History Main / SpecialEffectFailure

25th Nov '16 5:11:25 PM Nicoaln
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* The actors in ''VideoGame/NightTrap'' sport some very obvious microphones. The costumes for the Augers also look incredibly hokey, even for the game's (relatively low) standards.

to:

* The actors in ''VideoGame/NightTrap'' sport some very obvious microphones. The costumes for the Augers also look incredibly hokey, even for the game's (relatively low) standards. In fact, [[NarmCharm the actors and film crew were laughing during filming]].
25th Nov '16 5:10:18 PM Nicoaln
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Sometimes cheesy FX are regarded as part of the SoBadItsGood charm of a work.

to:

Sometimes cheesy FX are regarded as part of the SoBadItsGood charm of a work.
work. May be invoked as part of StylisticSuck.
23rd Nov '16 12:15:00 PM philipnova798
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* ''VideoGame/DreamfallChapters'' features some rather common Unity Engine oddities, in addition to its own special effect failures:
** Because the Unity Engine doesn't render peoples' mouths very realistically, it looks like they repeatedly flap their mouths open and closed to simulate talking.
** Characters' hair is rendered as a stiff piece. This is alright, given that they don't have any flashy AnimeHair... but when Zoë's hair is clipping through her clothing, you ''really'' notice it.
** Baruti is being harassed by some thugs, and the player can choose to intervene. The scene veers into this ''hilariously'' when you notice that '''A)''' Baruti's hands are clipping through his arm and are clearly visible (Meaning his fingers are just stiffly sticking out), '''B)''' The man who speaks to you in Cantonese has a cane that visibly clips through him and '''C)''' a glitch can sometimes cause him to talk without moving his mouth.


Added DiffLines:

* ''VideoGame/DreamfallChapters'' features some rather common Unity Engine oddities, in addition to its own special effect failures:
** Because the Unity Engine doesn't render peoples' mouths very realistically, it looks like they repeatedly flap their mouths open and closed to simulate talking.
** Characters' hair is rendered as a stiff piece. This is alright, given that they don't have any flashy AnimeHair... but when Zoë's hair is clipping through her clothing, you ''really'' notice it.
** Baruti is being harassed by some thugs, and the player can choose to intervene. The scene veers into this ''hilariously'' when you notice that '''A)''' Baruti's hands are clipping through his arm and are clearly visible (Meaning his fingers are just stiffly sticking out), '''B)''' The man who speaks to you in Cantonese has a cane that visibly clips through him and '''C)''' a glitch can sometimes cause him to talk without moving his mouth.
23rd Nov '16 5:17:41 AM philipnova798
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* The UsefulNotes/TurboGraphx16 version of ''VideoGame/ItCameFromTheDesert'' has plenty of these:

to:

* The UsefulNotes/TurboGraphx16 UsefulNotes/TurboGrafx16 version of ''VideoGame/ItCameFromTheDesert'' has plenty of these:
23rd Nov '16 5:14:58 AM philipnova798
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* The ''VideoGame/CommandAndConquer'' series usually has decent cutscenes, despite them being largely {{FMV}}s on a greenscreen. But in Tiberium Sun, there would be scenes where real actors would be talking to noticeably CGI armies of soldiers.
** ''VideoGame/EmperorBattleForDune'' wasn't all that better. The actors' skin will occasionally have green highlights when there is no green light source nearby. The imperial crown is also very clearly made of rubber, and characters may occasionally stretch it out when placing in on their heads.



* The ''VideoGame/CommandAndConquer'' series usually has decent cutscenes, despite them being largely {{FMV}}s on a greenscreen. But in Tiberium Sun, there would be scenes where real actors would be talking to noticeably CGI armies of soldiers.



** ''VideoGame/EmperorBattleForDune'' wasn't all that better. The actors' skin will occasionally have green highlights when there is no green light source nearby. The imperial crown is also very clearly made of rubber, and characters may occasionally stretch it out when placing in on their heads.
23rd Nov '16 5:12:57 AM philipnova798
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* ''Anime/YuGiOh5Ds''' suffers from this when it displays the CGI models of the D-Wheels/Duel Runners, in which the character riding the D-Wheel/Duel Runner is rendered as well, resulting in a plastic model-esque look. Particularly annoying, as when this is in 2D it looks ''much'' better.
** Oddly, though, the monsters look pretty cool (Stardust Dragon's Shooting Sonic attack animation in Ep 41 looks pretty damn good for CGI).
* Referenced in a manga chapter of ''Manga/SgtFrog'' where Wet-traman is shown to have a very large zipper on his back, a reference to how ''Series/{{Ultraman}}'' involves a guy in a rubber suit.

to:

* ''Anime/YuGiOh5Ds''' suffers ''Manga/AttackOnTitan'': [[http://i.imgur.com/hpl95ac.jpg This]] hilarious moment in episode 13 when a Titan foot stomping on the ground causes blue stones to appear instead of regular debris. This can be blamed on a TroubledProduction consisting of a rushed schedule and a lack of animators.
* The Blue Water dub of ''Manga/DragonBall'' had [[http://www.youtube.com/watch?v=Er1kOz5w9iE&feature=related this]] as its opening. Ignoring the fact that the song could give any of Creator/FourKidsEntertainment songs a run for their money (it was translated
from this when it displays the CGI models of the D-Wheels/Duel Runners, in which the character riding the D-Wheel/Duel Runner is rendered as well, resulting in a plastic model-esque look. Particularly annoying, as when this is in 2D it looks ''much'' better.
** Oddly, though, the monsters look pretty cool (Stardust Dragon's Shooting Sonic attack animation in Ep 41 looks pretty damn good for CGI).
* Referenced in a manga chapter of ''Manga/SgtFrog'' where Wet-traman is shown to have a very large zipper on his back, a reference to how ''Series/{{Ultraman}}'' involves a guy in a rubber suit.
French dub). The non-Anime sequences are marred with [[ConspicuousCG horrendous-looking CG]].



* Parodied in ''Anime/PantyAndStockingWithGarterbelt'': when the titular girls destroy the MonsterOfTheWeek, it cuts to a live-action model being blown up with dynamite. It could also be [[WildMassGuessing considered]] to serve as a homage to the ''WesternAnimation/HeavyMetal'' example in the Animated Film section below.
* In ''Anime/SailorMoonCrystal'', Chibi-Usa's cringeworthy character design, which looks like they plopped a teenage girl's head (complete with the full, plump lips) on a toddler's body.
* Referenced in a manga chapter of ''Manga/SgtFrog'' where Wet-traman is shown to have a very large zipper on his back, a reference to how ''Series/{{Ultraman}}'' involves a guy in a rubber suit.
* In Saban's dub of ''Anime/SmilePrettyCure'', ''Glitter Force'', a new dance sequence is made and added to the series. However, compared to the originals, this one looks incredibly amateurish. As well, the girls don't emote at all, thus they're stuck with soulless eyes and creepy smiles.



* The Blue Water dub of ''Manga/DragonBall'' had [[http://www.youtube.com/watch?v=Er1kOz5w9iE&feature=related this]] as its opening. Ignoring the fact that the song could give any of Creator/FourKidsEntertainment songs a run for their money (it was translated from the French dub). The non-Anime sequences are marred with [[ConspicuousCG horrendous-looking CG]].
* Parodied in ''Anime/PantyAndStockingWithGarterbelt'': when the titular girls destroy the MonsterOfTheWeek, it cuts to a live-action model being blown up with dynamite. It could also be [[WildMassGuessing considered]] to serve as a homage to the ''WesternAnimation/HeavyMetal'' example in the Animated Film section below.
* ''Manga/AttackOnTitan'': [[http://i.imgur.com/hpl95ac.jpg This]] hilarious moment in episode 13 when a Titan foot stomping on the ground causes blue stones to appear instead of regular debris. This can be blamed on a TroubledProduction consisting of a rushed schedule and a lack of animators.
* In Saban's dub of ''Anime/SmilePrettyCure'', ''Glitter Force'', a new dance sequence is made and added to the series. However, compared to the originals, this one looks incredibly amateurish. As well, the girls don't emote at all, thus they're stuck with soulless eyes and creepy smiles.
* In ''Anime/SailorMoonCrystal'', Chibi-Usa's cringeworthy character design, which looks like they plopped a teenage girl's head (complete with the full, plump lips) on a toddler's body.

to:

* The Blue Water dub of ''Manga/DragonBall'' had [[http://www.youtube.com/watch?v=Er1kOz5w9iE&feature=related this]] as its opening. Ignoring the fact that the song could give any of Creator/FourKidsEntertainment songs a run for their money (it was translated ''Anime/YuGiOh5Ds''' suffers from the French dub). The non-Anime sequences are marred with [[ConspicuousCG horrendous-looking CG]].
* Parodied in ''Anime/PantyAndStockingWithGarterbelt'':
this when it displays the titular girls destroy CGI models of the MonsterOfTheWeek, it cuts to a live-action model being blown up with dynamite. It could also be [[WildMassGuessing considered]] to serve as a homage to D-Wheels/Duel Runners, in which the ''WesternAnimation/HeavyMetal'' example in the Animated Film section below.
* ''Manga/AttackOnTitan'': [[http://i.imgur.com/hpl95ac.jpg This]] hilarious moment in episode 13 when a Titan foot stomping on the ground causes blue stones to appear instead of regular debris. This can be blamed on a TroubledProduction consisting of a rushed schedule and a lack of animators.
* In Saban's dub of ''Anime/SmilePrettyCure'', ''Glitter Force'', a new dance sequence is made and added to the series. However, compared to the originals, this one looks incredibly amateurish. As well, the girls don't emote at all, thus they're stuck with soulless eyes and creepy smiles.
* In ''Anime/SailorMoonCrystal'', Chibi-Usa's cringeworthy
character design, which riding the D-Wheel/Duel Runner is rendered as well, resulting in a plastic model-esque look. Particularly annoying, as when this is in 2D it looks like they plopped a teenage girl's head (complete with ''much'' better.
** Oddly, though,
the full, plump lips) on a toddler's body.monsters look pretty cool (Stardust Dragon's Shooting Sonic attack animation in Ep 41 looks pretty damn good for CGI).



* In ''WesternAnimation/TheNightmareBeforeChristmas'', you can actually see where the bats are held up by strings. It would have been very easy to erase them in post-production, [[StylisticSuck so their inclusion in the final film is likely an intentional choice]].
* ''WesternAnimation/TheInvincibleIronMan'' looks like it was made [[Film/IronMan1 in a cave. With a box of scraps!]] All the [[PoweredArmor suits]] as well as the elemental gods are done with poorly applied cel-shaded effects, which jar horribly with the traditional animation. Their animation is also clunky and weightless compared to the pretty decent animation of the non-CG characters.
** In one scene, Iron Man is supposed to be lying on the ground. Except he looks like he's floating a foot above it.
* ''Film/TeamAmericaWorldPolice'' mostly has pretty solid puppetry, but it's a medium hilariously unsuited to the action movie genre and [[TheyPlottedAPerfectlyGoodWaste the creators know that as much as anyone]], so several of the special effects are deliberately [[StylisticSuck off]].
* In ''{{WesternAnimation/The Incredibles}}'' the detail and quality of the models are occasionally much worse than in the rest of the movie. For example, the rails and the remnants of the train car, which in part lack texture or are flat colored with cheap sparks.
** Also the external shots of of Edna Mode's house show a small hill in the middle of a void covered with smooth static grass, devoid of objects outside of the house and the road leading to it, which both are smooth with very little texture and geometric detail. It's more fitting for a contemporary video game.



*** Berix's poorly and inaccurately animated shadow when he's running in the Hot Springs.

to:

*** Berix's poorly and inaccurately animated shadow when he's running in the Hot Springs. It looks ''nothing'' like the animation in the next cut implies it to be.



* ''WesternAnimation/HeavyMetal'': Following the climax of the Taarna segment when the Loc-Nar explodes and takes the whole house with it, the house that blows up is just a small model simply filmed with a blue filter.
* The animated film ''[[WesternAnimation/SamsonAndSally Samson and Sally: The Song of the Whales]]'' has some sync fails where the characters' mouths don't match with the words they're saying. [[note]] Samson and Sally was first made in Denmark. Therefore, the lip syncing of the characters was originally fitted for the original Danish dialogue.[[/note]]



* [[InvokedTrope Invoked]] in ''WesternAnimation/TheLegoMovie''. When [[spoiler: Vitruvius comes back as a ghost, he is literally just a ghost minifigure ''being dangled on a string'']]. This is one of the few times where a SpecialEffectFailure is justified, [[spoiler: given that the entire movie is set within a real-life kid's imagination while playing with his father's LEGO set.]]
** What isn't invoked is the platform the string is on when [[spoiler: ghost Vitruvius dips]]. This ''was'' fixed in the digital release, however.



* Done InUniverse in ''WesternAnimation/ToyStoryOfTerror'' when Bonnie and the Toys are watching an old B-Movie, it's very obvious that the bat was being held up by wire. Also an out of universe subversion - attempting to recreate that gag in CGI would've been too expensive so Creator/{{Pixar}} cheated and used a real fake bat on a green screen.



* ''WesternAnimation/HeavyMetal'': Following the climax of the Taarna segment when the Loc-Nar explodes and takes the whole house with it, the house that blows up is just a small model simply filmed with a blue filter.
* In ''{{WesternAnimation/The Incredibles}}'' the detail and quality of the models are occasionally much worse than in the rest of the movie. For example, the rails and the remnants of the train car, which in part lack texture or are flat colored with cheap sparks.
** Also the external shots of of Edna Mode's house show a small hill in the middle of a void covered with smooth static grass, devoid of objects outside of the house and the road leading to it, which both are smooth with very little texture and geometric detail. It's more fitting for a contemporary video game.
* ''WesternAnimation/TheInvincibleIronMan'' looks like it was made [[Film/IronMan1 in a cave. With a box of scraps!]] All the [[PoweredArmor suits]] as well as the elemental gods are done with poorly applied cel-shaded effects, which jar horribly with the traditional animation. Their animation is also clunky and weightless compared to the pretty decent animation of the non-CG characters.
** In one scene, Iron Man is supposed to be lying on the ground. Except he looks like he's floating a foot above it.
* [[InvokedTrope Invoked]] in ''WesternAnimation/TheLegoMovie''. When [[spoiler: Vitruvius comes back as a ghost, he is literally just a ghost minifigure ''being dangled on a string'']]. This is one of the few times where a SpecialEffectFailure is justified, [[spoiler: given that the entire movie is set within a real-life kid's imagination while playing with his father's LEGO set.]]
** What isn't invoked is the platform the string is on when [[spoiler: ghost Vitruvius dips]]. This ''was'' fixed in the digital release, however.
* In ''WesternAnimation/TheNightmareBeforeChristmas'', you can actually see where the bats are held up by strings. It would have been very easy to erase them in post-production, [[StylisticSuck so their inclusion in the final film is likely an intentional choice]].
* The animated film ''[[WesternAnimation/SamsonAndSally Samson and Sally: The Song of the Whales]]'' has some sync fails where the characters' mouths don't match with the words they're saying. [[note]] Samson and Sally was first made in Denmark. Therefore, the lip syncing of the characters was originally fitted for the original Danish dialogue.[[/note]]
* ''Film/TeamAmericaWorldPolice'' mostly has pretty solid puppetry, but it's a medium hilariously unsuited to the action movie genre and [[TheyPlottedAPerfectlyGoodWaste the creators know that as much as anyone]], so several of the special effects are deliberately [[StylisticSuck off]].
* Done InUniverse in ''WesternAnimation/ToyStoryOfTerror'' when Bonnie and the Toys are watching an old B-Movie, it's very obvious that the bat was being held up by wire. Also an out of universe subversion - attempting to recreate that gag in CGI would've been too expensive so Creator/{{Pixar}} cheated and used a real fake bat on a green screen.



* Two examples of this on ''Series/ThePriceIsRight'':
** During the dreaded "Drewcases" era of the show (first half of Season 37), the graphics for trips were briefly replaced by green screens. Creator/FremantleMedia had promised that they would instead be replaced by video walls, but they supposedly instead chose green screens because they were cheaper. This is actually a {{subver|tedTrope}}sion of this trope, as the change was almost universally hated by fans on ALL sides of the show's BrokenBase not because it looked bad on TV, but because it looked bad in the studio. Since the contestants and audience wouldn't be seeing exactly the same thing the viewers at home saw, and since contestants couldn't be accommodated the same way that, say, a meteorologist doing a weather forecast could, the change was very jarring. So hated was the change that, on the episode airing February 12, 2009, Fremantle finally sucked it up and implemented video walls!
** When Clock Game was played for the first time after the Turntable change in March 2003, the producers discovered that the chroma key area (where a headshot of the contestant appears) was the exact same shade of blue as the blue spot in the pink, purple, and blue Turntable wall. Their first solution was to put a yellow circle background behind the game, but when that didn't work either, they just repainted the game. In May of 2003, Clock Game redebuted with a somewhat ugly-looking yellow border and a green chroma key box. As of November 2005, the game's border is now a much more tolerable...'''[[DoubleSubversion light blue!!!]]'''



* ''Series/{{Password}}'', ''Password Plus'' and ''Super Password'' has actually had this happen quite a bit. There were a few moments in which the other passwords that have yet to have been played were accidentally revealed, another moment where the wrong word was revealed at the start of the puzzle.
** There's the time where one of the celebrity contestants couldn't quite see the password. Whoops.



* While Ray Combs was host of ''Series/FamilyFeud'', the electronic portion of the game board (which displayed the show's logo in the intro and going into commercial, and the answers in [[BonusRound Fast Money]]) was prone to errors. In one instance, it erased the "FE" from the opening logo, leading to Ray and one family making several jokes about the "Family Ud".
** In the 1994-95 season (when original host Richard Dawson returned), the board was a chyron over an actual board. However, they often forgot to put the chyron up.
* Every so often, the crew would engineer the entryway to the ''Series/MatchGame'' set not opening as a prank to Gene Rayburn. On one memorable occasion, Rayburn [[DungeonBypass smashed right through]].
* ''Series/{{Password}}'', ''Password Plus'' and ''Super Password'' has actually had this happen quite a bit. There were a few moments in which the other passwords that have yet to have been played were accidentally revealed, another moment where the wrong word was revealed at the start of the puzzle.
** There's the time where one of the celebrity contestants couldn't quite see the password. Whoops.
* Two examples of this on ''Series/ThePriceIsRight'':
** During the dreaded "Drewcases" era of the show (first half of Season 37), the graphics for trips were briefly replaced by green screens. Creator/FremantleMedia had promised that they would instead be replaced by video walls, but they supposedly instead chose green screens because they were cheaper. This is actually a {{subver|tedTrope}}sion of this trope, as the change was almost universally hated by fans on ALL sides of the show's BrokenBase not because it looked bad on TV, but because it looked bad in the studio. Since the contestants and audience wouldn't be seeing exactly the same thing the viewers at home saw, and since contestants couldn't be accommodated the same way that, say, a meteorologist doing a weather forecast could, the change was very jarring. So hated was the change that, on the episode airing February 12, 2009, Fremantle finally sucked it up and implemented video walls!
** When Clock Game was played for the first time after the Turntable change in March 2003, the producers discovered that the chroma key area (where a headshot of the contestant appears) was the exact same shade of blue as the blue spot in the pink, purple, and blue Turntable wall. Their first solution was to put a yellow circle background behind the game, but when that didn't work either, they just repainted the game. In May of 2003, Clock Game redebuted with a somewhat ugly-looking yellow border and a green chroma key box. As of November 2005, the game's border is now a much more tolerable...'''[[DoubleSubversion light blue!!!]]'''



* Every so often, the crew would engineer the entryway to the ''Series/MatchGame'' set not opening as a prank to Gene Rayburn. On one memorable occasion, Rayburn [[DungeonBypass smashed right through]].
* While Ray Combs was host of ''Series/FamilyFeud'', the electronic portion of the game board (which displayed the show's logo in the intro and going into commercial, and the answers in [[BonusRound Fast Money]]) was prone to errors. In one instance, it erased the "FE" from the opening logo, leading to Ray and one family making several jokes about the "Family Ud".
** In the 1994-95 season (when original host Richard Dawson returned), the board was a chyron over an actual board. However, they often forgot to put the chyron up.



