History Main / Obviousbeta

26th Mar '17 8:51:40 AM Pren
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** In 2017, several LGBT-related users discovered that the restricted system was blocking their videos for seemingly no other reason than the LGBT content. The obvious UnfortunateImplications caused the company to quickly make a statement that this was entirely a software issue and they were hard at work on what exactly the problem was.
25th Mar '17 9:50:21 PM Mineboot45
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* ''VideoGame/SensibleSoccer 2006'' was rushed through development so that its release could coincide with the World Cup. The many glitches included teleporting goalkeepers and frequent crashes.

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* ''VideoGame/SensibleSoccer ''Sensible Soccer 2006'' was rushed through development so that its release could coincide with the World Cup. The many glitches included teleporting goalkeepers and frequent crashes.
25th Mar '17 9:48:35 PM Mineboot45
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* ''VideoGame/CrashTwinsanity'' is lacking appropriate sound effects (in a couple cases, music) in certain cinematics, which makes it seem like parts of the game were rushed before release... and they very well ''were'', considering [[WhatCouldHaveBeen the sheer amount of cut content]] that one of the developers of the game [[http://crashmania.net/?menu=ts&page=concepts-1 decided to share on a Crash forum]]....
--> You also have the cutscenes and world layout. After you complete certain cutscenes and the stages with it, you go back to the world map, giving you some kind of free roaming until the next cutscene continues the game. Although this free roaming zone tends to be really linear, you could go back to previous part of the world map, even though you were not meant to do so. Literally. Doing so means that all the cutscenes and stages get reset, meaning that you would have to play all of them again until you reached the point where you screwed up. The game just treats you as it was your first time reaching each zone. This can be seen after you complete Cavern Catastrophe, where you can find a tunnel that will get you back to N.Sanity Island.

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* ''VideoGame/CrashTwinsanity'' is lacking appropriate sound effects (in a couple cases, music) in certain cinematics, which makes it seem like parts of the game were rushed before release... and they very well ''were'', considering [[WhatCouldHaveBeen the sheer amount of cut content]] that one of the developers of the game [[http://crashmania.net/?menu=ts&page=concepts-1 decided to share on a Crash forum]]....
-->
forum]]...
**
You also have the cutscenes and world layout. After you complete certain cutscenes and the stages with it, you go back to the world map, giving you some kind of free roaming until the next cutscene continues the game. Although this free roaming zone tends to be really linear, you could go back to previous part of the world map, even though you were not meant to do so. Literally. Doing so means that all the cutscenes and stages get reset, meaning that you would have to play all of them again until you reached the point where you screwed up. The game just treats you as it was your first time reaching each zone. This can be seen after you complete Cavern Catastrophe, where you can find a tunnel that will get you back to N. Sanity Island.
25th Mar '17 9:43:15 PM Mineboot45
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* ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'', while nowhere near as bad as other examples on this page, did have a load of glitches (such as getting stuck in the walls in Carnival Night Zone). It was very clearly rushed, as most evident because it was split into two parts to meet the deadline. Most of these were fixed when locked onto ''Sonic & Knuckles'', but others are only possible in the locked-on game (such as being able to take Hyper Sonic off-screen and get him to access areas only Knuckles should be able to reach). Playing Sonic with Tails in ''3 & Knuckles'' in particular is an excellent way to trigger a plethora of problems (by either shifting the camera up or down then grabbing Tails in flight, players can cause crazy screen-wrapping and object clipping glitches that would fill a novel).

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* ''[[VideoGame/Sonic3AndKnuckles Sonic the Hedgehog 3]]'', while nowhere near as bad as other examples on this page, did have a load of glitches (such as getting stuck in the walls in Carnival Night Zone). It was very clearly rushed, as most evident because it was split into two parts to meet the deadline. Most of these were fixed when locked onto ''Sonic & Knuckles'', but others are only possible in the locked-on game (such as being able to take Hyper Sonic off-screen and get him to access areas only Knuckles should be able to reach). Playing Sonic with Tails in ''3 & Knuckles'' in particular is an excellent way to trigger a plethora of problems (by either shifting the camera up or down then grabbing Tails in flight, players can cause crazy screen-wrapping and object clipping glitches that would fill a novel). The manual even [[HandWaving handwaves]] the ludicrous amount of glitches, calling them Robotnik's "diabolical traps".
24th Mar '17 3:58:44 PM Mineboot45
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* ''Tintin and the Alph-Art'' features tons of scenarios that were supposed to be in the new album of ComicBook/TheAdventuresOfTintin , but as the name implies most of them did not even get past scenario. The stories themselves are also incomplete.

