQKMcEKX7YY Source]]

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* Endless mode in ''VideoGame/DanceDanceRevolution 2nd MIX'' will function normally up to stage 255. On stage 256, the stage counter will go from displaying an ordinal stage number to displaying "Min Stage", but otherwise the game will still function normally. Also, while the game normally provides a break every 5 stages (so one is provided after stage 255), another break is provided after stage 256 [[note]]Possibly due to 256 rolling over to 0, and 0 being interpreted as divisible by 5[[/note]]. On stage 257 is when 257, however, the game really starts to break though; while screen will be blank white (albeit the music is playing, the screen goes blank.still playing). [[https://www.youtube.com/watch?v=yQKMcEKX7YY Source]]
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* Endless mode in ''VideoGame/DanceDanceRevolution 2nd MIX'' will function normally up to stage 255. On stage 256, the stage counter will go from displaying an ordinal stage number to displaying "Min Stage", but otherwise the game will still function normally. Also, while the game normally provides a break every 5 stages (so one is provided after stage 255), another break is provided after stage 256 [[note]]Possibly due to 256 rolling over to 0, and 0 being interpreted as divisible by 5[[/note]]. On stage 257 is when the game really starts to break though; while the music is playing, the screen goes blank. [[https://www.youtube.com/watch?v=yQKMcEKX7YY Source]]
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Dewicking Hollywood Nerd


* In an episode of ''Series/{{Chuck}}'', the HollywoodNerd must get the secret codes to a Cold War satellite by getting the Kill Screen in ''VideoGame/MissileCommand''.

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* In an episode of ''Series/{{Chuck}}'', the HollywoodNerd nerd must get the secret codes to a Cold War satellite by getting the Kill Screen in ''VideoGame/MissileCommand''.
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* ''VideoGame/{{Puzznic}}'' has a killscreen in the arcade version. Once you beat a level 8 section, it goes to the section below it on the level select, with the timer sped up. Each block of 4 speeds up the timer. After you beat 8(8-4) it goes back to 8 (1-1) with the timer even faster. If this is the second time you have played 8 (1-1) this game, the timer goes so fast it's completely impossible to beat the screen a second time.

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* ''VideoGame/{{Puzznic}}'' 'Puzznic has a killscreen almost certainly intentional kill screen in the arcade version. Once you beat a level 8 section, it goes to the section below it on the level select, with the timer sped up. Each block of 4 levels completed speeds up the timer. After you beat 8(8-4) it goes back to 8 (1-1) with the timer even faster. If this is the second time you have played 8 (1-1) this game, the timer goes so fast it's completely impossible to beat the screen a second time.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/Puzznic'' has a killscreen in the arcade version. Once you beat a level 8 section, it goes to the section below it on the level select, with the timer sped up. Each block of 4 speeds up the timer. After you beat 8(8-4) it goes back to 8 (1-1) with the timer even faster. If this is the second time you have played 8 (1-1) this game, the timer goes so fast it's completely impossible to beat the screen a second time.

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* ''VideoGame/Puzznic'' ''VideoGame/{{Puzznic}}'' has a killscreen in the arcade version. Once you beat a level 8 section, it goes to the section below it on the level select, with the timer sped up. Each block of 4 speeds up the timer. After you beat 8(8-4) it goes back to 8 (1-1) with the timer even faster. If this is the second time you have played 8 (1-1) this game, the timer goes so fast it's completely impossible to beat the screen a second time.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/Puzznic'' has a killscreen in the arcade version. Once you beat a level 8 section, it goes to the section below it on the level select, with the timer sped up. Each block of 4 speeds up the timer. After you beat 8(8-4) it goes back to 8 (1-1) with the timer even faster. If this is the second time you have played 8 (1-1) this game, the timer goes so fast it's completely impossible to beat the screen a second time.

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** In fact, the game will crash if a superhuman player manages to score 102 million points, which would put the player around gameplay level 237. Along the way, [[MinusWorld the game eventually begins to show corrupted color palates for the tiles and glitched characters for the score.]]