* The Beatles' "Magical Mystery Tour" features a stock sound effect of a bus driving between the stereo channels. However, the stock sound effect ended with the bus skidding and crashing, which it actually does on one occasion where the faders are brought down too slowly. (On another occasion, the sound effect is cut off suddenly before the crash with an audible click.) Cue Paul Is Dead jokes....



* Music/TheBeatles' "Magical Mystery Tour" features a stock sound effect of a bus driving between the stereo channels. However, the stock sound effect ended with the bus skidding and crashing, which it actually does on one occasion where the faders are brought down too slowly. (On another occasion, the sound effect is cut off suddenly before the crash with an audible click.) Cue Paul Is Dead jokes....



* The [[http://youtu.be/cbhkuu4e0iw?t=26s bike morphing into a pimpmobile]] from Coolio's "Fantastic Voyage" video. THAT IS NOT HOW MORPHING IS DONE. It's so bad the copyright owner is embarrassed.
* {{Invoked|Trope}} in the video for "Jurassic Park" by Music/WeirdAlYankovic. Most of the video is done in [[StopMotion Claymation]], but when the park's gates are shown a second time, one of the torches has gone out - so an arm reaches in and lights it with a lighter.
* The effects for Music/ZZTop's music video for [[http://www.youtube.com/watch?v=y9zw_79tlgM&feature=related "Doubleback"]] are pretty bad.
* The poorly Photoshopped bus stop sign in the "Friday" music video by Music/RebeccaBlack. [[http://www.youtube.com/watch?v=CD2LRROpph0]]
* PlayedForLaughs in the Tenacious D music video for [[https://www.youtube.com/watch?v=ls3rD8VfiSY Rize of the Fenix]], done up to look like a video that hasn't been dropped yet, with hastily-edited duplicate shots of fans, weird-looking disembodied heads of Kage and Jables on swords and devilish snakes to represent critics, too many explosions (and explosion fails), horribly animated bats, superfluous green-screen shots, shoddy CG supertitles, and many VFX screens and clipart images reading "Stockpic," "Unrendered," and "Missing Media."

to:

* The [[http://youtu.be/cbhkuu4e0iw?t=26s bike morphing into a pimpmobile]] from Coolio's "Fantastic Voyage" video. THAT IS NOT HOW MORPHING IS DONE. It's so bad the copyright owner is embarrassed.
* {{Invoked|Trope}} in the video for "Jurassic Park" by Music/WeirdAlYankovic. Most of the video is done in [[StopMotion Claymation]], but when the park's gates are shown a second time, one of the torches has gone out - so an arm reaches in and lights it with a lighter.
* The effects for Music/ZZTop's music video for
Spoonfeedas' [[http://www.youtube.com/watch?v=y9zw_79tlgM&feature=related "Doubleback"]] are pretty bad.
* The poorly Photoshopped bus stop sign in the "Friday" music video by Music/RebeccaBlack. [[http://www.youtube.com/watch?v=CD2LRROpph0]]
* PlayedForLaughs in the Tenacious D music video for [[https://www.youtube.com/watch?v=ls3rD8VfiSY Rize
com/watch?v=G0oS8GPQBDg Attack of the Fenix]], done up to look Hadedas]] includes a giant bird that looks like a video that hasn't been dropped yet, with hastily-edited duplicate shots it just stepped out of fans, weird-looking disembodied heads ''Film/{{Birdemic}}'' in [[ShoutOut homage]] to movies of Kage and Jables on swords and devilish snakes to represent critics, too many explosions (and explosion fails), horribly animated bats, superfluous green-screen shots, shoddy CG supertitles, and many VFX screens and clipart images reading "Stockpic," "Unrendered," and "Missing Media."[[AttackOfTheKillerWhatever its kind]].



* Music/BillyJoel's "[[http://www.youtube.com/watch?v=Iyv905Q2omU Pressure]]" has some very obvious matte lines in certain scenes.
* The borderline BodyHorror [[http://i40.tinypic.com/55m1c7.jpg 'floating' effect]] from Blancmange's 'Lose Your Love' music video. Not to mention it failed as soon as it started, unless [[SurrealMusicVideo it was intentional]].

to:

* Music/BillyJoel's "[[http://www.To say the CGI in Music/Eiffel65's [[https://www.youtube.com/watch?v=Iyv905Q2omU Pressure]]" has some very obvious matte lines com/watch?v=68ugkg9RePc Blue]] was dated even in certain scenes.
*
1999 is an {{Understatement}}. The borderline BodyHorror [[http://i40.tinypic.com/55m1c7.jpg 'floating' effect]] from Blancmange's 'Lose Your Love' music video. Not to mention way the band is inserted into the footage makes it failed as soon as it started, unless [[SurrealMusicVideo it was intentional]].all the more jarring.
** The fight scenes are less "fighting" and more "[[FightSceneFailure a bunch of guys lightly tapping aliens once and a while]]". Either that, or the aliens have [[BlessedWithSuck exceptionally poor combat skills]].



* The music video for [[http://www.youtube.com/watch?v=_4YiM4JcLtA Brainbug's Nightmare]] is [[StylisticSuck intentionally]] full of this, mainly as homage to the 50's.
* Spoonfeedas' [[http://www.youtube.com/watch?v=G0oS8GPQBDg Attack of the Hadedas]] includes a giant bird that looks like it just stepped out of ''Film/{{Birdemic}}''.
* [[http://www.youtube.com/watch?v=rRuHk6Drj2U The music video]] for Creator/WillSmith's "Film/MenInBlack" features a [[ConspicuousCG poorly done]] dancing alien[[note]]based upon "Mikey", the alien at the beginning of the film[[/note]] midway through. The practical alien body parts towards the beginning don't fare much better.
** The music video for "[[http://www.youtube.com/watch?v=1RVRCd6J2NA Nod Ya Head]]" (from the [[Film/MenInBlackII second film]]) features a glaring amount of '''''very''''' obvious CG.

to:

* The effects for Music/ZZTop's music video for [[http://www.youtube.com/watch?v=_4YiM4JcLtA Brainbug's Nightmare]] is [[StylisticSuck intentionally]] full of this, mainly as homage to com/watch?v=y9zw_79tlgM&feature=related "Doubleback"]] are pretty bad.
* The [[http://youtu.be/cbhkuu4e0iw?t=26s bike morphing into a pimpmobile]] from Coolio's "Fantastic Voyage" video. THAT IS NOT HOW MORPHING IS DONE. It's so bad
the 50's.
copyright owner is embarrassed.
* Spoonfeedas' The poorly Photoshopped bus stop sign in the "Friday" music video by Music/RebeccaBlack. [[http://www.youtube.com/watch?v=G0oS8GPQBDg Attack of com/watch?v=CD2LRROpph0]]
** Also
the Hadedas]] includes night scene, which was clearly filmed on either a giant bird that looks like it just stepped out of ''Film/{{Birdemic}}''.
* [[http://www.youtube.com/watch?v=rRuHk6Drj2U The music video]] for Creator/WillSmith's "Film/MenInBlack" features
greenscreen or a [[ConspicuousCG poorly done]] dancing alien[[note]]based upon "Mikey", the alien at the beginning of the film[[/note]] midway through. The practical alien body parts towards the beginning don't fare much better.
** The music video for "[[http://www.youtube.com/watch?v=1RVRCd6J2NA Nod Ya Head]]" (from the [[Film/MenInBlackII second film]]) features a glaring amount of '''''very''''' obvious CG.
simple backdrop.



* {{Invoked|Trope}} in the video for "Jurassic Park" by Music/WeirdAlYankovic. Most of the video is done in [[StopMotion Claymation]], but when the park's gates are shown a second time, one of the torches has gone out - so an arm reaches in and lights it with a lighter.
* The borderline BodyHorror [[http://i40.tinypic.com/55m1c7.jpg 'floating' effect]] from Blancmange's 'Lose Your Love' music video. Not to mention it failed as soon as it started, unless [[SurrealMusicVideo it was intentional]].
* [[http://www.youtube.com/watch?v=rRuHk6Drj2U The music video]] for Creator/WillSmith's "Film/MenInBlack" features a [[ConspicuousCG poorly done]] dancing alien[[note]]based upon "Mikey", the alien at the beginning of the film[[/note]] midway through. The practical alien body parts towards the beginning don't fare much better.
** The music video for "[[http://www.youtube.com/watch?v=1RVRCd6J2NA Nod Ya Head]]" (from the [[Film/MenInBlackII second film]]) features a glaring amount of '''''very''''' obvious CG.
* The music video for [[http://www.youtube.com/watch?v=_4YiM4JcLtA Brainbug's Nightmare]] is [[StylisticSuck intentionally]] full of this, mainly as homage to the 50's.
* Music/BillyJoel's "[[http://www.youtube.com/watch?v=Iyv905Q2omU Pressure]]" has some very obvious matte lines in certain scenes.
* PlayedForLaughs in the Music/TenaciousD music video for [[https://www.youtube.com/watch?v=ls3rD8VfiSY Rize of the Fenix]], done up to look like a video that hasn't been dropped yet, with hastily-edited duplicate shots of fans, weird-looking disembodied heads of Kage and Jables on swords and devilish snakes to represent critics, too many explosions (and explosion fails), horribly animated bats, superfluous green-screen shots, shoddy CG supertitles, and many VFX screens and clipart images reading "Stockpic," "Unrendered," and "Missing Media."



* ''SpiderMan: Turn Off the Dark'' had a first preview that [[http://www.avclub.com/articles/spiderman-turn-off-the-dark-preview-goes-off-witho,48361/ didn't go so well.]]



* The ScreenToStageAdaptation of Disney's ''Disney/BeautyAndTheBeast'' has been one of the most frequently-produced shows by amateur theatre companies, high schools, etc. since the TurnOfTheMillennium. Many of these productions have utterly failed to produce convincing Beast costumes/makeups for their leading actors, and photos of these failures are showcased on the Tumblr page [[http://lowbudgetbeasts.tumblr.com Low Budget Beasts]].



* The ScreenToStageAdaptation of Disney's ''Disney/BeautyAndTheBeast'' has been one of the most frequently-produced shows by amateur theatre companies, high schools, etc. since the TurnOfTheMillennium. Many of these productions have utterly failed to produce convincing Beast costumes/makeups for their leading actors, and photos of these failures are showcased on the Tumblr page [[http://lowbudgetbeasts.tumblr.com Low Budget Beasts]].

to:

* The ScreenToStageAdaptation of Disney's ''Disney/BeautyAndTheBeast'' has been one of ''SpiderMan: Turn Off the most frequently-produced shows by amateur theatre companies, high schools, etc. since the TurnOfTheMillennium. Many of these productions have utterly failed to produce convincing Beast costumes/makeups for their leading actors, and photos of these failures are showcased on the Tumblr page [[http://lowbudgetbeasts.tumblr.com Low Budget Beasts]].Dark'' had a first preview that [[http://www.avclub.com/articles/spiderman-turn-off-the-dark-preview-goes-off-witho,48361/ didn't go so well.]]



[[AC: In General]]
* Any PC game that tries to make a smooth transition to or from the desktop as it quits or starts is going to fail the moment the screen blinks as the video drivers are loaded. In egregious cases, it becomes even more obvious the game took a screenshot of the desktop when the player tabs out of the game and moves windows around.
* Clipping through objects is one of the most common failures to see when playing a game, more so if it's a 3D game.



** The early ''BreathOfFire'' games are particularly egregious in this regard. Some characters would just disappear, and it was unclear that they were actually defeated for good or merely wounded, since some of them would show up later on.
* Any PC game that tries to make a smooth transition to or from the desktop as it quits or starts is going to fail the moment the screen blinks as the video drivers are loaded. In egregious cases, it becomes even more obvious the game took a screenshot of the desktop when the player tabs out of the game and moves windows around.
* In ''VideoGame/StarControl3'', there is a race called the Harika/Yorn. The Harika are a race of green goblin-like aliens, while the Yorn is a rodent species they use as food. As with most aliens in ''Star Control 3'', they are played by puppets. At one point, the Harika captain you speak to eats one of the Yorn... which is done by having the Harika open his mouth, the Yorn puppet slide in an incredibly awkward fashion up the Harika's chest, go into his mouth, and ''sit there'' for about thirty seconds before the screen [[http://www.youtube.com/watch?v=ScwquQ8wjvo#t=0m27s abruptly cuts to the original shot of Harika with Yorn in pocket]].
** For that matter, pretty much all of the aliens fall under this trope. It was actually marketed as a feature that they were 3D (this being about the time when 3D computer graphics were the "Next Big Thing" and thus had to be used regardless of whether it was a good idea or not) but the models (Animatronic puppets in this case) were so poor[[note]]with some, like the Human, Syreen, Arilou and Doog puppets, falling straight into the UncannyValley[[/note]], that they all looked considerably worse than the stylized animated 2D pictures used in ''[=SC2=]''.
* The original ''TwistedMetal'' has, in its endings, a picture of Calypso... played by an actor with burn makeup that looks like a community theater version of [[Franchise/ANightmareOnElmStreet Freddy Krueger]]. This is a holdover from the nine-different-levels-of-failure original FMV endings, which feature such highlights as Needles Kane played by a man in a pathetic clown mask. Understandably, the series used animated or CGI endings until...
** The 2012 [=PS3=] game decided to revisit the live-action FMV concept. Although they're not a complete failure like the scrapped cutscenes of the first game, they're still rife with Special Effect Failure. Although they tried to go for a SoBadItsGood grindhouse vibe, the end result clashes with the grimdark feel of the game itself, making the [=FMVs=] just straight up crappy.

to:

** * There are some glitches (whether intentional or otherwise) that can cause these to happen.
* Many HD ports or enhanced ports of older games like ''VideoGame/SilentHill2'' and ''VideoGame/MetroidPrime'' look great with the touch ups, but sometimes other effects are lost in the transition. For example, ''Silent Hill 2'' was known for having very atmospheric fog effects, but the HD port lost most of the fog effects, causing the game to lose its creepy atmosphere. This may be because most of the fog in the original game was due to the [=PlayStation=]'s low draw distance.
* Playing a PC game with a screwy graphics card can count towards this.
[[AC: Specific Examples]]
* ''Franchise/AloneInTheDark'': In the 2008 reboot, there's a gameplay mechanic that shows scratches and wounds on Edward's body the more he gets hurt. The problem is that the wounds look like they were just glued onto Edward's body, which makes it look incredibly fake. And in some cutscenes, wounds would sometimes glitch and hang off of Edward's [[https://www.youtube.com/watch?v=b5VimZkkPvU#t=9m50s character model.]]
* While programming the otherwise beautiful lighting and shadow effects for ''VideoGame/BioShock'', the developers forgot to make any kind of shadow for ''the playable character himself''. You're most likely to first notice this in a room where a lone source of light is used to add tension to a splicer attack which, unfortunately, sucks a ''lot'' of the atmosphere out.
* The least of the barely finished ''VideoGame/{{Bionicle}}: The Game'''s problems are goofs during which parts of the character models become plainly see-through, mostly under their armor pads and the back of Onua's head during his first cutscene. Pohatu's eyes also have a tendency to disappear. Most of the movements are jerky or humorously overdone, and there's clipping everywhere. Oddest of all, on the PC version of Gali's level, Nokama has some of her texturing messed up, leaving her with a red smudge for a face, and even the animation bones are visibly poking through her model.
*
The early ''BreathOfFire'' games are particularly egregious in this regard. Some characters would just disappear, and it was unclear that they were actually defeated for good or merely wounded, since some of them would show up later on.
* Any PC game that tries ''VideoGame/BurnCycle'' features live actors projected against pre-rendered backdrops. These environments don't always correspond to make a smooth transition to or from the desktop as it quits or starts is going to fail actors' line of sight, especially the moment wide angles. When Sol his companion arrive at the screen blinks as hotel, the video drivers characters are loaded. In egregious cases, it becomes even more obvious projected at an extreme slant; Sol exits the game took a screenshot of frame by literally marching up the desktop when wall.
* This is all over the place in ''VideoGame/CallOfJuarezTheCartel''. Vehicle collisions have no weight or impact, the subtitles are usually either [[RougeAnglesOfSatin misspelled]] or don't match the dialogue (like, ''at all''), characters jump around between cutscene and gameplay (most frequently to dump
the player tabs out of into the driver's seat of a car since the AI won't drive), facial animations are [[DullSurprise painfully limited]], and game scripts and moves windows around.
AI pathfinding are so buggy that a player-controlled Kim will most likely have to do most of AI Ben and Eddie's work for them in one level when they split up to cover a meeting.
* In ''VideoGame/StarControl3'', there is a race called While the Harika/Yorn. anime has its fair share of [[OffModel animation flubs]] and overused StockFootage. The Harika VisualNovel adaptation of ''Anime/CrossAnge'' is probably the prime example '''''against''''' using CGI in these kinds of games- About the only praise you can give it is that the CelShading used is accurate to the show itself.
** The models themselves [[LazyArtist cut many corners and
are a race lazily animated]]. With movements limited to "turning slightly", "occasional bob" and "head turn". [[ArsonMurderAndJaywalking And constant blinking]]. The lack of green goblin-like aliens, visible hands is also quite apparent throughout. This can be glimpsed when Ange herself first appears in the story, as the camera starts ever so slightly above her knees with her hands behind her back ([[HandsInPockets another common pose in the game]]). For the ''one'' model they do give [[IncrediblyLamePun a hand]] to (Hilda), they're too lazy to even show it properly resting on her side. Instead making it look like it's floating in midair.
** Emotions are also [[PerpetualExpression quite lacking]] for several characters. Yes, Jill ''was'' stern, but she did have more expression than just DullSurprise. Embryo fares worse, as instead of smiling like he usually does in-show (sometimes getting into [[SlasherSmile 'batshit insane' territory]]), he's always [[PerpetualFrowner frowning]] whenever he appears on screen.
*** [[https://youtu.be/6DiERxuz0AY?t=29m33s In one instance]], Vivian's face goes from a shocked look to its default smile
while the Yorn is a rodent species they use as food. As with most aliens in ''Star Control 3'', they are played by puppets. At one point, the Harika captain you speak she's still '''on screen'''. There's another instance later where Ange returns to eats one of the Yorn... which is done by having the Harika open his mouth, the Yorn puppet slide in an incredibly awkward fashion up the Harika's chest, go into his mouth, and ''sit there'' for about thirty seconds her default position just before the screen [[http://www.youtube.com/watch?v=ScwquQ8wjvo#t=0m27s abruptly cuts fades to black.
** Hair physics are [[NoFlowInCGI unevenly applied]] between characters. As while
the original shot twintails of Harika neither Salia or Hilda move whenever they do their canned animations, things like Vivian and Chris's braids do.
** And while the CGI looks bad on its own, they manage to make it even [[FromBadToWorse worse]] by including characters that are ''literally cutouts''
with Yorn in pocket]].
** For
nothing except [[UncannyValley blinking eyes and moving mouths]]. Mouths that matter, pretty much all of don't even match the aliens fall under this trope. It was actually marketed as a feature that they were 3D (this [[LipLock dialogue being about the time when 3D computer graphics were the "Next Big Thing" and thus had to be used regardless of whether it was a good idea or not) but the models (Animatronic puppets in this case) were so poor[[note]]with some, like the Human, Syreen, Arilou and Doog puppets, falling straight into the UncannyValley[[/note]], that they all looked considerably worse than the stylized animated 2D pictures used in ''[=SC2=]''.
* The original ''TwistedMetal'' has, in its endings, a picture of Calypso... played by an actor with burn makeup that looks like a community theater version of [[Franchise/ANightmareOnElmStreet Freddy Krueger]]. This is a holdover from the nine-different-levels-of-failure original FMV endings, which feature such highlights as Needles Kane played by a man in a pathetic clown mask. Understandably, the series used animated or CGI endings until...
** The 2012 [=PS3=] game decided to revisit the live-action FMV concept. Although they're not a complete failure like the scrapped cutscenes of the first game, they're still rife with Special Effect Failure. Although they tried to go for a SoBadItsGood grindhouse vibe, the end result clashes
said]] even with the grimdark feel of 3D models. [[ConspicuousCGI Then you mix the game itself, making the [=FMVs=] just straight up crappy.two together...]]