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* ''Tintin and the Alph-Art'' features tons of scenarios that were supposed to be in the new album of ComicBook/TheAdventuresOfTintin , ''ComicBook/TheAdventuresOfTintin'', but as the name implies most of them did not even get past scenario. The stories themselves are also incomplete.
24th Mar '17 2:00:38 PM Mineboot45
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* Apple Music was the company's attempt at a music subscription service that would revolutionize the field in the same way that the iTunes Store had revolutionized the DigitalDistribution of music over a decade earlier. As [[http://www.loopinsight.com/2015/07/22/apple-music-is-a-nightmare-and-im-done-with-it/ longtime Apple fan Jim Dalrymple enumerates,]] it came with a whole bunch of bugs and glitches. It would only add parts of albums to users' libraries when they requested the whole, randomly mixed up album and playlist contents, and had a poor and unintuitive music recommendation program. It had relatively few features compared to services like Spotify. And people who tried to quit the service reported that doing so deleted large chunks of the music that they outright ''owned'', with no apparent method of recovering it. Apple didn't even offer a public beta of it like they did with the then-upcoming iOS 9 and OS X El Capitan.

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* Apple Music was the company's attempt at a music subscription service that would revolutionize the field in the same way that the iTunes Store had revolutionized the DigitalDistribution UsefulNotes/DigitalDistribution of music over a decade earlier. As [[http://www.loopinsight.com/2015/07/22/apple-music-is-a-nightmare-and-im-done-with-it/ longtime Apple fan Jim Dalrymple enumerates,]] it came with a whole bunch of bugs and glitches. It would only add parts of albums to users' libraries when they requested the whole, randomly mixed up album and playlist contents, and had a poor and unintuitive music recommendation program. It had relatively few features compared to services like Spotify. And people who tried to quit the service reported that doing so deleted large chunks of the music that they outright ''owned'', with no apparent method of recovering it. Apple didn't even offer a public beta of it like they did with the then-upcoming iOS 9 and OS X El Capitan.
22nd Mar '17 10:30:37 AM Vir
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[[folder:[=PlayStation=] 4/Xbox One/Wii U]]

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[[folder:[=PlayStation=] 4/Xbox One/Wii U]]U/Switch]]



* ''VideoGame/{{Action 52}}'' was, at its most generous, an obvious alpha. In fact, it was pure incompetence. For example, while any competent NES game would switch levels by swapping out the bank that holds the level data, ''Cheetahmen'' (and other ''Action 52'' games with more than one level) accomplished it by swapping out the entire PRG ROM. The net result is that every level is in fact a different ''game'', which is why bugs can occur in some levels but not in others, why each Cheetahman's level set has different sound effects and animations, and why the end result cost $200. Some of the different levels in games have the same level number.

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* ''VideoGame/{{Action 52}}'' ''VideoGame/Action52'' was, at its most generous, an obvious alpha. In fact, it was pure incompetence. For example, while any competent NES game would switch levels by swapping out the bank that holds the level data, ''Cheetahmen'' (and other ''Action 52'' games with more than one level) accomplished it by swapping out the entire PRG ROM. The net result is that every level is in fact a different ''game'', which is why bugs can occur in some levels but not in others, why each Cheetahman's level set has different sound effects and animations, and why the end result cost $200. Some of the different levels in games have the same level number.
11th Mar '17 3:30:34 PM john_e
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* The British [[UsefulNotes/NationalRail nationalised railway system]] suffered from this repeatedly, but one of its worst examples was the Modernisation Plan of 1955. Urgently needing to move from steam to diesel power, they ordered small batches of prototypes from various manufacturers -- and then ordered production runs before the bugs had been worked out of the prototypes. The results were predictable; in 1961 [[https://en.wikipedia.org/wiki/British_Rail_Class_28 one entire class]] was returned to the manufacturer for remedial work on the engines [[EpicFail and to stop the cab windows falling out while running]].
1st Mar '17 11:02:14 PM pinkdalek
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* The {{Kayfabe}} of ''VideoGame/SonicDreamsCollection'' is that the game is a collection of these, taken from a Dreamcast purchased off [=eBay=]. In-game, this leads to things like characters in t-pose and weird physics glitches (that can be used to break out of the game areas). Buggy items are also available for shooting glitch hellscape movies. ''Eggman Origins'' is the most beta-like, taking place in an untextured white void and featuring your character turned 'birdlike' with no arms, though this is used for artistic effect.
28th Feb '17 4:33:33 PM Ninjinister
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** The fact that all of the characters that were datamined from leftover files in XII showed up in XIII is more or less absolute evidence that XII fits this trope hard.
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