* In Nintendo's NES version of ''VideoGame/{{Tetris}}'', the game will crash if the player manages to score 102 million points, which would put the player around gameplay level 237. Along the way, [[MinusWorld the game eventually begins to show corrupted color palates for the tiles and glitched characters for the score.]]

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* In Nintendo's NES version of ''VideoGame/{{Tetris}}'', the game will crash if the player manages to score 102 million points, which would put the player around gameplay level 237. Along the way, [[MinusWorld the game eventually begins to show corrupted color palates for the tiles and glitched characters for the score.]]
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* In Nintendo's NES version of ''VideoGame/{{Tetris}}'', the game will crash if the player manages to score 102 million points, which would put the player around gameplay level 237. Along the way, [[MinusWorld the game eventually begins to show corrupted color palates for the tiles and glitches characters for the score.]]

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* In Nintendo's NES version of ''VideoGame/{{Tetris}}'', the game will crash if the player manages to score 102 million points, which would put the player around gameplay level 237. Along the way, [[MinusWorld the game eventually begins to show corrupted color palates for the tiles and glitches glitched characters for the score.]]
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to:

* In Nintendo's NES version of ''VideoGame/{{Tetris}}'', the game will crash if the player manages to score 102 million points, which would put the player around gameplay level 237. Along the way, [[MinusWorld the game eventually begins to show corrupted color palates for the tiles and glitches characters for the score.]]
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Changed: 69

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YMMV


* 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 of ‘Insta-kill Rounds’.
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* ''VideoGame/{{Bosconian}}'' is, like most Namco games, meant to loop after awhile with top speed. However, [[https://youtu.be/DxcB9TyxOmc?t=13469 on Round 0]], the game throws a version of Round 1 with the calculation for the ship's speed broken--namely, the acceleration of the player ship no longer capped, so the player will eventually begin hopelessly careening at rapid speeds (undoubtedly towards an obstacle). Notably, the player ''can'' actually beat this stage if they have a high enough stockpile of lives (and seeing as how, on the default DIP switch settings, the only limit to lives the player can obtain is tied to the score they obtain, this is very much possible) and promptly kamikaze themselves into the stations. Should the player best that, the game will loop back to Round 2 (counted as Round 1) with the base speed as though nothing happened.
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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 the ZX Spectrum and Amstrad CPC ports of ''VideoGame/{{Gladiator}} (Great Gurianos)'', the developers ran out of memory to program the ending, so they [[UnwinnableByDesign intentionally made the final opponent unbeatable.unbeatable]].



* The [[TheStinger Stinger]] LogoJoke to ''WesternAnimation/WreckItRalph'' features half the Walt Disney Pictures logo getting changed into a kill screen.

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* The [[TheStinger Stinger]] LogoJoke to ''WesternAnimation/WreckItRalph'' features half the Walt Disney Pictures logo getting changed into a the ''Pac-Man'' kill screen.



* The murder in one episode of ''Series/{{Bones}}'' had the suspect believed to have killed a rival "Punky Pong" player over which of them had played a perfect game until the kill screen. Virtually all of the video game information in the episode was [[CriticalResearchFailure wrong]], and the "kill screen" referred to was one where the game ended because the player character murdered the game's villain.

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* The murder in one episode of ''Series/{{Bones}}'' had the suspect believed to have killed a rival "Punky Pong" player over which of them had played a perfect game until the kill screen. Virtually all of the video game information in the episode was [[CriticalResearchFailure wrong]], and the "kill screen" referred to was one where the game ended because the player character [[LiteralMinded murdered the game's villain.villain]].
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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.

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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" [[OverflowError "overflows"]] (e.g. resetting itself back to zero), causing a GameBreakingBug to result.
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* ''VideoGame/{{Dogyuun}}'' is supposed to loop indefinitely as with most Creator/{{Toaplan}} games, but the game always crash shortly after entering loop 5. According to an interview, the developers did not find this glitch because nobody on the development team was good enough to get that far.

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