* ''VideoGame/DreamfallChapters'' features some rather common Unity Engine oddities, in addition to its own special effect failures:
** Because the Unity Engine doesn't render peoples' mouths very realistically, it looks like they repeatedly flap their mouths open and closed to simulate talking.
** Characters' hair is rendered as a stiff piece. This is alright, given that they don't have any flashy AnimeHair... but when Zoë's hair is clipping through her clothing, you ''really'' notice it.
** Baruti is being harassed by some thugs, and the player can choose to intervene. The scene veers into this ''hilariously'' when you notice that '''A)''' Baruti's hands are clipping through his arm and are clearly visible (Meaning his fingers are just stiffly sticking out), '''B)''' The man who speaks to you in Cantonese has a cane that visibly clips through him and '''C)''' a glitch can sometimes cause him to talk without moving his mouth.



* ''VideoGame/TheForceUnleashed 2'' had amazing graphics for the most part. Of course, if you start blowing up barrels, the barrels in the three-dimensional world look like some two-dimensional thing out of the {{Nintendo 64}}.
* ''VideoGame/LostOdyssey'', which sported very sharp visuals, nevertheless fell victim to this trope in one dungeon. There was one dungeon which had some shallow pools of water, which they wanted to throw a ripply reflection of the characters as they moved in and around it. While the ripples are quite nice indeed, they cheated on the reflections rather badly. Instead of showing a true reflection, the water simply duplicated the character as he appeared onscreen before applying the ripple effects. This could even still work if they had inverted the reflection, having it appear upside down "below" the character, but they put the reflection BEHIND the character right-side up. The net effect made the "reflecting pool" into a mirror you could look into and see the back of your own head.
* ''VideoGame/OracleOfTao'' has a weird mix of StylisticSuck and a few actual animation glitches. When you defeat one boss, he is supposed to fall down dead with an animation. But since this animation typically doesn't activate until the next turn, this typically results in you targeting an empty screen before the animation suddenly creates a dying animation.
* In the [[ObviousBeta infamously unpolished]] ''UltimaIX'', [[https://www.youtube.com/watch?v=crHVUnqodMc#t=42 a cutscene]] has [[BigBad the Guardian]] chucking a fireball at [[spoiler:Samhayne]]. The fireball ''misses the victim by a yard'', upon which he spins ''in the wrong direction'' (from how he would have spun if the spell had actually made contact) and collapses.
** Not to mention, when you poison Lord British with bread, he grabs his neck and falls...then stands right back up...then falls down again. Similarly, in the very beginning, the Avatar will get out of bed, then teleport back into bed, then get out again to step away. After a screen transition, you may appear in the next room nude for a moment. On some occasions, the camera may enter the character model of whoever you're speaking to.
*** Mind you, all of these instances are cutscenes rendered with in-game models by the game engine. This, understandably, often has the limitations of stock character movements and timing cues, which may fall out of sync depending on the speed of the computer you're playing on. The game's pre-rendered cutscenes, however, have no such excuse. In one scene, Raven throws a knife at Lord Blackthorne. It very obviously passes frighteningly, but nonetheless harmlessly, right by his face. Despite having clearly not been wounded, though, he wears a bandage over his eye in later scenes.
* In the ''VideoGame/{{Starcraft}}'' cinematic at the end of the Zerg campaign. When the Overmind rises after crashing into Aiur, you see fire at the edge of the crater it created. However, for the last few frames, while everything else is moving, the fire just... 'freezes' into place. It isn't all that noticeable, but once you've seen it...
* One scene in ''VideoGame/{{Xenogears}}'' has Citan and Sigmund drinking tea on the Yggdrasil during one cut scene. As they drink, their sprites do not move at all, while the tea cups simply float to their mouths. They messed up ''tea cups...''

to:

* ''VideoGame/TheForceUnleashed 2'' had amazing graphics for the most part. Of course, if you start blowing up barrels, the barrels in the three-dimensional world ''Videogame/TheDeadlyTowerOfMonsters'' is designed to look like a 1950's B-Movie. One with effects that aren't particularly good.
* ''VideoGame/DeusEx'' had
some minor examples of this (often in the final level, which was cobbled together from other unused levels):
** One of the funniest is during the wrap-up to the Hell's Kitchen level, when JC goes back to UNATCO and eavesdrops on UNATCO chief Manderley having a conversation in his office with the shadowy FEMA director seen in the introduction. The FEMA rep walks out of the office by unlocking the inner door... and a cry of pain is heard and he immediately runs backwards as the door opens, ruining the moment.
** During the last three stages, you can see small fires burning at inaccessible parts of the map. However, in the first area of Area 51, climbing on top of the crew quarters building and looking up at the plume of fire nearby reveals that it's a static
two-dimensional thing image instead of an actual fire. This is notable, because objects can (and are often) set on fire with realistic in-game effects.
** Also in Area 51, looking right up at the sniper tower with a pair of Tech Goggles immediately when you begin the level (just as Jock's helicopter is taking off) reveals a stationary NPC with its hands stuck way
out to its sides, because it hasn't yet started its programmed patrol route.
** During the entrance to Sector 4 in Area 51, the high-tension moment of JC discovering the cloning facility where he and Paul were born while Bob Page goads him is ruined by the unnatural arc of a door exploding from one end
of the {{Nintendo 64}}.
* ''VideoGame/LostOdyssey'', which sported very sharp visuals, nevertheless fell victim
room to this trope in one dungeon. There was one dungeon which had some shallow pools the other. It looks a lot slower than the force of water, which the explosion would have caused. And then there's the "Kill Bob Page" ending, where you press the button to overload his chamber, Page screams as he's seemingly blown up, and... the action continues for a good ten seconds after that, where his body is still present and the player can unload as much small-arms fire as they wanted to throw a ripply reflection of want into him without his reaction.
* Opening Remake 101: When remaking the ''Manga/DragonBall Z'' opening in CG, there's three things one should '''''never''''' do--make
the characters as they moved in and around it. While the ripples are quite nice indeed, they cheated on the reflections rather badly. Instead of showing a true reflection, the water simply duplicated the character as he appeared onscreen before applying the ripple effects. This could even still work if they had inverted the reflection, having it appear upside down "below" the character, but they put the reflection BEHIND the character right-side up. The net effect made the "reflecting pool" into a mirror you could look into like arthritic Lego people that barely emote convincingly; have Chaozu look like he stepped out of the UncannyValley; and see the back of your own head.
* ''VideoGame/OracleOfTao'' has a weird mix of StylisticSuck and a few actual animation glitches. When you defeat one boss, he is supposed
make sure that when Gohan flies past, not to fall down dead with an animation. But since this animation typically doesn't activate until the next turn, this typically results in you targeting an empty screen before the animation suddenly creates a dying animation.
* In the [[ObviousBeta infamously unpolished]] ''UltimaIX'', [[https://www.
'noclip' through his head. Sadly, [[http://www.youtube.com/watch?v=crHVUnqodMc#t=42 a cutscene]] has [[BigBad com/watch?v=2FmKGZZNggI the Guardian]] chucking a fireball at [[spoiler:Samhayne]]. The fireball ''misses the victim by a yard'', upon which he spins ''in the wrong direction'' (from how he would have spun if the spell had actually made contact) and collapses.
** Not
opening to mention, when you poison Lord British with bread, he grabs his neck and falls...then stands right back up...then falls down again. Similarly, in the very beginning, the Avatar will get out of bed, then teleport back into bed, then get out again to step away. After a screen transition, you may appear in the next room nude for a moment. On some occasions, the camera may enter the character model of whoever you're speaking to.
*** Mind you,
Budokai does all of these instances are cutscenes rendered with in-game models by the game engine. This, understandably, often has the limitations of stock character movements and timing cues, which may fall out of sync depending on the speed of the computer you're playing on. The game's pre-rendered cutscenes, however, have no such excuse. In one scene, Raven throws a knife at Lord Blackthorne. It very obviously passes frighteningly, but nonetheless harmlessly, right by his face. Despite having clearly not been wounded, though, he wears a bandage over his eye in later scenes.
* In the ''VideoGame/{{Starcraft}}'' cinematic at the end of the Zerg campaign. When the Overmind rises after crashing into Aiur, you see fire at the edge of the crater it created. However, for the last few frames, while everything else is moving, the fire just... 'freezes' into place. It isn't all that noticeable, but once you've seen it...
* One scene in ''VideoGame/{{Xenogears}}'' has Citan and Sigmund drinking tea on the Yggdrasil during one cut scene. As they drink, their sprites do not move at all, while the tea cups simply float to their mouths. They messed up ''tea cups...''
three]].



* ''VideoGame/BurnCycle'' features live actors projected against pre-rendered backdrops. These environments don't always correspond to the actors' line of sight, especially the wide angles. When Sol his companion arrive at the hotel, the characters are projected at an extreme slant; Sol exits the frame by literally marching up the wall.
* ''StreetsOfRage 3'' has some sounds mysteriously go mute during game play. This was mostly due to glitches in the programming. One example of this is the boss of round 5 is supposed to laugh around 3 times before he fights you. However, his laughter can be either off cue or not heard at all due to the glitches.
* ''Franchise/StarWars: Super Return of the Jedi'' had a sound glitch with the boss of level 2 in Jabba's Palace. When you reflected the boss' shots back at him, his hurt voice clip is the same one of the character you are using.
* In ''VideoGame/RuneFactory2'', there are some maps that are presented with a top-down camera angle, and others (like areas of the town) that are closer to the ground with more of a side-view camera angle. The problem is when it rains, it's simply an overlay of the rain animation on top of the screen. It looks okay in the top-view, but in the side-view you'll see the rain fall and splash on the sky itself. And sometimes {{NPC}}s will cut corners on the street and end up walking on top of the sides of buildings...

to:

* ''VideoGame/BurnCycle'' features live actors projected against pre-rendered backdrops. These environments don't always correspond to the actors' line of sight, especially the wide angles. When Sol his companion arrive at the hotel, the characters are projected at an extreme slant; Sol exits the frame by literally marching up the wall.
* ''StreetsOfRage 3'' has some sounds mysteriously go mute during game play. This was mostly due to glitches
In ''VideoGame/EscapeFromMonkeyIsland'' in the programming. One example cutscene, where Elaine and Guybrush discuss their course of this is action right after arriving to Melee island, the boss of round 5 camera frequently is supposed to laugh around 3 times before he fights you. However, his laughter can be either off cue or not heard at all due to the glitches.
* ''Franchise/StarWars: Super Return
placed ''inside'' a monkey. Fortunately, most of the Jedi'' had a sound glitch with the boss of level 2 in Jabba's Palace. When you reflected the boss' shots back at him, his hurt voice clip monkey is the same one of the character you transparent, only its muzzle and several torso polygons are using.
* In ''VideoGame/RuneFactory2'', there are some maps that are presented with a top-down camera angle, and others (like areas of the town) that are closer to the ground with more of a side-view camera angle. The problem is when it rains, it's simply an overlay of the rain animation on top of the screen. It looks okay in the top-view, but in the side-view you'll see the rain fall and splash on the sky itself. And sometimes {{NPC}}s will cut corners on the street and end up walking on top of the sides of buildings...
visible.



* Opening Remake 101: When remaking the ''Manga/DragonBall Z'' opening in CG, there's three things one should '''''never''''' do--make the characters look like arthritic Lego people that barely emote, have Chaozu look like he stepped out of the UncannyValley, and make sure that when Gohan flies past; not to 'noclip' through his head. Sadly, [[http://www.youtube.com/watch?v=2FmKGZZNggI the opening to Budokai does all three]].
* ''VideoGame/MedalOfHonor2010'' game has something to this effect. Basically, every time a level starts, the whole map is generated, having different levels of detail depending on the distance. What happens is, after a cutscene, the game will load every texture in the farthest resolution and then add detail depending on the distance (sort of like a [[BuffySpeak detail implosion-shockwave-thingy]]). While plenty of games do this, most other games get around this by loading the nearest ones first and then generating the rest of the visible environment. Here it takes around 5 to 10 seconds for the ''gun'' to gain detail. ''Ten seconds''. Ten, immersion ruining, seconds.
* One stage late in the original [=PS1=] ''Medal of Honor'' features a curator trying to reason with the player character over an intercom, and eventually is shot by his Nazi captors. It would be an effective KickTheDog moment if it were a single scripted occurrence, but instead the audio-only scene is added into the BGM, so every time the soundtrack loops you'll hear the poor guy fussing over stolen artwork and getting killed again.
* ''[[VideoGame/TheSims The Sims 2: Seasons]]'' suffers this. Rather than creating the rain with particles (a technique which has existed for years) they decided to just overlay an animation of rain falling over the screen. This technique often looks fine, but not in a game with a freely movable camera. Half the time it looks like it's raining indoors, and when you zoom in on an indoor area and look out the window it's pretty clear that rain isn't falling outside. And worst of all, this makes the game lag like hell.

to:

* Opening Remake 101: When remaking the ''Manga/DragonBall Z'' opening Cutscenes in CG, there's three things one should '''''never''''' do--make ''VideoGame/FinalFantasyVII'' tend to shift between low-poly models and CGI movies. Needless to say, it's pretty jarring. And as if this weren't bad enough already, half of these movies render the characters look like arthritic Lego people with realistic proportions, whereas their field models use, by contrast, a SuperDeformed style. So you see Cloud randomly shift between his short, low-polygonal field model with Popeye arms and his detailed CGI rendition that barely emote, actually matches his character artwork in the middle of cutscenes.
* The 3D versions of ''VideoGame/FinalFantasyIV''
have Chaozu look like he stepped out the characters swing in the direction of the UncannyValley, other side to attack. During one particular encounter with Dr. Lugae and make sure that when Gohan flies past; not to 'noclip' through his head. Sadly, [[http://www.youtube.com/watch?v=2FmKGZZNggI the opening to Budokai does all three]].
* ''VideoGame/MedalOfHonor2010'' game has something to this effect. Basically, every time a level starts, the whole map is generated, having different levels of detail depending on the distance. What happens is,
Barnabas, Barnabas attacks Dr. Lugae after a cutscene, misinterpreting his orders. The 2D versions had the game will load every texture same attack animation regardless of who was getting hit, but the 3D version shows Barnabas swinging in the farthest resolution direction of your party... yet Dr. Lugae, who is ''right next to Barnabas'', is the one who gets hit. This arguably makes the scene even ''more'' funny for [[NarmCharm all the wrong reasons, but it was intended to be funny]].
* ''VideoGame/FinalFantasyX''
and then add detail depending on ''VideoGame/FinalFantasyX2'' both received HD remasters and the distance (sort of like a [[BuffySpeak detail implosion-shockwave-thingy]]). While plenty of games do this, most other games get around this by loading the nearest ones first and then generating the rest of the visible environment. Here it takes around 5 to 10 seconds for the ''gun'' to gain detail. ''Ten seconds''. Ten, immersion ruining, seconds.
* One stage late in the original [=PS1=] ''Medal of Honor'' features a curator trying to reason with the
visuals are absolutely stunning. The player character over an intercom, and eventually is shot by his Nazi captors. It would be an effective KickTheDog moment if it models were a single scripted occurrence, but rebuilt from scratch instead of simply upscaling the audio-only textures on the old models so that the character models can be consistent throughout the game. [[note]]The original game would swap between the default models and higher quality models when it was called for and you can easily spot the differences when it happens such as Tidus' hands having individually rendered fingers in one scene is added into and "mitten" hands in another.[[/note]] However, the BGM, so every time transition to the soundtrack loops you'll hear new models was not quite smooth since a some of characters' facial animations look incredibly stiff (especially Yuna's expressions). Tidus' blue eyes can look a bit ''too'' blue in certain scenes due to the poor guy fussing improved lighting and color correction while Yuna's eyes look bigger than they originally did. There's also some minor glitches with the animations; one example being Auron pushing past a Guado guard as the party flees and said guard gets knocked over stolen artwork and getting killed again.
* ''[[VideoGame/TheSims The Sims 2: Seasons]]'' suffers this. Rather than creating the rain with particles (a technique which has existed for years) they decided to just overlay an animation
in about one second after Auron pushed him aside instead of rain falling over instantly as soon as he gets pushed.
* ''VideoGame/FinalFantasyX'' has a lot of cutscenes, and they're all pretty. Most of
the screen. This technique often looks fine, plot-important ones are rendered in FMV, but not the rest are regular engine-rendered. In Bevelle, there's a long series of plot-important cutscenes back-to-back. Some are in FMV, some aren't. The difference is very noticeable.
* ''VideoGame/FinalFantasyIX'' was ported to Steam and Android/[=iOS=] and all the character models were given much higher resolution textures that makes everyone look smooth and crisp. However, the texture improvements also works against itself due to the pre rendered backgrounds still using the same low resolution and blurry assets that the original Playstation version used. It is believed that
a fire that happened in Square-Enix's office some time ago destroyed a lot of the company's video game with a freely movable camera. Half assets, which is why the time it looks like it's raining indoors, and developers couldn't use the original assets when you zoom in on an indoor area and look out it came to the window it's pretty clear that rain isn't falling outside. And backgrounds. You can see the worst of all, this makes it when controlling Vivi for the first time in Alexandria where his high res character model sticks out a ''lot'' compared to the moving characters in the animated background as the game lag transitions from FMV to actual game; the characters in the FMV transition are hard coded within the FMV itself, therefore they're a low res and blurry mess until you meet [=NPCs=] with their higher res models once the game begins. The sound effects had also taken a hit by having them compressed so that the game can fit on smartphones, but they were left compressed on the Steam version; many sound effects sound a bit lower or muffled and the pitch for certain sound effects sound higher than the original.
* ''VideoGame/TheForceUnleashed 2'' had amazing graphics for the most part. Of course, if you start blowing up barrels, the barrels in the three-dimensional world look
like hell.some two-dimensional thing out of the {{Nintendo 64}}.
* In one mission in ''VideoGame/GrandTheftAutoSanAndreas'', you have to follow Caesar to meet up with everyone else for some illegal street racing. CJ's sister, Kendl, is seen riding with Caesar in the cut scene. During the actual game play, Kendl's model is strangely replaced with a female NPC.
** In one cutscene during the mission "The Shootist" in ''VideoGame/GrandTheftAutoViceCity'', Tommy enters a shooting competition that sees him stepping up to a shooting booth, getting ready to fire. Instead of the gun being in his hand, it ends up floating nearly half a foot in front of it.
** During the Paleto Score heist in ''VideoGame/GrandTheftAutoV'', Trevor turns to shoot out a security camera with a shotgun when storming the bank. Said camera remains completely undamaged, even after sustaining a point-blank shot.



* ''VideoGame/{{Harvester}}'' is well-known for two things: being [[{{Gorn}} really]], [[MurderSimulator really]], ''really'' messed up, and having hilariously bad FMV special effects during cutscenes.
** The worst example is during one of the most notorious scenes: [[spoiler:when your baby sister's eyes [[https://www.youtube.com/watch?v=CzNQFONW4Gg pop out]]]]. MS Paint would have ''improved'' on that.
* ''VideoGame/IWannaBeTheGuy'' features the [[spoiler:[[FissionMailed fake error message]]]] in the Castle of The Guy. [[spoiler:It uses the default Windows XP theme, so if you're on XP with a different theme, or on a completely different OS altogether, it's particularly jarring and [[InterfaceSpoiler a giveaway that it's a fake]].]]
* The UsefulNotes/TurboGraphx16 version of ''VideoGame/ItCameFromTheDesert'' has plenty of these:
** The (Stop-motion) ant at the power plant [[StockFootage and]] the canyon doesn't crawl from the ground insomuch as slide up and move its appendages.
** Whenever a character appears on TV, their heads poke ''out'' from the top of the screen.
** The graphical quality of the game itself, which is extremely pixelated and grainy, also counts.
** In cutscenes, whenever someone fires a gun, nothing comes out of them.
* ''VideoGame/KingdomHearts'' has one at the very end. As the party is walking through the green meadow, they receive a missive from Pluto, who tears away with the party in pursuit. Look closely, and it's revealed that Pluto is clearly just sliding along, translating up the hill with no animation. This happens any time the scene appears (the beginning of ''Chain of Memories'', the static-y memories of ''Kingdom Hearts 2''), and even came back in the HD remakes.



* There is a cutscene in ''VideoGame/SilentHillHomecoming'' where a character's hand clips briefly, yet noticeably, through the camera's perspective.
* ''Franchise/TombRaider'':
** Lara's teenager model in ''VideoGame/TombRaiderChronicles'' has a slight error when she holds a torch. Her hands are normally rendered as open palm, but when Lara holds a torch, the hand that is used to hold it suddenly switches to the hand from the adult Lara model, which is rendered as a closed, blocky fist and has a glove on it. This was most likely done in an attempt to save time on changing parts of the model with little effort.
** ''VideoGame/TombRaiderIII'' has laser traps of different colors in one level. On the PC version, playing the game on high resolution monitors can make the lasers nearly invisible due to them not being properly rendered for high resolution screens. Likewise, the HUD is rendered in squinty vision in the PC version when playing on high resolution screens.
* ''VideoGame/StarFoxAdventures'' has some very broken effects-heat distortion, water reflections, and floor reflections are incorrectly programmed, marring the graphics of an otherwise-graphically-impressive game.

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* There is a cutscene in ''VideoGame/SilentHillHomecoming'' where a character's hand clips briefly, yet noticeably, through ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'': The devs wanted to mimic the camera's perspective.
* ''Franchise/TombRaider'':
** Lara's teenager model in ''VideoGame/TombRaiderChronicles'' has a slight error when she holds a torch. Her hands are normally rendered as open palm, but when Lara holds a torch, the hand that is used to hold it suddenly switches
top-down 3/4 perspective of ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the hand from Past]]''. However, for some reason, they refused to use an angled camera. The solution? Making it so that ''most things actually leaning backwards''. The problem is that you can cause the adult Lara model, which is rendered as camera angle to change by merging into a closed, blocky fist wall. So in some places, merging with a vertical walls lets you see that things are leaning backwards, and it looks as ridiculous as you'd expect.
* In ''VideoGame/TheLegendOfZeldaMajorasMask'', Gyorg's introductory cinematic
has a glove on it. This was most likely done in an attempt to save time on changing parts at a "freeze frame" effect as the creature dramatically leaps out of the water, during which his name appears onscreen. However, the fact that the splashing water keeps moving well after Gyorg has stopped makes it ''very'' obvious that the effect is accomplished by just locking Gyorg's model with little effort.
** ''VideoGame/TombRaiderIII'' has laser traps of different colors
in one level. On place for a few seconds during its jump animation and not actually freezing the PC version, playing the game on high resolution monitors can make the lasers nearly invisible due to them not being properly rendered for high resolution screens. Likewise, the HUD is rendered in squinty vision in the PC version when playing on high resolution screens.
* ''VideoGame/StarFoxAdventures'' has some very broken effects-heat distortion, water reflections, and floor reflections are incorrectly programmed, marring the graphics of an otherwise-graphically-impressive game.
image.



* ''SamAndMax: The Devil's Playhouse'' has impressive graphics for the most part, but there's one little scene in Episode 1 where Sybil's box of belongings fall down into the sewer, and as Sam and Max look down the hole, the view below isn't even rendered in 3D, it's a ''pre-rendered 2D image''.
* Playing a PC game with a screwy graphics card can count towards this.
* Several UsefulNotes/SegaDreamcast games fall victim to this. Some examples:
** In ''VideoGame/SonicAdventure'' and [[VideoGame/SonicAdventure2 its sequel]], quite a few cutscenes feature the in-game character models placed against pre-rendered backdrops and videos, leaving a rather jarring ChromaKey effect.
** The HD port of ''Sonic Adventure 2'' does the game justice, but there's one cutscene that the dev team glossed over: one scene shows Sonic, Tails, and Knuckles conversing with each other while Amy comes in a moment later. Because the cut scene was originally created in the 4:3 ratio and not 16:9, you can see Amy standing to the side in T pose with a ''really'' weird facial expression. This was likely Sega's quirk in loading character models that were needed for a scene, but with a wider screen, the quirk looks bad.
** In ''VideoGame/JetSetRadio'', at Shibuya-Cho there are some areas that you have to go through in order to get to the next area of the city, in which they put a pre-rendered 2D image of city buildings in front of it. It makes you feel like you're [[WesternAnimation/BluesClues Blue and Steve]], how they "skidoo" into pictures.
*** Citizens aren't even outlined. [[http://steamcommunity.com/sharedfiles/filedetails/?id=99261010 The caption of this screenshot says it best.]]
** In the first ''VideoGame/SpaceChannel5'', all backgrounds and areas are pre-rendered videos, while everything else is 3D models placed in front of the videos. [[http://spacechannel5.wikia.com/wiki/File:Ulala_Floats2.png This will sometimes cause Ulala and the others to look as if they are walking on air]] [[http://spacechannel5.wikia.com/wiki/File:Ulala_Floats1.png or hovering above ground.]] This was fixed in the sequel, in which all backgrounds and areas are rendered in real-time, rather than pre-recorded videos of 3D areas.
* ''{{Singularity}}'' has a picture of a Soviet newspaper in one InfoDump scene. Looking closely at its text reveals that it's actually random strings of Latin characters, instead of actual words in Cyrillic.
* In one mission in ''VideoGame/GrandTheftAutoSanAndreas'', you have to follow Caesar to meet up with everyone else for some illegal street racing. CJ's sister, Kendl, is seen riding with Caesar in the cut scene. During the actual game play, Kendl's model is strangely replaced with a female NPC.
** In one cutscene during the mission "The Shootist" in ''VideoGame/GrandTheftAutoViceCity'', Tommy enters a shooting competition that sees him stepping up to a shooting booth, getting ready to fire. Instead of the gun being in his hand, it ends up floating nearly half a foot in front of it.
** During the Paleto Score heist in ''VideoGame/GrandTheftAutoV'', Trevor turns to shoot out a security camera with a shotgun when storming the bank. Said camera remains completely undamaged, even after sustaining a point-blank shot.
* In ''VideoGame/EscapeFromMonkeyIsland'' in the cutscene, where Elaine and Guybrush discuss their course of action right after arriving to Melee island, the camera frequently is placed ''inside'' a monkey. Fortunately, most of the monkey is transparent, only its muzzle and several torso polygons are visible.
* In ''VideoGame/SuperSmashBrosBrawl'''s Subspace Emissary, Pokemon Trainer is not CG-rendered like the other characters and instead just uses his ingame model. As a result he looks extremely out of place in the otherwise very well-designed cutscenes.
* ''VideoGame/SuperMario64'' has the Chain Chomp enemy whose mouth is colored red. On the VirtualConsole version, the red was strangely changed to purple, giving the enemy a purple mouth. Some people thought Nintendo was trying to censor the game, but it turns out that it was just a glitch with the game's emulator.
* ''VideoGame/StarFox64'' has one level that takes place in what can be considered the sun. The colors are mostly orange, red, yellow, and white and they are quite bright. On the VirtualConsole version, the colors in the same level appear muted and are not as vibrant.



* Cutscenes in ''VideoGame/FinalFantasyVII'' tend to shift between low-poly models and CGI movies. Needless to say, it's pretty jarring. And as if this weren't bad enough already, half of these movies render the characters with realistic proportions, whereas their field models use, by contrast, a SuperDeformed style. So you see Cloud randomly shift between his short, low-polygonal field model with Popeye arms and his detailed CGI rendition that actually matches his character artwork in the middle of cutscenes.
* The 3D versions of ''VideoGame/FinalFantasyIV'' have the characters swing in the direction of the other side to attack. During one particular encounter with Dr. Lugae and Barnabas, Barnabas attacks Dr. Lugae after misinterpreting his orders. The 2D versions had the same attack animation regardless of who was getting hit, but the 3D version shows Barnabas swinging in the direction of your party... yet Dr. Lugae, who is ''right next to Barnabas'', is the one who gets hit. This arguably makes the scene even ''more'' funny for [[NarmCharm all the wrong reasons, but it was intended to be funny]].
* This is all over the place in ''VideoGame/CallOfJuarezTheCartel''. Vehicle collisions have no weight or impact, the subtitles are usually either [[RougeAnglesOfSatin misspelled]] or don't match the dialogue (like, ''at all''), characters jump around between cutscene and gameplay (most frequently to dump the player into the driver's seat of a car since the AI won't drive), facial animations are [[DullSurprise painfully limited]], and game scripts and AI pathfinding are so buggy that a player-controlled Kim will most likely have to do most of AI Ben and Eddie's work for them in one level when they split up to cover a meeting.
* ''VideoGame/{{Harvester}}'' is well-known for two things: being [[{{Gorn}} really]], [[MurderSimulator really]], ''really'' messed up, and having hilariously bad FMV special effects during cutscenes.
** The worst example is during one of the most notorious scenes: [[spoiler:when your baby sister's eyes [[https://www.youtube.com/watch?v=CzNQFONW4Gg pop out]]]]. MS Paint would have ''improved'' on that.
* ''VideoGame/SonicTheHedgehog2006'' is chock full of these thanks to its ObviousBeta status (and even some that would've stayed even if the game had been finished properly,) from giant towers toppling over at lightning fast speeds with absolutely no sense of weight to them, to enemies clipping through scenery and getting {{Tele Frag}}ged when picked up with psychokinesis, to the creepy UncannyValley humans and their wild, over-the-top talking animations.

to:

* Cutscenes in ''VideoGame/FinalFantasyVII'' tend ''VideoGame/LostOdyssey'', which sported very sharp visuals, nevertheless fell victim to shift between low-poly models and CGI movies. Needless to say, it's pretty jarring. And as if this weren't bad enough already, half trope in one dungeon. There was one dungeon which had some shallow pools of these movies render water, which they wanted to throw a ripply reflection of the characters with realistic proportions, whereas their field models use, by contrast, a SuperDeformed style. So you see Cloud randomly shift between his short, low-polygonal field model with Popeye arms as they moved in and his detailed CGI rendition that actually matches his around it. While the ripples are quite nice indeed, they cheated on the reflections rather badly. Instead of showing a true reflection, the water simply duplicated the character artwork in as he appeared onscreen before applying the middle of cutscenes.
*
ripple effects. This could even still work if they had inverted the reflection, having it appear upside down "below" the character, but they put the reflection BEHIND the character right-side up. The 3D versions of ''VideoGame/FinalFantasyIV'' have net effect made the characters swing in "reflecting pool" into a mirror you could look into and see the direction of the other side to attack. During one particular encounter with Dr. Lugae and Barnabas, Barnabas attacks Dr. Lugae after misinterpreting his orders. The 2D versions had the same attack animation regardless of who was getting hit, but the 3D version shows Barnabas swinging in the direction back of your party... yet Dr. Lugae, who is ''right next to Barnabas'', is the one who gets hit. This arguably makes the scene even ''more'' funny for [[NarmCharm all the wrong reasons, but it was intended to be funny]].
* This is all over the place in ''VideoGame/CallOfJuarezTheCartel''. Vehicle collisions have no weight or impact, the subtitles are usually either [[RougeAnglesOfSatin misspelled]] or don't match the dialogue (like, ''at all''), characters jump around between cutscene and gameplay (most frequently to dump the player into the driver's seat of a car since the AI won't drive), facial animations are [[DullSurprise painfully limited]], and game scripts and AI pathfinding are so buggy that a player-controlled Kim will most likely have to do most of AI Ben and Eddie's work for them in one level when they split up to cover a meeting.
* ''VideoGame/{{Harvester}}'' is well-known for two things: being [[{{Gorn}} really]], [[MurderSimulator really]], ''really'' messed up, and having hilariously bad FMV special effects during cutscenes.
** The worst example is during one of the most notorious scenes: [[spoiler:when your baby sister's eyes [[https://www.youtube.com/watch?v=CzNQFONW4Gg pop out]]]]. MS Paint would have ''improved'' on that.
* ''VideoGame/SonicTheHedgehog2006'' is chock full of these thanks to its ObviousBeta status (and even some that would've stayed even if the game had been finished properly,) from giant towers toppling over at lightning fast speeds with absolutely no sense of weight to them, to enemies clipping through scenery and getting {{Tele Frag}}ged when picked up with psychokinesis, to the creepy UncannyValley humans and their wild, over-the-top talking animations.
own head.



* The least of the barely finished ''VideoGame/{{Bionicle}}: The Game'''s problems are goofs during which parts of the character models become plainly see-through, mostly under their armor pads and the back of Onua's head during his first cutscene. Pohatu's eyes also have a tendency to disappear. Most of the movements are jerky or humorously overdone, and there's clipping everywhere. Oddest of all, on the PC version of Gali's level, Nokama has some of her texturing messed up, leaving her with a red smudge for a face, and even the animation bones are visibly poking through her model.
* The SoBadItsGood ''Sniper: Path of Vengeance'' is another ObviousBeta. Among all the deforming, contorting characters and ludicrous clippings, some of the more famous goofs are the bus that clips through the prison gate before it opens, enemies regularly walking through doors, and the final cutscene, where the guns are missing and the characters enact a shootout by pointing with their fingers.
* Many HD ports or enhanced ports of older games like ''VideoGame/SilentHill2'' and ''VideoGame/MetroidPrime'' look great with the touch ups, but sometimes other effects are lost in the transition. For example, ''Silent Hill 2'' was known for having very atmospheric fog effects, but the HD port lost most of the fog effects, causing the game to lose its creepy atmosphere. This may be because most of the fog in the original game was due to the [=PlayStation=]'s low draw distance.
* ''VideoGame/FinalFantasyX'' has a lot of cutscenes, and they're all pretty. Most of the plot-important ones are rendered in FMV, but the rest are regular engine-rendered. In Bevelle, there's a long series of plot-important cutscenes back-to-back. Some are in FMV, some aren't. The difference is very noticeable.
* ''[[VideoGame/StrongBadsCoolGameForAttractivePeople Strong Bad's Cool Game for Attractive People Episode 4 - Dangeresque 3]]'' features an InUniverse example, perhaps taken as far as possible. In one scene, Strong Sad walks in wearing a motion capture suit[[note]] Or rather, is painted green and has ping-pong balls glued to him[[/note]] and shouts "Raaah! I'm a scary monster!"... at which point Strong Bad stops the movie and rebukes the Cheat for his terrible editing.
-->'''Strong Bad:''' FixItInPost?! [[SugarWiki/FunnyMoments This IS post]]!

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* The least ''VideoGame/MedalOfHonor2010'' game has something to this effect. Basically, every time a level starts, the whole map is generated, having different levels of detail depending on the distance. What happens is, after a cutscene, the game will load every texture in the farthest resolution and then add detail depending on the distance (sort of like a [[BuffySpeak detail implosion-shockwave-thingy]]). While plenty of games do this, most other games get around this by loading the nearest ones first and then generating the rest of the barely finished ''VideoGame/{{Bionicle}}: The Game'''s problems are goofs during which parts of visible environment. Here it takes around 5 to 10 seconds for the ''gun'' to gain detail. ''Ten seconds''. Ten, immersion ruining, seconds.
* One stage late in the original [=PS1=] ''Medal of Honor'' features a curator trying to reason with the player
character models become plainly see-through, mostly under their armor pads over an intercom, and eventually is shot by his Nazi captors. It would be an effective KickTheDog moment if it were a single scripted occurrence, but instead the back of Onua's head during his first cutscene. Pohatu's eyes also have a tendency to disappear. Most of audio-only scene is added into the movements are jerky or humorously overdone, BGM, so every time the soundtrack loops you'll hear the poor guy fussing over stolen artwork and there's clipping everywhere. Oddest of all, on the PC version of Gali's level, Nokama has some of her texturing messed up, leaving her with a red smudge for a face, and even the animation bones are visibly poking through her model.
getting killed again.
* The SoBadItsGood ''Sniper: Path of Vengeance'' is another ObviousBeta. Among all the deforming, contorting characters and ludicrous clippings, some of the more famous goofs are the bus that clips through the prison gate before it opens, enemies regularly walking through doors, and the final cutscene, where the guns are missing and the characters enact a shootout by pointing with their fingers.
* Many HD ports or enhanced ports of older games like ''VideoGame/SilentHill2'' and
''VideoGame/MetroidPrime'' look great with the touch ups, but sometimes other effects are lost in the transition. For example, ''Silent Hill 2'' was known for having very atmospheric fog effects, but the HD port lost most of the fog effects, causing the is a visually stunning game to lose its creepy atmosphere. This may be because most of the fog in the original game was due to the [=PlayStation=]'s low draw distance.
* ''VideoGame/FinalFantasyX'' has a lot of cutscenes,
and they're all pretty. Most of the plot-important ones are rendered in FMV, but the rest are regular engine-rendered. In Bevelle, there's almost no flaws except for one at the Great Tree Hall. There's a long series platform that is invisible unless you look at it with the X-Ray Visor. However, looking at the platform normally and carefully will reveal that the raindrops splash in midair instead of plot-important cutscenes back-to-back. Some are in FMV, some aren't. continuing to fall. This little graphical quirk spoils the surprise of a hidden platform and you can stand on the platform regardless of whether or not you can see it. The difference is very noticeable.
* ''[[VideoGame/StrongBadsCoolGameForAttractivePeople Strong Bad's Cool Game for Attractive People Episode 4 - Dangeresque 3]]'' features an InUniverse example, perhaps taken as far as possible. In one scene, Strong Sad walks
same effect failure happens in wearing a motion capture suit[[note]] Or rather, is painted green and another room with invisible platforms, but every platform after the first has ping-pong balls glued to him[[/note]] and shouts "Raaah! I'm a scary monster!"... at the rain pass through, which point Strong Bad stops makes the movie quirk even more puzzling.
** The X-Ray Visor also lets you see Samus's right hand through her arm cannon. The developers forgot to rig the skeleton to recoil with the weapon, thus it clips through the cannon whenever you fire it.
* ''VideoGame/MetroidPrime2Echoes'' has U-Mos, who is [[InvulnerableCivilians completely immune to your weapons by using a psychic shield]]. The shield pops up when you try to attack him. During the scene where U-Mos gives Samus the [[spoiler: Light Suit]], firing at him will have the shots still bounce off of him, but the shield effect doesn't appear. It returns to normal once you acquire the item.
* ''VideoGame/MetroidPrime3Corruption'' isn't immune to a few technical oddities either. When you acquire the Plasma Beam, Samus fires off a test shot
and rebukes the Cheat sound effect used is the same one from ''VideoGame/MetroidPrime'' since it's the same weapon. However, the sound effect used for the weapon in game is a different sound effect. Likewise, Aurora Unit 242 in [=SkyTown=] has his terrible editing.
-->'''Strong Bad:''' FixItInPost?! [[SugarWiki/FunnyMoments This IS post]]!
voice using a deep reverb to make it sound booming. When he tells the player to go east to the Federation Landing Site, the reverb is mysteriously gone, but only for that specific statement since the effect returns afterwards.
* An example of this was one of the reasons Creator/DeepSilver's "[[https://youtu.be/YngbHOz--oc Masterclass]]" trailer for the ''Franchise/MegaMan'' SpiritualSuccessor ''VideoGame/MightyNo9'' quickly became infamous and {{memetic|Mutation}}: single-sprite "explosion" effects that look more like pizzas, complete with a carpet bombing scene to draw attention to them. The [[VideoGame/MegaManClassic original]] ''VideoGame/{{Mega Man|Classic}}'' [[VideoGame/MegaManClassic games]] ''for the UsefulNotes/{{N|intendoEntertainmentSystem}}ES'' had better-looking explosions than this.
* A very minor one in ''VideoGame/MortalKombat9'': during a story mode cutscene where Stryker is using a walkie-talkie, you can briefly see its antenna clip through the brim of his hat.
* The actors in ''VideoGame/NightTrap'' sport some very obvious microphones. The costumes for the Augers also look incredibly hokey, even for the game's (relatively low) standards.



* ''VideoGame/DeusEx'' had some minor examples of this (often in the final level, which was cobbled together from other unused levels):
** One of the funniest is during the wrap-up to the Hell's Kitchen level, when JC goes back to UNATCO and eavesdrops on UNATCO chief Manderley having a conversation in his office with the shadowy FEMA director seen in the introduction. The FEMA rep walks out of the office by unlocking the inner door... and a cry of pain is heard and he immediately runs backwards as the door opens, ruining the moment.
** During the last three stages, you can see small fires burning at inaccessible parts of the map. However, in the first area of Area 51, climbing on top of the crew quarters building and looking up at the plume of fire nearby reveals that it's a static two-dimensional image instead of an actual fire. This is notable, because objects can (and are often) set on fire with realistic in-game effects.
** Also in Area 51, looking right up at the sniper tower with a pair of Tech Goggles immediately when you begin the level (just as Jock's helicopter is taking off) reveals a stationary NPC with its hands stuck way out to its sides, because it hasn't yet started its programmed patrol route.
** During the entrance to Sector 4 in Area 51, the high-tension moment of JC discovering the cloning facility where he and Paul were born while Bob Page goads him is ruined by the unnatural arc of a door exploding from one end of the room to the other. It looks a lot slower than the force of the explosion would have caused. And then there's the "Kill Bob Page" ending, where you press the button to overload his chamber, Page screams as he's seemingly blown up, and... the action continues for a good ten seconds after that, where his body is still present and the player can unload as much small-arms fire as they want into him without his reaction.

to:

* ''VideoGame/DeusEx'' had some minor examples ''VideoGame/OracleOfTao'' has a weird mix of StylisticSuck and a few actual animation glitches. When you defeat one boss, he is supposed to fall down dead with an animation. But since this (often animation typically doesn't activate until the next turn, this typically results in you targeting an empty screen before the animation suddenly creates a dying animation.
* In the [[ObviousBeta infamously unpolished]] ''UltimaIX'', [[https://www.youtube.com/watch?v=crHVUnqodMc#t=42 a cutscene]] has [[BigBad the Guardian]] chucking a fireball at [[spoiler:Samhayne]]. The fireball ''misses the victim by a yard'', upon which he spins ''in the wrong direction'' (from how he would have spun if the spell had actually made contact) and collapses.
** Not to mention, when you poison Lord British with bread, he grabs his neck and falls...then stands right back up...then falls down again. Similarly,
in the final level, very beginning, the Avatar will get out of bed, then teleport back into bed, then get out again to step away. After a screen transition, you may appear in the next room nude for a moment. On some occasions, the camera may enter the character model of whoever you're speaking to.
*** Mind you, all of these instances are cutscenes rendered with in-game models by the game engine. This, understandably, often has the limitations of stock character movements and timing cues,
which was cobbled together from other unused levels):
** One
may fall out of sync depending on the speed of the funniest is during the wrap-up to the Hell's Kitchen level, when JC goes back to UNATCO and eavesdrops on UNATCO chief Manderley computer you're playing on. The game's pre-rendered cutscenes, however, have no such excuse. In one scene, Raven throws a knife at Lord Blackthorne. It very obviously passes frighteningly, but nonetheless harmlessly, right by his face. Despite having clearly not been wounded, though, he wears a conversation in bandage over his office eye in later scenes.
* The HD remaster of ''VideoGame/ResidentEvil'' is done beautifully. All the character and enemy models had their textures redone to be crisp and sharp and many rooms and environments look spectacular
with the shadowy FEMA director seen in the introduction. The FEMA rep walks out of the office by unlocking the inner door... upgraded textures and a cry of pain is heard and he immediately runs backwards as the door opens, ruining the moment.
** During the last three stages, you can see small fires burning at inaccessible parts of the map.
lightning effects. However, in some areas were not as fortunate; certain rooms were simply upscaled and sharpened from their original versions instead of having an HD version, which makes it stick out quite badly.
** Likewise,
the first area remaster of Area 51, climbing ''VideoGame/GrimFandango'' didn't even bother to re-render ''any'' of the backgrounds, instead upscaling the 640×480, ''256-color'' images to cover the probably-1080p screen. This despite a concerted effort to update the character models and even add realistic lighting, and even re-recording the entire soundtrack from scratch.
* In ''VideoGame/RuneFactory2'', there are some maps that are presented with a top-down camera angle, and others (like areas of the town) that are closer to the ground with more of a side-view camera angle. The problem is when it rains, it's simply an overlay of the rain animation
on top of the crew quarters building and looking up at the plume of fire nearby reveals that it's a static two-dimensional image instead of an actual fire. This is notable, because objects can (and are often) set on fire with realistic in-game effects.
** Also in Area 51, looking right up at the sniper tower with a pair of Tech Goggles immediately when you begin the level (just as Jock's helicopter is taking off) reveals a stationary NPC with its hands stuck way out to its sides, because it hasn't yet started its programmed patrol route.
** During the entrance to Sector 4 in Area 51, the high-tension moment of JC discovering the cloning facility where he and Paul were born while Bob Page goads him is ruined by the unnatural arc of a door exploding from one end of the room to the other.
screen. It looks a lot slower than okay in the force top-view, but in the side-view you'll see the rain fall and splash on the sky itself. And sometimes {{NPC}}s will cut corners on the street and end up walking on top of the explosion would have caused. And then sides of buildings...
* ''SamAndMax: The Devil's Playhouse'' has impressive graphics for the most part, but
there's the "Kill Bob Page" ending, one little scene in Episode 1 where you press the button to overload his chamber, Page screams as he's seemingly blown up, and... the action continues for a good ten seconds after that, where his body is still present and the player can unload as much small-arms fire as they want Sybil's box of belongings fall down into him without his reaction.the sewer, and as Sam and Max look down the hole, the view below isn't even rendered in 3D, it's a ''pre-rendered 2D image''.



* A very minor one in ''VideoGame/MortalKombat9'': during a story mode cutscene where Stryker is using a walkie-talkie, you can briefly see its antenna clip through the brim of his hat.
* ''VideoGame/DreamfallChapters'' features some rather common Unity Engine oddities, in addition to its own special effect failures:
** Because the Unity Engine doesn't render peoples' mouths very realistically, it looks like they repeatedly flap their mouths open and closed to simulate talking.
** Characters' hair is rendered as a stiff piece. This is alright, given that they don't have any flashy AnimeHair... but when Zoë's hair is clipping through her clothing, you ''really'' notice it.
** Baruti is being harassed by some thugs, and the player can choose to intervene. The scene veers into this ''hilariously'' when you notice that '''A)''' Baruti's hands are clipping through his arm and are clearly visible (Meaning his fingers are just stiffly sticking out), '''B)''' The man who speaks to you in Cantonese has a cane that visibly clips through him and '''C)''' a glitch can sometimes cause him to talk without moving his mouth.
* The HD remaster of ''VideoGame/ResidentEvil'' is done beautifully. All the character and enemy models had their textures redone to be crisp and sharp and many rooms and environments look spectacular with the upgraded textures and lightning effects. However, some areas were not as fortunate; certain rooms were simply upscaled and sharpened from their original versions instead of having an HD version, which makes it stick out quite badly.
* Likewise, the remaster of ''VideoGame/GrimFandango'' didn't even bother to re-render ''any'' of the backgrounds, instead upscaling the 640×480, ''256-color'' images to cover the probably-1080p screen. This despite a concerted effort to update the character models and even add realistic lighting, and even re-recording the entire soundtrack from scratch.
* ''VideoGame/IWannaBeTheGuy'' features the [[spoiler:[[FissionMailed fake error message]]]] in the Castle of The Guy. [[spoiler:It uses the default Windows XP theme, so if you're on XP with a different theme, or on a completely different OS altogether, it's particularly jarring and [[InterfaceSpoiler a giveaway that it's a fake]].]]
* ''Videogame/TheDeadlyTowerOfMonsters'' is designed to look like a 1950's B-Movie. One with effects that aren't particularly good.
* ''VideoGame/KingdomHearts'' has one at the very end. As the party is walking through the green meadow, they receive a missive from Pluto, who tears away with the party in pursuit. Look closely, and it's revealed that Pluto is clearly just sliding along, translating up the hill with no animation. This happens any time the scene appears (the beginning of ''Chain of Memories'', the static-y memories of ''Kingdom Hearts 2''), and even came back in the HD remakes.
* While programming the otherwise beautiful lighting and shadow effects for ''VideoGame/BioShock'', the developers forgot to make any kind of shadow for ''the playable character himself''. You're most likely to first notice this in a room where a lone source of light is used to add tension to a splicer attack which, unfortunately, sucks a ''lot'' of the atmosphere out.
* ''VideoGame/FinalFantasyIX'' was ported to Steam and Android/[=iOS=] and all the character models were given much higher resolution textures that makes everyone look smooth and crisp. However, the texture improvements also works against itself due to the pre rendered backgrounds still using the same low resolution and blurry assets that the original Playstation version used. It is believed that a fire that happened in Square-Enix's office some time ago destroyed a lot of the company's video game assets, which is why the developers couldn't use the original assets when it came to the backgrounds. You can see the worst of it when controlling Vivi for the first time in Alexandria where his high res character model sticks out a ''lot'' compared to the moving characters in the animated background as the game transitions from FMV to actual game; the characters in the FMV transition are hard coded within the FMV itself, therefore they're a low res and blurry mess until you meet [=NPCs=] with their higher res models once the game begins. The sound effects had also taken a hit by having them compressed so that the game can fit on smartphones, but they were left compressed on the Steam version; many sound effects sound a bit lower or muffled and the pitch for certain sound effects sound higher than the original.
* In ''VideoGame/TheLegendOfZeldaMajorasMask'', Gyorg's introductory cinematic has an attempt at a "freeze frame" effect as the creature dramatically leaps out of the water, during which his name appears onscreen. However, the fact that the splashing water keeps moving well after Gyorg has stopped makes it ''very'' obvious that the effect is accomplished by just locking Gyorg's model in place for a few seconds during its jump animation and not actually freezing the image.
* ''VideoGame/FinalFantasyX'' and ''VideoGame/FinalFantasyX2'' both received HD remasters and the visuals are absolutely stunning. The player character models were rebuilt from scratch instead of simply upscaling the textures on the old models so that the character models can be consistent throughout the game. [[note]]The original game would swap between the default models and higher quality models when it was called for and you can easily spot the differences when it happens such as Tidus' hands having individually rendered fingers in one scene and "mitten" hands in another.[[/note]] However, the transition to the new models was not quite smooth since a some of characters' facial animations look incredibly stiff (especially Yuna's expressions). Tidus' blue eyes can look a bit ''too'' blue in certain scenes due to the improved lighting and color correction while Yuna's eyes look bigger than they originally did. There's also some minor glitches with the animations; one example being Auron pushing past a Guado guard as the party flees and said guard gets knocked over in about one second after Auron pushed him aside instead of falling over instantly as soon as he gets pushed.
* An example of this was one of the reasons Creator/DeepSilver's "[[https://youtu.be/YngbHOz--oc Masterclass]]" trailer for the ''Franchise/MegaMan'' SpiritualSuccessor ''VideoGame/MightyNo9'' quickly became infamous and {{memetic|Mutation}}: single-sprite "explosion" effects that look more like pizzas, complete with a carpet bombing scene to draw attention to them. The [[VideoGame/MegaManClassic original]] ''VideoGame/{{Mega Man|Classic}}'' [[VideoGame/MegaManClassic games]] ''for the UsefulNotes/{{N|intendoEntertainmentSystem}}ES'' had better-looking explosions than this.
* ''VideoGame/MetroidPrime'' is a visually stunning game and there's almost no flaws except for one at the Great Tree Hall. There's a platform that is invisible unless you look at it with the X-Ray Visor. However, looking at the platform normally and carefully will reveal that the raindrops splash in midair instead of continuing to fall. This little graphical quirk spoils the surprise of a hidden platform and you can stand on the platform regardless of whether or not you can see it. The same effect failure happens in another room with invisible platforms, but every platform after the first has the rain pass through, which makes the quirk even more puzzling.
** The X-Ray Visor also lets you see Samus's right hand through her arm cannon. The developers forgot to rig the skeleton to recoil with the weapon, thus it clips through the cannon whenever you fire it.
* ''VideoGame/MetroidPrime2Echoes'' has U-Mos, who is [[InvulnerableCivilians completely immune to your weapons by using a psychic shield]]. The shield pops up when you try to attack him. During the scene where U-Mos gives Samus the [[spoiler: Light Suit]], firing at him will have the shots still bounce off of him, but the shield effect doesn't appear. It returns to normal once you acquire the item.
* ''VideoGame/MetroidPrime3Corruption'' isn't immune to a few technical oddities either. When you acquire the Plasma Beam, Samus fires off a test shot and the sound effect used is the same one from ''VideoGame/MetroidPrime'' since it's the same weapon. However, the sound effect used for the weapon in game is a different sound effect. Likewise, Aurora Unit 242 in [=SkyTown=] has his voice using a deep reverb to make it sound booming. When he tells the player to go east to the Federation Landing Site, the reverb is mysteriously gone, but only for that specific statement since the effect returns afterwards.
* ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'': The devs wanted to mimic the top-down 3/4 perspective of ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. However, for some reason, they refused to use an angled camera. The solution? Making it so that ''most things actually leaning backwards''. The problem is that you can cause the camera angle to change by merging into a wall. So in some places, merging with a vertical walls lets you see that things are leaning backwards, and it looks as ridiculous as you'd expect.

to:

* A very minor Several UsefulNotes/SegaDreamcast games fall victim to this. Some examples:
** In ''VideoGame/SonicAdventure'' and [[VideoGame/SonicAdventure2 its sequel]], quite a few cutscenes feature the in-game character models placed against pre-rendered backdrops and videos, leaving a rather jarring ChromaKey effect.
** The HD port of ''Sonic Adventure 2'' does the game justice, but there's
one in ''VideoGame/MortalKombat9'': during a story mode cutscene where Stryker is using a walkie-talkie, you can briefly see its antenna clip through that the brim of his hat.
* ''VideoGame/DreamfallChapters'' features some rather common Unity Engine oddities,
dev team glossed over: one scene shows Sonic, Tails, and Knuckles conversing with each other while Amy comes in addition to its own special effect failures:
**
a moment later. Because the Unity Engine doesn't render peoples' mouths very realistically, it looks like they repeatedly flap their mouths open cut scene was originally created in the 4:3 ratio and closed to simulate talking.
** Characters' hair is rendered as a stiff piece. This is alright, given that they don't have any flashy AnimeHair... but when Zoë's hair is clipping through her clothing,
not 16:9, you can see Amy standing to the side in T pose with a ''really'' notice it.
** Baruti is being harassed by some thugs, and the player can choose to intervene. The scene veers into this ''hilariously'' when you notice that '''A)''' Baruti's hands are clipping through his arm and are clearly visible (Meaning his fingers are just stiffly sticking out), '''B)''' The man who speaks to you in Cantonese has a cane that visibly clips through him and '''C)''' a glitch can sometimes cause him to talk without moving his mouth.
* The HD remaster of ''VideoGame/ResidentEvil'' is done beautifully. All the character and enemy models had their textures redone to be crisp and sharp and many rooms and environments look spectacular with the upgraded textures and lightning effects. However, some areas were not as fortunate; certain rooms were simply upscaled and sharpened from their original versions instead of having an HD version, which makes it stick out quite badly.
* Likewise, the remaster of ''VideoGame/GrimFandango'' didn't even bother to re-render ''any'' of the backgrounds, instead upscaling the 640×480, ''256-color'' images to cover the probably-1080p screen.
weird facial expression. This despite a concerted effort to update the was likely Sega's quirk in loading character models and even add realistic lighting, and even re-recording that were needed for a scene, but with a wider screen, the entire soundtrack from scratch.
* ''VideoGame/IWannaBeTheGuy'' features
quirk looks bad.
** In ''VideoGame/JetSetRadio'', at Shibuya-Cho there are some areas that you have to go through in order to get to
the [[spoiler:[[FissionMailed fake error message]]]] in next area of the Castle city, in which they put a pre-rendered 2D image of The Guy. [[spoiler:It uses the default Windows XP theme, so if city buildings in front of it. It makes you feel like you're on XP with a different theme, or on a completely different OS altogether, it's particularly jarring [[WesternAnimation/BluesClues Blue and [[InterfaceSpoiler a giveaway that it's a fake]].Steve]], how they "skidoo" into pictures.
*** Citizens aren't even outlined. [[http://steamcommunity.com/sharedfiles/filedetails/?id=99261010 The caption of this screenshot says it best.
]]
* ''Videogame/TheDeadlyTowerOfMonsters'' ** In the first ''VideoGame/SpaceChannel5'', all backgrounds and areas are pre-rendered videos, while everything else is designed 3D models placed in front of the videos. [[http://spacechannel5.wikia.com/wiki/File:Ulala_Floats2.png This will sometimes cause Ulala and the others to look as if they are walking on air]] [[http://spacechannel5.wikia.com/wiki/File:Ulala_Floats1.png or hovering above ground.]] This was fixed in the sequel, in which all backgrounds and areas are rendered in real-time, rather than pre-recorded videos of 3D areas.
* There is a cutscene in ''VideoGame/SilentHillHomecoming'' where a character's hand clips briefly, yet noticeably, through the camera's perspective.
* ''[[VideoGame/TheSims The Sims 2: Seasons]]'' suffers this. Rather than creating the rain with particles (a technique which has existed for years) they decided to just overlay an animation of rain falling over the screen. This technique often looks fine, but not in a game with a freely movable camera. Half the time it looks
like a 1950's B-Movie. One with effects it's raining indoors, and when you zoom in on an indoor area and look out the window it's pretty clear that aren't particularly good.
rain isn't falling outside. And worst of all, this makes the game lag like hell.
* ''VideoGame/KingdomHearts'' ''{{Singularity}}'' has a picture of a Soviet newspaper in one InfoDump scene. Looking closely at its text reveals that it's actually random strings of Latin characters, instead of actual words in Cyrillic.
* The SoBadItsGood ''Sniper: Path of Vengeance'' is another ObviousBeta. Among all
the very end. As deforming, contorting characters and ludicrous clippings, some of the party is more famous goofs are the bus that clips through the prison gate before it opens, enemies regularly walking through doors, and the final cutscene, where the guns are missing and the characters enact a shootout by pointing with their fingers.
* ''VideoGame/SonicTheHedgehog2006'' is chock full of these thanks to its ObviousBeta status (and even some that would've stayed even if the game had been finished properly,) from giant towers toppling over at lightning fast speeds with absolutely no sense of weight to them, to enemies clipping through scenery and getting {{Tele Frag}}ged when picked up with psychokinesis, to the creepy UncannyValley humans and their wild, over-the-top talking animations.
* In the ''VideoGame/{{Starcraft}}'' cinematic at the end of the Zerg campaign. When the Overmind rises after crashing into Aiur, you see fire at the edge of the crater it created. However, for the last few frames, while everything else is moving, the fire just... 'freezes' into place. It isn't all that noticeable, but once you've seen it...
* In ''VideoGame/StarControl3'', there is a race called the Harika/Yorn. The Harika are a race of
green meadow, goblin-like aliens, while the Yorn is a rodent species they receive use as food. As with most aliens in ''Star Control 3'', they are played by puppets. At one point, the Harika captain you speak to eats one of the Yorn... which is done by having the Harika open his mouth, the Yorn puppet slide in an incredibly awkward fashion up the Harika's chest, go into his mouth, and ''sit there'' for about thirty seconds before the screen [[http://www.youtube.com/watch?v=ScwquQ8wjvo#t=0m27s abruptly cuts to the original shot of Harika with Yorn in pocket]].
** For that matter, pretty much all of the aliens fall under this trope. It was actually marketed as
a missive from Pluto, who tears away feature that they were 3D (this being about the time when 3D computer graphics were the "Next Big Thing" and thus had to be used regardless of whether it was a good idea or not) but the models (Animatronic puppets in this case) were so poor[[note]]with some, like the Human, Syreen, Arilou and Doog puppets, falling straight into the UncannyValley[[/note]], that they all looked considerably worse than the stylized animated 2D pictures used in ''[=SC2=]''.
* ''VideoGame/StarFox64'' has one level that takes place in what can be considered the sun. The colors are mostly orange, red, yellow, and white and they are quite bright. On the VirtualConsole version, the colors in the same level appear muted and are not as vibrant.
* ''VideoGame/StarFoxAdventures'' has some very broken effects-heat distortion, water reflections, and floor reflections are incorrectly programmed, marring the graphics of an otherwise-graphically-impressive game.
* In addition to its notorious overuse of joystick-waggling StockFootage, ''VideoGame/StarStrike1995'' also has ships that are obviously miniatures.
* ''Franchise/StarWars: Super Return of the Jedi'' had a sound glitch
with the party boss of level 2 in pursuit. Look closely, and it's revealed that Pluto is clearly just sliding along, translating up Jabba's Palace. When you reflected the hill with no animation. boss' shots back at him, his hurt voice clip is the same one of the character you are using.
* ''StreetsOfRage 3'' has some sounds mysteriously go mute during game play.
This happens any time the scene appears (the beginning of ''Chain of Memories'', the static-y memories of ''Kingdom Hearts 2''), and even came back was mostly due to glitches in the HD remakes.
programming. One example of this is the boss of round 5 is supposed to laugh around 3 times before he fights you. However, his laughter can be either off cue or not heard at all due to the glitches.
* While programming ''[[VideoGame/StrongBadsCoolGameForAttractivePeople Strong Bad's Cool Game for Attractive People Episode 4 - Dangeresque 3]]'' features an InUniverse example, perhaps taken as far as possible. In one scene, Strong Sad walks in wearing a motion capture suit[[note]] Or rather, is painted green and has ping-pong balls glued to him[[/note]] and shouts "Raaah! I'm a scary monster!"... at which point Strong Bad stops the movie and rebukes the Cheat for his terrible editing.
-->'''Strong Bad:''' FixItInPost?! [[SugarWiki/FunnyMoments This IS post]]
* ''VideoGame/SuperMario64'' has the Chain Chomp enemy whose mouth is colored red. On the VirtualConsole version, the red was strangely changed to purple, giving the enemy a purple mouth. Some people thought Nintendo was trying to censor the game, but it turns out that it was just a glitch with the game's emulator.
* In ''VideoGame/SuperSmashBrosBrawl'''s Subspace Emissary, Pokemon Trainer is not CG-rendered like the other characters and instead just uses his ingame model. As a result he looks extremely out of place in
the otherwise beautiful lighting very well-designed cutscenes.
* ''Franchise/TombRaider'':
** Lara's teenager model in ''VideoGame/TombRaiderChronicles'' has a slight error when she holds a torch. Her hands are normally rendered as open palm, but when Lara holds a torch, the hand that is used to hold it suddenly switches to the hand from the adult Lara model, which is rendered as a closed, blocky fist
and shadow effects for ''VideoGame/BioShock'', the developers forgot to make any kind of shadow for ''the playable character himself''. You're has a glove on it. This was most likely done in an attempt to first notice this in a room where a lone source of light is used to add tension to a splicer attack which, unfortunately, sucks a ''lot'' save time on changing parts of the atmosphere out.
* ''VideoGame/FinalFantasyIX'' was ported
model with little effort.
** ''VideoGame/TombRaiderIII'' has laser traps of different colors in one level. On the PC version, playing the game on high resolution monitors can make the lasers nearly invisible due
to Steam and Android/[=iOS=] and all them not being properly rendered for high resolution screens. Likewise, the HUD is rendered in squinty vision in the PC version when playing on high resolution screens.
* ''VideoGame/TransformersRiseOfTheDarkSpark'': One of the game's more glaring faults is that it tries to mix in assets from [[VideoGame/TransformersFallOfCybertron a previous game]] into a new one with even ''worse'' assets.
** Grimlock in the [[Film/TransformersAgeOfExtinction live action portion]] of the game reuses his Aligned counterpart's animations.
* A neccesary evil for ''VideoGame/TransformersDevastation'', as
the character models were given much higher resolution textures that makes everyone look smooth and crisp. However, the texture improvements also works against itself due to the pre rendered backgrounds still using the same low resolution and blurry assets that the based off of [[WesternAnimation/TheTransformers their original Playstation version used. It is believed that a fire that happened in Square-Enix's office some time ago destroyed a lot of the company's video game assets, which is why the developers couldn't use the original assets when it came to the backgrounds. You can see the worst of it when controlling Vivi for the first time in Alexandria where his high res character model sticks out a ''lot'' compared to the moving characters in the animated background as the game transitions from FMV to actual game; the characters in the FMV transition are hard coded within the FMV itself, therefore they're a low res and blurry mess until you meet [=NPCs=] with their higher res models once the game begins. The sound effects had also taken a hit by having them compressed so that the game can fit on smartphones, but they models]]. So constant clipping errors were left compressed on bound to occur.
** Less excusable are
the Steam version; many sound effects sound a bit lower or muffled and the pitch for certain sound effects sound higher than the original.
* In ''VideoGame/TheLegendOfZeldaMajorasMask'', Gyorg's introductory cinematic has an attempt at a "freeze frame" effect as the creature dramatically leaps out
reuse of the water, during which his name appears onscreen. However, the fact that the splashing water keeps moving well after Gyorg has stopped makes it ''very'' obvious that the effect is accomplished by just locking Gyorg's model in place for a few seconds during its jump animation and not actually freezing the image.
* ''VideoGame/FinalFantasyX'' and ''VideoGame/FinalFantasyX2'' both received HD remasters and the visuals are absolutely stunning. The player character models were rebuilt from scratch instead of simply upscaling the textures on the old models so that the character models can be consistent throughout the game. [[note]]The original game would swap between the default models and higher quality models when it was called for and you can easily spot the differences when it happens such as Tidus' hands having individually rendered fingers in one scene and "mitten" hands in another.[[/note]] However, the transition to the new models was not quite smooth since a some of characters' facial animations look incredibly stiff (especially Yuna's expressions). Tidus' blue eyes can look a bit ''too'' blue in certain scenes due to the improved lighting and color correction while Yuna's eyes look bigger than they originally did. There's also some minor glitches with the animations; one example being Auron pushing past a Guado guard as the party flees and said guard gets knocked over in about one second after Auron pushed him aside instead of falling over instantly as soon as he gets pushed.
* An example of this was one of the reasons Creator/DeepSilver's "[[https://youtu.be/YngbHOz--oc Masterclass]]" trailer for the ''Franchise/MegaMan'' SpiritualSuccessor ''VideoGame/MightyNo9'' quickly became infamous and {{memetic|Mutation}}: single-sprite "explosion" effects that look more like pizzas, complete with a carpet bombing scene to draw attention to them. The [[VideoGame/MegaManClassic original]] ''VideoGame/{{Mega Man|Classic}}'' [[VideoGame/MegaManClassic games]] ''for the UsefulNotes/{{N|intendoEntertainmentSystem}}ES'' had better-looking explosions than this.
* ''VideoGame/MetroidPrime'' is a visually stunning game and there's almost no flaws except for one at the Great Tree Hall. There's a platform that is invisible unless you look at it with the X-Ray Visor. However, looking at the platform normally and carefully will reveal that the raindrops splash in midair instead of continuing to fall. This little graphical quirk spoils the surprise of a hidden platform and you can stand on the platform regardless of whether or not you can see it. The same effect failure happens in another room with invisible platforms, but every platform after the first has the rain pass through, which makes the quirk even more puzzling.
** The X-Ray Visor also lets you see Samus's right hand through her arm cannon. The developers forgot to rig the skeleton to recoil with the weapon, thus it clips through the cannon whenever you fire it.
* ''VideoGame/MetroidPrime2Echoes'' has U-Mos, who is [[InvulnerableCivilians completely immune to your weapons by using a psychic shield]]. The shield pops up when you try to attack him. During the scene where U-Mos gives Samus the [[spoiler: Light Suit]], firing at him will have the shots still bounce off of him, but the shield effect doesn't appear. It returns to normal once you acquire the item.
* ''VideoGame/MetroidPrime3Corruption'' isn't immune to a few technical oddities either. When you acquire the Plasma Beam, Samus fires off a test shot and the sound effect used is
the same one from ''VideoGame/MetroidPrime'' since it's few car models during the same weapon. However, the sound effect used for the weapon in game is a different sound effect. Likewise, Aurora Unit 242 in [=SkyTown=] has his voice using a deep reverb to make it sound booming. When he tells the player to go east to the Federation Landing Site, the reverb is mysteriously gone, but only for that specific statement since the effect returns afterwards.
* ''VideoGame/TheLegendOfZeldaALinkBetweenWorlds'': The devs wanted to mimic the top-down 3/4 perspective of ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link to the Past]]''. However, for some reason, they refused to use an angled camera. The solution? Making it so that ''most things actually leaning backwards''. The problem is that you can cause the camera angle to change by merging into a wall. So in some places, merging with a vertical walls lets you see that things are leaning backwards, and it looks as ridiculous as you'd expect.
opening cutscene.



* ''Franchise/AloneInTheDark'': In the 2008 reboot, there's a gameplay mechanic that shows scratches and wounds on Edward's body the more he gets hurt. The problem is that the wounds look like they were just glued onto Edward's body, which makes it look incredibly fake. And in some cutscenes, wounds would sometimes glitch and hang off of Edward's [[https://www.youtube.com/watch?v=b5VimZkkPvU#t=9m50s character model.]]
* While the anime has its fair share of [[OffModel animation flubs]] and overused StockFootage. The VisualNovel adaptation of ''Anime/CrossAnge'' is probably the prime example '''''against''''' using CGI in these kinds of games- About the only praise you can give it is that the CelShading is accurate to the show itself.
** The models themselves [[LazyArtist cut many corners and are lazily animated]]. With movements limited to "turning slightly", "occasional bob" and "head turn". And constant blinking. The lack of visible hands is also quite apparent throughout. This can be glimpsed when Ange herself first appears in the story, as the camera starts ever so slightly above her knees with her hands behind her back ([[HandsInPockets another common pose in the game]]). For the ''one'' model they do give [[IncrediblyLamePun a hand]] to (Hilda), they're too lazy to even show it properly resting on her side. Instead making it look like it's floating in midair.
** Emotions are also [[PerpetualExpression quite lacking]] for several characters. Yes, Jill ''was'' stern, but she did have more expression than just DullSurprise. Embryo fares worse, as instead of smiling like he usually would (sometimes getting into [[SlasherSmile batshit territory]]), he's always [[PerpetualFrowner frowning]] whenever he appears on screen.
*** [[https://youtu.be/6DiERxuz0AY?t=29m33s In one instance]], Vivian's face goes from a shocked look to its default smile while she's still '''on screen'''.
** Hair physics are [[NoFlowInCGI unevenly applied]] between characters. As while the twintails of neither Salia or Hilda move whenever they do their canned animations, things like Vivian and Chris's braids do.
** And while the CGI looks bad on its own, they manage to make it even [[FromBadToWorse worse]] by including characters that are ''literally cutouts'' with nothing except [[UncannyValley blinking eyes and moving mouths]]. Mouths that don't even match the [[LipLock dialogue being said]] even with the 3D models. [[ConspicuousCGI Then you mix the two together...]]
* ''VideoGame/TransformersRiseOfTheDarkSpark'': One of the game's more glaring faults is that it tries to mix in assets from [[VideoGame/TransformersFallOfCybertron a previous game]] into a new one with even ''worse'' assets.
** Grimlock in the [[Film/TransformersAgeOfExtinction live action portion]] of the game reuses his Aligned counterpart's animations.

to:

* ''Franchise/AloneInTheDark'': In the 2008 reboot, there's The original ''TwistedMetal'' has, in its endings, a gameplay mechanic picture of Calypso... played by an actor with burn makeup that shows scratches and wounds on Edward's body the more he gets hurt. The problem is that the wounds look looks like they were just glued onto Edward's body, a community theater version of [[Franchise/ANightmareOnElmStreet Freddy Krueger]]. This is a holdover from the nine-different-levels-of-failure original FMV endings, which makes it look incredibly fake. And feature such highlights as Needles Kane played by a man in some cutscenes, wounds would sometimes glitch and hang off of Edward's [[https://www.youtube.com/watch?v=b5VimZkkPvU#t=9m50s character model.]]
* While
a pathetic clown mask. Understandably, the anime has its fair share of [[OffModel animation flubs]] and overused StockFootage. The VisualNovel adaptation of ''Anime/CrossAnge'' is probably the prime example '''''against''''' using series used animated or CGI in these kinds of games- About the only praise you can give it is that the CelShading is accurate to the show itself.
endings until...
** The models themselves [[LazyArtist cut many corners and are lazily animated]]. With movements limited 2012 [=PS3=] game decided to "turning slightly", "occasional bob" and "head turn". And constant blinking. The lack of visible hands is also quite apparent throughout. This can be glimpsed when Ange herself first appears in revisit the story, as the camera starts ever so slightly above her knees with her hands behind her back ([[HandsInPockets another common pose in the game]]). For the ''one'' model they do give [[IncrediblyLamePun a hand]] to (Hilda), live-action FMV concept. Although they're too lazy to even show it properly resting on her side. Instead making it look not a complete failure like it's floating in midair.
** Emotions are also [[PerpetualExpression quite lacking]] for several characters. Yes, Jill ''was'' stern, but she did have more expression than just DullSurprise. Embryo fares worse, as instead
the scrapped cutscenes of smiling like he usually would (sometimes getting into [[SlasherSmile batshit territory]]), he's always [[PerpetualFrowner frowning]] whenever he appears on screen.
*** [[https://youtu.be/6DiERxuz0AY?t=29m33s In one instance]], Vivian's face goes from a shocked look to its default smile while she's
the first game, they're still '''on screen'''.
** Hair physics are [[NoFlowInCGI unevenly applied]] between characters. As while the twintails of neither Salia or Hilda move whenever
rife with Special Effect Failure. Although they do their canned animations, things like Vivian and Chris's braids do.
** And while
tried to go for a SoBadItsGood grindhouse vibe, the CGI looks bad on its own, they manage to make it even [[FromBadToWorse worse]] by including characters that are ''literally cutouts'' with nothing except [[UncannyValley blinking eyes and moving mouths]]. Mouths that don't even match the [[LipLock dialogue being said]] even end result clashes with the 3D models. [[ConspicuousCGI Then you mix the two together...]]
* ''VideoGame/TransformersRiseOfTheDarkSpark'': One of the game's more glaring faults is that it tries to mix in assets from [[VideoGame/TransformersFallOfCybertron a previous game]] into a new one with even ''worse'' assets.
** Grimlock in the [[Film/TransformersAgeOfExtinction live action portion]]
grimdark feel of the game reuses his Aligned counterpart's animations.itself, making the [=FMVs=] just straight up crappy.
* One scene in ''VideoGame/{{Xenogears}}'' has Citan and Sigmund drinking tea on the Yggdrasil during one cut scene. As they drink, their sprites do not move at all, while the tea cups simply float to their mouths. They messed up ''tea cups...''



* Parodied by ''[[http://freefall.purrsia.com/ff500/fv00448.htm Freefall]]'', where cheesy special effects have been painstakingly re-created by CGI, including the wires.
* Referenced in ''SkinHorse'' where UNITY refers to Tip's new wolf form as a [[http://static.tvtropes.org/pmwiki/pub/images/sh090801ringed_by_cherry.jpg plywood shark.]]
* Ever-omnipresent, as long with OffTheShelfFX, in ''Webcomic/TheBMovieComic''.
* In ''Webcomic/CommanderKitty'', [[http://www.commanderkitty.com/2009/12/06/mittens-has-a-cunning-plan/ Mittens and Fluffy's plan for creating a fake teleporter effect involves distracting Ace right before CK himself shows up with an accompanying spray of glitter.]] [[http://www.commanderkitty.com/2010/07/11/hot-sparkly-adventure/ The actual execution leaves much to be desired as well.]]



* Ever-omnipresent, as long with OffTheShelfFX, in ''Webcomic/TheBMovieComic''.
* In ''Webcomic/CommanderKitty'', [[http://www.commanderkitty.com/2009/12/06/mittens-has-a-cunning-plan/ Mittens and Fluffy's plan for creating a fake teleporter effect involves distracting Ace right before CK himself shows up with an accompanying spray of glitter.]] [[http://www.commanderkitty.com/2010/07/11/hot-sparkly-adventure/ The actual execution leaves much to be desired as well.]]
* Parodied by ''[[http://freefall.purrsia.com/ff500/fv00448.htm Freefall]]'', where cheesy special effects have been painstakingly re-created by CGI, including the wires.
* Referenced in ''SkinHorse'' where UNITY refers to Tip's new wolf form as a [[http://static.tvtropes.org/pmwiki/pub/images/sh090801ringed_by_cherry.jpg plywood shark.]]



* ''WebVideo/AtopTheFourthWall'': The King of Worms wears a reflective silver mask, similar to [[WebVideo/TheAngryJoeShow Corporate Commander]] which unfortunately reflects the cameraman (Lewis) and the equipment on hand (while Corporate Commander just tends to reflect the bright lighting kits). Lewis later confirmed that it's an unfortunate technical problem that he couldn't get around [[spoiler:and at the end of the Arc, the King of Worms does meet the camera man who simply laughs in his face as part of the MindScrew]].
** TheMovie, despite its $60,000 price tag, clearly didn't put too much of it into its effects budget.
** Vyce's ship looks really fake compared to the show, which isn't helped by the constant panning shots of it. Ditto the space station.
** The sets themselves also leave a lot to be desired. For instance, the bar at the beginning has a bookshelf off to the side; the bridge of Vyce's ship looks desolate and made of cardboard; and the space station's control room is clearly someone's basement. The last one being a CallBack to ''WebVideo/ToBoldlyFlee''.
** The makeup used for Mechakara after part of his face is torn looks plastic-y and almost falling off.
*** And the endoskeleton itself is clearly a teaching skeleton painted silver with tin cans over its arms.
** All the chroma keying throughout the film looks like it was done in the mid 1990s and not 2016.
* ''WebVideo/TheBenHeckShow'' does this intentionally, the levitating soldering gun in the 2015 Halloween episode has the thread that's used to lift the gun fully visible, probably to ham up the scene. Also, the bedsheet ghost is [[StylisticSuck obviously CGIed]] in.
* The "fight" against a possessed Star Whistle in ''WebAnimation/DusksDawn''. The amount of wind physics failures goes beyond ArtisticLicense.
* ''WebVideo/EpicRapBattlesOfHistory'' takes a knock at ''Series/DoctorWho'''s tendency towards this. The rap battle is between the Tenth Doctor and [[Franchise/BackToTheFuture Doc Emmett Brown]], and Brown makes a comment to the effect of "I don't know what's lamer about you: [[FanDumb your fans]], or your special effects!" Meanwhile, the TARDIS can be seen flying across the background; not only are the strings visible, but very briefly ''[[UpToEleven the hand holding the strings can be seen at the top of the screen]]''.
* ''[[Creator/BobChipman The Game Overthinker]]'' was never known for its good effects. And it's visible whenever Bob tries to use splitscreens in order to interact with himself [[ActingForTwo and]] his EvilTwin Antithinker.



* Lampshade hung in the puppet band segment of the WebVideo/KeyOfAwesome "Behind the Awesome" video for their Somebody That I Used To Know parody. The segment in question featured five puppets of various types playing a guitar...less than convincingly.
-->'''Dog Puppet''': No-one is in contact with the strings/Yet somehow I can hear everything.



* [[StylisticSuck Deliberately invoked]] in the machinima portions of ''Machinima/RedVsBlue'', where things such as wrenches, cakes, and wedding dresses have extremely obviously been added after the fact. More serious uses of animation and the all-CG sections of later seasons look significantly better and are nearly seamless at times, to the point that some of the special effects had to be ''made worse'' in season 10 for the sake of comedy (in particular, the pile of stuff the Blues have collected as a result of beating Red Team so many times).
** Season 14 parodied this when the FH 57 Red Team arrives in Blood Gulch during the events of Season 1. One of the members complains that everything there looks "blocky and pre-rendered."
* The character models in ''Webanimation/{{RWBY}}'' tend to clip through each other rather frequently. Particularly when it comes to long-haired characters.
** One incident that was fixed in the YouTube and Japanese release but left in the website and American release is a scene in Volume 1 where Sun's model is actually ''over'' the much closer Blake.



* [[StylisticSuck Deliberately invoked]] in the machinima portions of ''Machinima/RedVsBlue'', where things such as wrenches, cakes, and wedding dresses have extremely obviously been added after the fact. More serious uses of animation and the all-CG sections of later seasons look significantly better and are nearly seamless at times, to the point that some of the special effects had to be ''made worse'' in season 10 for the sake of comedy (in particular, the pile of stuff the Blues have collected as a result of beating Red Team so many times).
* The character models in ''Webanimation/{{RWBY}}'' tend to clip through each other rather frequently. Particularly when it comes to long-haired characters.
** One incident that was fixed in the YouTube and Japanese release but left in the website and American release is a scene in Volume 1 where Sun's model is actually ''over'' the much closer Blake.
* One of the many complaints against the first episode of ''WebVideo/SteamTrain'' was that the recording software made [[VideoGame/HotlineMiami the game they were playing]] run about half as fast as it should be.
* Lampshade hung in the puppet band segment of the WebVideo/KeyOfAwesome "Behind the Awesome" video for their Somebody That I Used To Know parody. The segment in question featured five puppets of various types playing a guitar...less than convincingly.
-->'''Dog Puppet''': No-one is in contact with the strings/Yet somehow I can hear everything.
* ''WebVideo/TedCrusty'' purposefully uses cheap effects to add to the humor of his videos. Like, just having a stuffed shirt on the ground being called a dead body.
* The "fight" against a possessed Star Whistle in ''WebAnimation/DusksDawn''. The amount of wind physics failures goes beyond ArtisticLicense.
* The WebVideo/ThirdRateGamer parodies this endlessly, not attempting to make the special effects look real.
** In his ''VideoGame/LittleNemoTheDreamMaster'' "review", he escapes the police by bike. It's shown by showing obvious clip art of a kid on a bike (with his face plastered over it) ''that still has a white background'' moving in an obviously-fake manner over another picture of a house.
** In his dual review of ''VideoGame/SuperMarioBros1'' and ''VideoGame/SuperMarioBros2'', a bomb explodes leaving his "house" intact, followed by a newspaper that reads "Third Rate Gamer Killed by Lame Special Effect".
** At the end of his ''Series/HomeImprovement'' review, a dinosaur breathes a fireball at his computer, "destroying" it. The next shot has obvious fire clip art spread on the computer, which is working just fine.



* ''WebVideo/EpicRapBattlesOfHistory'' takes a knock at ''Series/DoctorWho'''s tendency towards this. The rap battle is between the Tenth Doctor and [[Franchise/BackToTheFuture Doc Emmett Brown]], and Brown makes a comment to the effect of "I don't know what's lamer about you: [[FanDumb your fans]], or your special effects!" Meanwhile, the TARDIS can be seen flying across the background; not only are the strings visible, but very briefly ''[[UpToEleven the hand holding the strings can be seen at the top of the screen]]''.
* ''WebVideo/AtopTheFourthWall'': The King of Worms wears a reflective silver mask, similar to [[WebVideo/TheAngryJoeShow Corporate Commander]] which unfortunately reflects the cameraman (Lewis) and the equipment on hand (while Corporate Commander just tends to reflect the bright lighting kits). Lewis later confirmed that it's an unfortunate technical problem that he couldn't get around [[spoiler:and at the end of the Arc, the King of Worms does meet the camera man who simply laughs in his face as part of the MindScrew]].
* ''WebVideo/TheBenHeckShow'' does this intentionally, the levitating soldering gun in the 2015 Halloween episode has the thread that's used to lift the gun fully visible, probably to ham up the scene. Also, the bedsheet ghost is [[StylisticSuck obviously CGIed]] in.
* ''Machinima/RedVsBlue'' Season 14 parodied this when the FH 57 Red Team arrives in Blood Gulch during the events of Season 1. One of the members complains that everything there looks "blocky and pre-rendered."

to:

* ''WebVideo/EpicRapBattlesOfHistory'' takes a knock at ''Series/DoctorWho'''s tendency towards this. The rap battle is between One of the Tenth Doctor and [[Franchise/BackToTheFuture Doc Emmett Brown]], and Brown makes a comment many complaints against the first episode of ''WebVideo/SteamTrain'' was that the recording software made [[VideoGame/HotlineMiami the game they were playing]] run about half as fast as it should be.
* ''WebVideo/TedCrusty'' purposefully uses cheap effects to add
to the effect humor of "I don't know what's lamer about you: [[FanDumb your fans]], or your his videos. Like, just having a stuffed shirt on the ground being called a dead body.
* The WebVideo/ThirdRateGamer parodies this endlessly, not attempting to make the
special effects!" Meanwhile, effects look real.
** In his ''VideoGame/LittleNemoTheDreamMaster'' "review", he escapes
the TARDIS can be seen flying across the background; not only are the strings visible, but very briefly ''[[UpToEleven the hand holding the strings can be seen at the top police by bike. It's shown by showing obvious clip art of the screen]]''.
* ''WebVideo/AtopTheFourthWall'': The King
a kid on a bike (with his face plastered over it) ''that still has a white background'' moving in an obviously-fake manner over another picture of Worms wears a reflective silver mask, similar to [[WebVideo/TheAngryJoeShow Corporate Commander]] which unfortunately reflects the cameraman (Lewis) house.
** In his dual review of ''VideoGame/SuperMarioBros1''
and the equipment on hand (while Corporate Commander just tends to reflect the bright lighting kits). Lewis later confirmed ''VideoGame/SuperMarioBros2'', a bomb explodes leaving his "house" intact, followed by a newspaper that it's an unfortunate technical problem that he couldn't get around [[spoiler:and at reads "Third Rate Gamer Killed by Lame Special Effect".
** At
the end of his ''Series/HomeImprovement'' review, a dinosaur breathes a fireball at his computer, "destroying" it. The next shot has obvious fire clip art spread on the Arc, the King of Worms does meet the camera man who simply laughs in his face as part of the MindScrew]].
* ''WebVideo/TheBenHeckShow'' does this intentionally, the levitating soldering gun in the 2015 Halloween episode has the thread that's used to lift the gun fully visible, probably to ham up the scene. Also, the bedsheet ghost
computer, which is [[StylisticSuck obviously CGIed]] in.
* ''Machinima/RedVsBlue'' Season 14 parodied this when the FH 57 Red Team arrives in Blood Gulch during the events of Season 1. One of the members complains that everything there looks "blocky and pre-rendered."
working just fine.



* Parodied in the ''WesternAnimation/{{Futurama}}'' episode guest starring (and spoofing) ''Franchise/StarTrek'', where the energy-being Melllvar looks like the standard bad effect used in the original 1960s series. He even Lampshades this when told that he looks like a cheap effect by screaming that he's not and electrocuting a {{redshirt}}. '''Again.'''



* In an episode of ''MuppetBabies'' spoofing ''Franchise/StarTrek'', Captain Kermit gives orders to activate the [[FasterThanLightTravel Warp Drive]]. The dialogue implies that the warp drive is warping everything else, but for some reason somebody forgot to warp the video.
* Like the CG in ''WesternAnimation/WinxClub'' wasn't mostly mediocre and overused already, sometimes it even showed bad technical failures. Examples taken from the second season follow.
** In one of the earlier episodes, we see a shot of Sky and Brandon riding their motos to Alfea, and the trees on the sides of the road disappear suddenly, before "going down" the horizon.
** When some of the characters go to Sky's home planet to save Diaspro, there's a shot of their ship practically going ''through'' two asteroids from one animation frame to the next.
** When the fairies go to Cloudtower, and the Trix take temporary control of the school (which is basically a living castle), the entire building shakes and even rotates slightly. When doing this, it ''blends'' with the rock of the mountain it's built on.
** In the last episode of the season, there's a scene with rocks falling in water, rendered in an ''atrocious'' way.



* Despite the otherwise high quality of the show, ''WesternAnimation/JusticeLeagueUnlimited'' is infamous for its [[ConspicuousCG low-framerate and ugly CG]].
** The CG intro for [[WesternAnimation/JusticeLeague the first series]] was pretty jarring and, frankly, just outright ugly. The Unlimited intro used more traditional animation and better CG effects.

to:

* Despite While ''Transformers Energon'' may have had some very ugly CG on its own, ''WesternAnimation/BeastWars'' (The first fully CG Transformers entry) also had several. The most glaring examples appeared throughout season 1, in which the otherwise high quality models most of the show, ''WesternAnimation/JusticeLeagueUnlimited'' is infamous for its [[ConspicuousCG low-framerate animal forms were nothing more than separate body parts, Dinobot also had a very visible seam in his ''Velociraptor'' form's chest, and ugly CG]].
each time Megatron bent his knees, the kneecaps got distorted. [[ArsonMurderAndJaywalking There was also an obvious lack of shadows]] throughout most of the show's run.
** The CG intro other seasons may (and do, at some points) fare better, but they too have their own share of failures. Such as Rattrap in his pre-Transmetal body at the end of ''Code of Hero'', Rampage's disappearing tank treads in ''Transmutate'' and him swapping legs with Depth Charge in ''Changing of the Guard''. It also (somehow) manages to slide into ConspicuousCG as a couple of characters (namely Rhinox, Waspinator and Inferno) never receive any upgrades (in-universe ''or'' behind the scenes) between seasons.
** Transformation sequences, especially
for [[WesternAnimation/JusticeLeague the first series]] was pretty jarring and, frankly, original characters, turned out particularly bad-looking in a few shots. Dinobot's may be the worst: at times, his robot torso simply sprouted out of his beast mode, while his robot and beast limbs all clipped through each other, and his raptor head floated down to form his chest-plate. But sometimes, he just outright ugly. The Unlimited intro used more traditional deformed into all sorts of weird shapes.
*** Rhinox's is equally bad -- no wonder, [[ShowAccuracyToyAccuracy they only faintly resembled their toys]], so their transformations cheated a lot. In Rhinox's case, this involved his rhino mode's back legs deforming into giant shapeless blobs before being replaced by his robot legs.
** One closeup of season 1 scenery (episode ''Possession'') had leaves, branches and random tree-parts floating in air. They could have focused the camera on a better rendered tree easily.
*** In the same episode, when the Maximals "surrender" to Starscream, Optimus' head is stretched out and his mouth doesn't move as he talks.
** In the episode ''Double Dinobot'', Dinobot runs "into" the camera, and for a brief moment, you can see his "inner head". And during the scene of the two Dinobots fighting, they randomly have strange bulges coming out of the bottom of their
animation model. The character actually suffers from animation failures a lot, because his dinosaur design isn't well suited for all the wild movements he has to make, and often even such simple motions like rearing his head back can reveal these shortcomings.
** Dinobot II, in ''Feral Scream part 2'', has his normally solid beast-mode crotch-plate stretching in unison with one of his legs.
* The sequel ''WesternAnimation/BeastMachines'' generally fared much
better CG effects.due to the heavily stylized CGI. At the same time, light and fire effects tended to cast shadows and behave like solid objects (see the torches carried by the proto-humans in Waspinator's flashback), and there is an infamously lousy shot at the end of the final episode when [[spoiler:the reformatted Transformers]] appear to be sliding across the landscape as they run.
* Parts of ''WesternAnimation/CaptainNTheGameMaster'' episode "[[VideoGame/TheAdventuresOfBayouBilly How's Bayou?]]" were not completed when it first aired, and as a result, several shots were missing their backgrounds, effects were missing, and some dialogue and animation seems off. Reruns of the episode were the final product, with the backgrounds intact, effects added, dialogue that seemed rerecorded, and a redone music score. Oddly for some reason, the DVD set with the episode uses the original, unfinished version, as does the version found on Jaroo (the "Hulu for kids' shows" site).
** If you want to compare. [[http://www.youtube.com/watch?v=rNygeXcd8_4 Unfinished]] [[http://www.youtube.com/watch?v=BM1ZCStJ_a4 Version]] [[http://www.youtube.com/watch?v=GMtziF4tEXY One]] and [[http://www.youtube.com/watch?v=WMx_9wgqgIw&feature=related The]] [[http://www.youtube.com/watch?v=9SkiSuG5d4o&feature= Finished]] [[http://www.youtube.com/watch?v=ajDEFdN9SY4&feature=related Version]] [[http://www.youtube.com/watch?v=dDmwxgA9g5E&feature=related Two]]
* InUniverse in the ''WesternAnimation/{{Doug}}'' episode "Doug's Nightmare on Jumbo Street", when Doug and his friends go see a scary movie and Doug panics and shuts his eyes when the monster, who was previously using NothingIsScarier, finally appears. When Doug starts having nightmares about the movie, he keeps going to see it but can't ever manage to keep his eyes open to see the monster. On his one last chance to watch it, Doug finally succeeds in keeping his eyes open during TheReveal, the monster looks completely silly, being [[NightmareRetardant a guy in an ugly-colored costume with an obvious zipper on the back]]. When he tries to laugh about this with his friends, the rest of them admit that they closed their eyes too.
* In the ''WesternAnimation/FamilyGuy'' episode "He's Too Sexy for his Fat", Chris in one scene is grabbed by a bear from its mouth and is shaken repeatedly. The bear and Chris are seen in the reflection in the river and there's a difference in the animation speed between the characters and the reflection; the reflection's animation is at normal speed while the animation of the bear and Chris suddenly doubles and is out of sync with the animations in the reflection because of it.
** Another episode had Peter being chased around by a dog before he climbs up a wall and into a window. The dog keeps up with Peter but then the dog suddenly runs slower than normal, making it look like Peter was able to outrun the dog by miles.



* ''VoltronTheThirdDimension'' had pretty lame CG already, but it actually had a disturbingly glaring flaw kept in the ''StockFootage!'' When the Lions' control sticks slide into place, you can actually see them ''clip through the pilot's knees'', and they kept this everytime the sequence is shown!

to:

* ''VoltronTheThirdDimension'' had Parodied in the ''WesternAnimation/{{Futurama}}'' episode guest starring (and spoofing) ''Franchise/StarTrek'', where the energy-being Melllvar looks like the standard bad effect used in the original 1960s series. He even Lampshades this when told that he looks like a cheap effect by screaming that he's not and electrocuting a {{redshirt}}. '''Again.'''
* ''WesternAnimation/GIJoeRenegades'' has horrible effects to show slow moving falling debris around the start of the Tomax & Xamot episode. It's very embarrassing.
* ''WesternAnimation/HerculesAndXenaTheAnimatedMovieTheBattleForMountOlympus'' sports animation that would have embarrassed Creator/HannaBarbera in the '60s - skies changing colour between shots, chronic scale problems between creatures and people, character design that somehow makes Gabrielle ugly...
* Despite the otherwise high quality of the show, ''WesternAnimation/JusticeLeagueUnlimited'' is infamous for its [[ConspicuousCG low-framerate and ugly CG]].
** The CG intro for [[WesternAnimation/JusticeLeague the first series]] was
pretty lame CG already, but it actually had a disturbingly glaring flaw kept in the ''StockFootage!'' When the Lions' control sticks slide into place, you can actually see them ''clip through the pilot's knees'', jarring and, frankly, just outright ugly. The Unlimited intro used more traditional animation and they kept this everytime the sequence is shown!better CG effects.



* The infamous [[NightmareFuel crash scene]] from the ''ThomasTheTankEngine'' episode "The Flying Kipper". Pay very close attention during the scene when they show Henry crashing into the freight train head-first.
** The show seemed to have some problems with putting on the face models at times, as scenes occasionally have them slipping off or using the wrong emotion (eg. scenes of an engine narrated as being worried or cross while having a cheerful face on). This was more prominent in early seasons, where budgets limited the number of models more.

to:

* The infamous [[NightmareFuel crash scene]] Disney's ''Disney/TheLittleMermaid'' uses CGI to display ships. Most of the time, the CGI is just ''barely'' ConspicuousCG, but there is one, easily missable error with one of the ships. At the climax, Ursula raises some sunken ships from the ''ThomasTheTankEngine'' episode "The Flying Kipper". Pay very close attention during bottom of the ocean to show her power over the ocean. In one scene when they show Henry crashing into the freight train head-first.
** The show seemed to have some problems with putting on the face models at times, as scenes occasionally have them slipping off or using the wrong emotion (eg. scenes of an engine narrated as being worried or cross while having a cheerful face on). This was more prominent in early seasons,
where budgets limited Eric, the number prince that Ariel is in love with, is piloting one of models more.these raised ships to kill Ursula, one of the CGI-rendered ships ''disappears'' for a split second before the camera shifts to Ursula.



* In an episode of ''MuppetBabies'' spoofing ''Franchise/StarTrek'', Captain Kermit gives orders to activate the [[FasterThanLightTravel Warp Drive]]. The dialogue implies that the warp drive is warping everything else, but for some reason somebody forgot to warp the video.
* The animation for ''WesternAnimation/TheRapsittieStreetKidsBelieveInSanta'' was made on a homemade software program in the early 2000's by a tiny company...[[https://www.youtube.com/watch?v=4e-wuyjgDPQ and it shows]]!
* ''WesternAnimation/{{Redakai}}'' had a scene in episode 10 where [[BigBad Lokar]] supposedly shows off amazing dodging skill by dodging a series of shockwaves sent his way. However, a closer look shows that he is dodging ''into'' the blasts, rather than away from them.
* A few times in ''WesternAnimation/RocketPower'' in-universe:
** The main characters make a movie with some of the most laughable special effects ever, an example of StylisticSuck.
** "That was just ''ketchup on the walls''!" in reference to a halloween party.



* While ''Transformers Energon'' may have had some very ugly CG on its own, ''WesternAnimation/BeastWars'' (The first fully CG Transformers entry) also had several. The most glaring examples appeared throughout season 1, in which the models most of the animal forms were nothing more than separate body parts, Dinobot also had a very visible seam in his ''Velociraptor'' form's chest, and each time Megatron bent his knees, the kneecaps got distorted. [[ArsonMurderAndJaywalking There was also an obvious lack of shadows]] throughout most of the show's run.
** The other seasons may (and do, at some points) fare better, but they too have their own share of failures. Such as Rattrap in his pre-Transmetal body at the end of ''Code of Hero'', Rampage's disappearing tank treads in ''Transmutate'' and him swapping legs with Depth Charge in ''Changing of the Guard''. It also (somehow) manages to slide into ConspicuousCG as a couple of characters (namely Rhinox, Waspinator and Inferno) never receive any upgrades (in-universe ''or'' behind the scenes) between seasons.
** Transformation sequences, especially for the original characters, turned out particularly bad-looking in a few shots. Dinobot's may be the worst: at times, his robot torso simply sprouted out of his beast mode, while his robot and beast limbs all clipped through each other, and his raptor head floated down to form his chest-plate. But sometimes, he just deformed into all sorts of weird shapes.
*** Rhinox's is equally bad -- no wonder, [[ShowAccuracyToyAccuracy they only faintly resembled their toys]], so their transformations cheated a lot. In Rhinox's case, this involved his rhino mode's back legs deforming into giant shapeless blobs before being replaced by his robot legs.
** One closeup of season 1 scenery (episode ''Possession'') had leaves, branches and random tree-parts floating in air. They could have focused the camera on a better rendered tree easily.
*** In the same episode, when the Maximals "surrender" to Starscream, Optimus' head is stretched out and his mouth doesn't move as he talks.
** In the episode ''Double Dinobot'', Dinobot runs "into" the camera, and for a brief moment, you can see his "inner head". And during the scene of the two Dinobots fighting, they randomly have strange bulges coming out of the bottom of their animation model. The character actually suffers from animation failures a lot, because his dinosaur design isn't well suited for all the wild movements he has to make, and often even such simple motions like rearing his head back can reveal these shortcomings.
** Dinobot II, in ''Feral Scream part 2'', has his normally solid beast-mode crotch-plate stretching in unison with one of his legs.
* The sequel ''WesternAnimation/BeastMachines'' generally fared much better due to the heavily stylized CGI. At the same time, light and fire effects tended to cast shadows and behave like solid objects (see the torches carried by the proto-humans in Waspinator's flashback), and there is an infamously lousy shot at the end of the final episode when [[spoiler:the reformatted Transformers]] appear to be sliding across the landscape as they run.
* ''WesternAnimation/TransformersPrime'', being made close to a decade after the end of ''Beast Wars'' fairs ''a lot'' better, butit still has some very clear times when the animators screwed up. One of the better examples can be found in ''Darkness Rising: Part 1'' in which the Autobot logo on the floor of the Autobot's base was the movie's. However, unlike most examples, this was fixed for future airings. Bumblebee's eyes and Arcee's pink accents change constantly throughout the series as well.
** ''One Shall Rise Part 2'' has Miko being dragged away from the base with very jerky animation and poor lighting.
** The [[NightmareFuel most horrifying]] goof comes from the S2 episode ''Orion Pax, Part 2'': [[http://tfwiki.net/mediawiki/images2/d/da/Ratchet_face_and_plating_error_Orion_Pax_pt_2.jpg Deformed Ratchet]]. The animators apparently forgot to turn on a couple animation layers, resulting in the Autobots missing random parts of their bodies. Among others, Bumblebee lacks his chest-headlights, Arcee is bare-chested [[note]]but don't worry, unlike [[Anime/TransformersCybertron a certain other show]], this one ''doesn't'' show robo-nipples[[/note]], and Ratchet is ''missing his face'', but his teeth and eyes are still floating there. It's a split second thing... [[NightmareFuel thankfully]]!
* ''WesternAnimation/GIJoeRenegades'' has horrible effects to show slow moving falling debris around the start of the Tomax & Xamot episode. It's very embarrassing.
* Parts of ''WesternAnimation/CaptainNTheGameMaster'' episode "[[VideoGame/TheAdventuresOfBayouBilly How's Bayou?]]" were not completed when it first aired, and as a result, several shots were missing their backgrounds, effects were missing, and some dialogue and animation seems off. Reruns of the episode were the final product, with the backgrounds intact, effects added, dialogue that seemed rerecorded, and a redone music score. Oddly for some reason, the DVD set with the episode uses the original, unfinished version, as does the version found on Jaroo (the "Hulu for kids' shows" site).
** If you want to compare. [[http://www.youtube.com/watch?v=rNygeXcd8_4 Unfinished]] [[http://www.youtube.com/watch?v=BM1ZCStJ_a4 Version]] [[http://www.youtube.com/watch?v=GMtziF4tEXY One]] and [[http://www.youtube.com/watch?v=WMx_9wgqgIw&feature=related The]] [[http://www.youtube.com/watch?v=9SkiSuG5d4o&feature= Finished]] [[http://www.youtube.com/watch?v=ajDEFdN9SY4&feature=related Version]] [[http://www.youtube.com/watch?v=dDmwxgA9g5E&feature=related Two]]
* In the ''WesternAnimation/FamilyGuy'' episode "He's Too Sexy for his Fat", Chris in one scene is grabbed by a bear from its mouth and is shaken repeatedly. The bear and Chris are seen in the reflection in the river and there's a difference in the animation speed between the characters and the reflection; the reflection's animation is at normal speed while the animation of the bear and Chris suddenly doubles and is out of sync with the animations in the reflection because of it.
** Another episode had Peter being chased around by a dog before he climbs up a wall and into a window. The dog keeps up with Peter but then the dog suddenly runs slower than normal, making it look like Peter was able to outrun the dog by miles.

to:

* While ''Transformers Energon'' may have had some very ugly CG on its own, ''WesternAnimation/BeastWars'' (The first fully CG Transformers entry) also had several. The most glaring examples appeared throughout season 1, ''TheSimpsons'': Parodied in which the models most of the animal forms were nothing more than separate body parts, Dinobot also had a very visible seam in his ''Velociraptor'' form's chest, and each time Megatron bent his knees, the kneecaps got distorted. [[ArsonMurderAndJaywalking There was also an obvious lack of shadows]] throughout most of the show's run.
** The other seasons may (and do, at some points) fare better, but they too have their own share of failures. Such as Rattrap in his pre-Transmetal body at the end of ''Code of Hero'', Rampage's disappearing tank treads in ''Transmutate'' and him swapping legs with Depth Charge in ''Changing of the Guard''. It also (somehow) manages to slide into ConspicuousCG as a couple of characters (namely Rhinox, Waspinator and Inferno) never receive any upgrades (in-universe ''or'' behind the scenes) between seasons.
** Transformation sequences, especially for the original characters, turned out particularly bad-looking in a few shots. Dinobot's may be the worst: at times, his robot torso simply sprouted out of his beast mode, while his robot and beast limbs all clipped through each other, and his raptor head floated down to form his chest-plate. But sometimes, he just deformed into all sorts of weird shapes.
*** Rhinox's is equally bad -- no wonder, [[ShowAccuracyToyAccuracy they only faintly resembled their toys]], so their transformations cheated a lot. In Rhinox's case, this involved his rhino mode's back legs deforming into giant shapeless blobs before being replaced by his robot legs.
** One closeup of season 1 scenery (episode ''Possession'') had leaves, branches and random tree-parts floating in air. They could have focused the camera on a better rendered tree easily.
*** In the same episode, when the Maximals "surrender" to Starscream, Optimus' head is stretched out and his mouth doesn't move as he talks.
** In
the episode ''Double Dinobot'', Dinobot runs "into" the camera, and for a brief moment, you can see his "inner head". And during the scene of the two Dinobots fighting, they randomly have strange bulges coming out of the bottom of their animation model. The character actually suffers from animation failures a lot, because his dinosaur design isn't well suited for all the wild movements he has to make, and often even such simple motions like rearing his head back can reveal these shortcomings.
** Dinobot II,
'Last Tap Dance in ''Feral Scream part 2'', has his normally solid beast-mode crotch-plate stretching in unison with one of his legs.
* The sequel ''WesternAnimation/BeastMachines'' generally fared much better due to the heavily stylized CGI. At the same time, light and fire effects tended to cast shadows and behave like solid objects (see the torches carried by the proto-humans in Waspinator's flashback), and there is an infamously lousy shot at the end of the final episode
Springfield' when [[spoiler:the reformatted Transformers]] appear to be sliding across the landscape as they run.
* ''WesternAnimation/TransformersPrime'', being made close to a decade after the end
Lisa is watching short films of ''Beast Wars'' fairs ''a lot'' better, butit still has some very clear times when the animators screwed up. One of the better examples can be found in ''Darkness Rising: Part 1'' in which the Autobot logo on the floor of the Autobot's base was the movie's. However, unlike most examples, this was fixed for future airings. Bumblebee's eyes and Arcee's pink accents change constantly throughout the series as well.
** ''One Shall Rise Part 2'' has Miko being dragged away
Vickie Valentine from the base with very jerky animation 1940s. Vick and poor lighting.
**
her butler begin dancing, which supposedly "cures" her cat's illness. The [[NightmareFuel most horrifying]] goof comes from cat reacts by rubbing her eyes, which are clearly off-camera hand props waving around in front of the S2 episode ''Orion Pax, Part 2'': [[http://tfwiki.net/mediawiki/images2/d/da/Ratchet_face_and_plating_error_Orion_Pax_pt_2.jpg Deformed Ratchet]]. The animators apparently forgot cat's eyes. This is likely a reference to turn on a couple animation layers, resulting in the Autobots missing random parts of their bodies. Among others, Bumblebee lacks his chest-headlights, Arcee is bare-chested [[note]]but don't worry, unlike [[Anime/TransformersCybertron a certain other show]], this one ''doesn't'' show robo-nipples[[/note]], and Ratchet is ''missing his face'', but his teeth and eyes are still floating there. It's a split second thing... [[NightmareFuel thankfully]]!
* ''WesternAnimation/GIJoeRenegades'' has horrible
bare-bones special effects to show slow moving falling debris around the start of the Tomax & Xamot episode. It's very embarrassing.
* Parts of ''WesternAnimation/CaptainNTheGameMaster'' episode "[[VideoGame/TheAdventuresOfBayouBilly How's Bayou?]]" were not completed when it first aired, and as a result, several shots were missing their backgrounds, effects were missing, and some dialogue and animation seems off. Reruns of the episode were the final product, with the backgrounds intact, effects added, dialogue that seemed rerecorded, and a redone music score. Oddly for some reason, the DVD set with the episode uses the original, unfinished version, as does the version found on Jaroo (the "Hulu for kids' shows" site).
** If you want to compare. [[http://www.youtube.com/watch?v=rNygeXcd8_4 Unfinished]] [[http://www.youtube.com/watch?v=BM1ZCStJ_a4 Version]] [[http://www.youtube.com/watch?v=GMtziF4tEXY One]] and [[http://www.youtube.com/watch?v=WMx_9wgqgIw&feature=related The]] [[http://www.youtube.com/watch?v=9SkiSuG5d4o&feature= Finished]] [[http://www.youtube.com/watch?v=ajDEFdN9SY4&feature=related Version]] [[http://www.youtube.com/watch?v=dDmwxgA9g5E&feature=related Two]]
* In the ''WesternAnimation/FamilyGuy'' episode "He's Too Sexy for his Fat", Chris in one scene is grabbed by a bear from its mouth and is shaken repeatedly. The bear and Chris are seen in the reflection in the river and there's a difference in the animation speed between the characters and the reflection; the reflection's animation is at normal speed while the animation of the bear and Chris suddenly doubles and is out of sync with the animations in the reflection because of it.
** Another episode had Peter being chased around by a dog before he climbs up a wall and into a window. The dog keeps up with Peter but then the dog suddenly runs slower than normal, making it look like Peter was able to outrun the dog by miles.
early-1900s film.



* Disney's ''Disney/TheLittleMermaid'' uses CGI to display ships. Most of the time, the CGI is just ''barely'' ConspicuousCG, but there is one, easily missable error with one of the ships. At the climax, Ursula raises some sunken ships from the bottom of the ocean to show her power over the ocean. In one scene where Eric, the prince that Ariel is in love with, is piloting one of these raised ships to kill Ursula, one of the CGI-rendered ships ''disappears'' for a split second before the camera shifts to Ursula.
* ''WesternAnimation/HerculesAndXenaTheAnimatedMovieTheBattleForMountOlympus'' sports animation that would have embarrassed Creator/HannaBarbera in the '60s - skies changing colour between shots, chronic scale problems between creatures and people, character design that somehow makes Gabrielle ugly...
* The animation for ''WesternAnimation/TheRapsittieStreetKidsBelieveInSanta'' was made on a homemade software program in the early 2000's by a tiny company...[[https://www.youtube.com/watch?v=4e-wuyjgDPQ and it shows]]!
* ''WesternAnimation/{{Redakai}}'' had a scene in episode 10 where [[BigBad Lokar]] supposedly shows off amazing dodging skill by dodging a series of shockwaves sent his way. However, a closer look shows that he is dodging ''into'' the blasts, rather than away from them.
* ''TheSimpsons'': Parodied in the episode 'Last Tap Dance in Springfield' when Lisa is watching short films of Vickie Valentine from the 1940s. Vick and her butler begin dancing, which supposedly "cures" her cat's illness. The cat reacts by rubbing her eyes, which are clearly off-camera hand props waving around in front of the cat's eyes. This is likely a reference to the bare-bones special effects of early-1900s film.
* InUniverse in the ''WesternAnimation/{{Doug}}'' episode "Doug's Nightmare on Jumbo Street", when Doug and his friends go see a scary movie and Doug panics and shuts his eyes when the monster, who was previously using NothingIsScarier, finally appears. When Doug starts having nightmares about the movie, he keeps going to see it but can't ever manage to keep his eyes open to see the monster. On his one last chance to watch it, Doug finally succeeds in keeping his eyes open during TheReveal, the monster looks completely silly, being [[NightmareRetardant a guy in an ugly-colored costume with an obvious zipper on the back]]. When he tries to laugh about this with his friends, the rest of them admit that they closed their eyes too.
* A [[PlayedForLaughs running gag]] in ''WesternAnimation/SpongebobSquarepants''. Any time something live-action appears on screen, it's either done with unconvincing puppets or badly green-screened.



* A few times in ''WesternAnimation/RocketPower'' in-universe:
** The main characters make a movie with some of the most laughable special effects ever, an example of StylisticSuck.
** "That was just ''ketchup on the walls''!" in reference to a halloween party.

to:

* A few times [[PlayedForLaughs running gag]] in ''WesternAnimation/RocketPower'' in-universe:
''WesternAnimation/SpongebobSquarepants''. Any time something live-action appears on screen, it's either done with unconvincing puppets or badly green-screened.
* The infamous [[NightmareFuel crash scene]] from the ''ThomasTheTankEngine'' episode "The Flying Kipper". Pay very close attention during the scene when they show Henry crashing into the freight train head-first.
** The main characters make a movie show seemed to have some problems with putting on the face models at times, as scenes occasionally have them slipping off or using the wrong emotion (eg. scenes of an engine narrated as being worried or cross while having a cheerful face on). This was more prominent in early seasons, where budgets limited the number of models more.
* ''WesternAnimation/TransformersPrime'', being made close to a decade after the end of ''Beast Wars'' fairs ''a lot'' better, butit still has some very clear times when the animators screwed up. One of the better examples can be found in ''Darkness Rising: Part 1'' in which the Autobot logo on the floor of the Autobot's base was the movie's. However, unlike most examples, this was fixed for future airings. Bumblebee's eyes and Arcee's pink accents change constantly throughout the series as well.
** ''One Shall Rise Part 2'' has Miko being dragged away from the base with very jerky animation and poor lighting.
** The [[NightmareFuel most horrifying]] goof comes from the S2 episode ''Orion Pax, Part 2'': [[http://tfwiki.net/mediawiki/images2/d/da/Ratchet_face_and_plating_error_Orion_Pax_pt_2.jpg Deformed Ratchet]]. The animators apparently forgot to turn on a couple animation layers, resulting in the Autobots missing random parts of their bodies. Among others, Bumblebee lacks his chest-headlights, Arcee is bare-chested [[note]]but don't worry, unlike [[Anime/TransformersCybertron a certain other show]], this one ''doesn't'' show robo-nipples[[/note]], and Ratchet is ''missing his face'', but his teeth and eyes are still floating there. It's a split second thing... [[NightmareFuel thankfully]]!
* ''VoltronTheThirdDimension'' had pretty lame CG already, but it actually had a disturbingly glaring flaw kept in the ''StockFootage!'' When the Lions' control sticks slide into place, you can actually see them ''clip through the pilot's knees'', and they kept this everytime the sequence is shown!
* Like the CG in ''WesternAnimation/WinxClub'' wasn't mostly mediocre and overused already, sometimes it even showed bad technical failures. Examples taken from the second season follow.
** In one of the earlier episodes, we see a shot of Sky and Brandon riding their motos to Alfea, and the trees on the sides of the road disappear suddenly, before "going down" the horizon.
** When
some of the most laughable special effects ever, an example characters go to Sky's home planet to save Diaspro, there's a shot of StylisticSuck.
** "That was just ''ketchup on
their ship practically going ''through'' two asteroids from one animation frame to the walls''!" next.
** When the fairies go to Cloudtower, and the Trix take temporary control of the school (which is basically a living castle), the entire building shakes and even rotates slightly. When doing this, it ''blends'' with the rock of the mountain it's built on.
** In the last episode of the season, there's a scene with rocks falling
in reference to a halloween party. water, rendered in an ''atrocious'' way.
22nd Nov '16 10:06:36 PM philipnova798
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** Emotions are also [[PerpetualExpression quite lacking]] for several characters. Yes, Jill ''was'' stern, but she did have more expression than just DullSurprise. Embryo fares worse, as instead of smiling like he usually would (sometimes getting into the [[SlasherSmile batshit]]), he's always [[PerpetualFrowner frowning]] whenever he appears on screen.

to:

** Emotions are also [[PerpetualExpression quite lacking]] for several characters. Yes, Jill ''was'' stern, but she did have more expression than just DullSurprise. Embryo fares worse, as instead of smiling like he usually would (sometimes getting into the [[SlasherSmile batshit]]), batshit territory]]), he's always [[PerpetualFrowner frowning]] whenever he appears on screen.
22nd Nov '16 10:04:37 PM philipnova798
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** Hair physics are [[NoFlowInCGI unevenly applied]] between characters. As while the twintails of neither Salia or Hilda moving whenever they do their canned animations, things like Vivian and Chris's braids do.

to:

** Hair physics are [[NoFlowInCGI unevenly applied]] between characters. As while the twintails of neither Salia or Hilda moving move whenever they do their canned animations, things like Vivian and Chris's braids do.
22nd Nov '16 10:03:46 PM philipnova798
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* While the anime has its fair share of [[OffModel animation flubs]] and overused StockFootage. The VisualNovel adaptation of Anime/CrossAnge is probably the prime example '''''against''''' using CGI in these kinds of games- About the only praise you can give it is that the CelShading is accurate to the show itself.
** The models themselves [[LazyArtist cut many corners and are lazily animated]]. With movements limited to "turning slightly", "occasional bob" and "head turn". And constant blinking. The lack of visible hands is also quite apparent throughout. This can be glimpsed when Ange herself first appears in the story, as the camera starts ever so slightly above her knees with her hands behind her back (another common pose in the game). For the ''one'' model they do give [[IncrediblyLazyPun a hand]] to (Hilda), they're too lazy to even show it properly resting on her side. Instead making it look like it's floating in midair.
** Emotions are also quite lacking for several characters. Yes, Jill ''was'' stern, but she did have more expression than just DullSurprise. Embryo fares worse, as instead of smiling like he usually would (sometimes getting into the [[SlasherSmile batshit]]), he's always [[PerpetualFrowner frowning]] whenever he appears on screen.

to:

* While the anime has its fair share of [[OffModel animation flubs]] and overused StockFootage. The VisualNovel adaptation of Anime/CrossAnge ''Anime/CrossAnge'' is probably the prime example '''''against''''' using CGI in these kinds of games- About the only praise you can give it is that the CelShading is accurate to the show itself.
** The models themselves [[LazyArtist cut many corners and are lazily animated]]. With movements limited to "turning slightly", "occasional bob" and "head turn". And constant blinking. The lack of visible hands is also quite apparent throughout. This can be glimpsed when Ange herself first appears in the story, as the camera starts ever so slightly above her knees with her hands behind her back (another ([[HandsInPockets another common pose in the game). game]]). For the ''one'' model they do give [[IncrediblyLazyPun [[IncrediblyLamePun a hand]] to (Hilda), they're too lazy to even show it properly resting on her side. Instead making it look like it's floating in midair.
** Emotions are also [[PerpetualExpression quite lacking lacking]] for several characters. Yes, Jill ''was'' stern, but she did have more expression than just DullSurprise. Embryo fares worse, as instead of smiling like he usually would (sometimes getting into the [[SlasherSmile batshit]]), he's always [[PerpetualFrowner frowning]] whenever he appears on screen.



** And while the CGI looks bad on its own, they manage to make it even [[FromBadToWorse worse]] by including characters that are ''literally cutouts'' with nothing except [[UncannyValley blinking eyes and moving mouths]]. Mouths that don't even match the [[LipFlaps dialogue being said]] even with the 3D models. [[ConspicuousCGI Then you mix the two together...]]

to:

** And while the CGI looks bad on its own, they manage to make it even [[FromBadToWorse worse]] by including characters that are ''literally cutouts'' with nothing except [[UncannyValley blinking eyes and moving mouths]]. Mouths that don't even match the [[LipFlaps [[LipLock dialogue being said]] even with the 3D models. [[ConspicuousCGI Then you mix the two together...]]
22nd Nov '16 9:57:20 PM philipnova798
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Added DiffLines:

* While the anime has its fair share of [[OffModel animation flubs]] and overused StockFootage. The VisualNovel adaptation of Anime/CrossAnge is probably the prime example '''''against''''' using CGI in these kinds of games- About the only praise you can give it is that the CelShading is accurate to the show itself.
** The models themselves [[LazyArtist cut many corners and are lazily animated]]. With movements limited to "turning slightly", "occasional bob" and "head turn". And constant blinking. The lack of visible hands is also quite apparent throughout. This can be glimpsed when Ange herself first appears in the story, as the camera starts ever so slightly above her knees with her hands behind her back (another common pose in the game). For the ''one'' model they do give [[IncrediblyLazyPun a hand]] to (Hilda), they're too lazy to even show it properly resting on her side. Instead making it look like it's floating in midair.
** Emotions are also quite lacking for several characters. Yes, Jill ''was'' stern, but she did have more expression than just DullSurprise. Embryo fares worse, as instead of smiling like he usually would (sometimes getting into the [[SlasherSmile batshit]]), he's always [[PerpetualFrowner frowning]] whenever he appears on screen.
*** [[https://youtu.be/6DiERxuz0AY?t=29m33s In one instance]], Vivian's face goes from a shocked look to its default smile while she's still '''on screen'''.
** Hair physics are [[NoFlowInCGI unevenly applied]] between characters. As while the twintails of neither Salia or Hilda moving whenever they do their canned animations, things like Vivian and Chris's braids do.
** And while the CGI looks bad on its own, they manage to make it even [[FromBadToWorse worse]] by including characters that are ''literally cutouts'' with nothing except [[UncannyValley blinking eyes and moving mouths]]. Mouths that don't even match the [[LipFlaps dialogue being said]] even with the 3D models. [[ConspicuousCGI Then you mix the two together...]]
* ''VideoGame/TransformersRiseOfTheDarkSpark'': One of the game's more glaring faults is that it tries to mix in assets from [[VideoGame/TransformersFallOfCybertron a previous game]] into a new one with even ''worse'' assets.
** Grimlock in the [[Film/TransformersAgeOfExtinction live action portion]] of the game reuses his Aligned counterpart's animations.
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