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8* The infamous Platform/GameBoyColor ''Literature/{{Animorphs}}'' game is full of these to the point where finishing the game is only made possible through the use of cheat codes to warp into the final mission of the game due to improper coding. And good luck getting there with the enemies' broken evasion chance and HitboxDissonance.
9* The North American release of ''VideoGame/ArTonelicoIIMelodyOfMetafalica'' has a big one during the last fight against [[spoiler:Raki]] in the final area of the game. On her sixth action, if you haven't dealt about 80% or more damage to her, she is supposed to use an attack called "Fractal Change", which does a random Jamming effect out of the four and shifts her stats between four random possible patterns. However, due to the removal of the attack's code and typing between translation and making the final copies, the game simply freezes up. It would be okay if it was any other boss, but this is the optional boss, which must be defeated ''fifteen'' times for HundredPercentCompletion. There have been workarounds (from taking advantage of another bug to just outright patching and hacking), but this is on ''every single North American copy''. Oh, and NISA's response? Either level enough so that you can beat enough shit out of her to prevent the turn 6 freeze, or just beat all the shit out of her outright before the attack even comes. Replakia works wonders, but it's not a miracle worker, NISA. Supposedly, the European version fixes this bug.
10* ''VideoGame/AtelierSeries'':
11** In Japan, ''[[VideoGame/AtelierSeries Atelier Liese]]'' shipped with an ''absolutely terrifying'' number of game-wrecking bugs; it was the worst QA job in Gust Inc.'s history. The full bug list is available [[http://www.atelier-lise.jp here]] (in Japanese). A corrected version of the game was shipped out, but by then the press had already eviscerated the game publicly.
12** The European version (or at least, some European versions) of ''VideoGame/AtelierIrisEternalMana'' has an irritating bug ''right'' at the very end of the game where it will crash during the ending sequence. This is doubly annoying, as not only is it impossible to see the entire ending, but you also can't get a completed save file as a result, preventing you from playing the NewGamePlus.
13** ''VideoGame/ManaKhemiaAlchemistsOfAlRevis'' has this in the bonus dungeon. Any monster past a certain floor except the bosses have a high chance of freezing the game over any little thing either they or you do, combined with how long a fight with them can be due to their insane stats and it is pure luck if you can get 100% completion. Also in part 2 there is a bonus boss in the first chapter on your second play through who has an attack that freezes the game as well.
14** [[VideoGame/ManaKhemia2FallOfAlchemy Part 2]] has a glaringly obvious bug in the Extra Scenario, where [[spoiler:all 10 characters team up]]. While encounterable if you chose Raze first, it's ''especially'' apparent if you choose Ulrika as the first character. Having Ulrika read an entry on the Job Board or even ''going into the Job submenu in the Student Handbook'' during this Scenario will freeze. Fighting an optional mark in the second scenario will freeze like Raki does - but on the first attack. Thankfully, at that point, you have a load of fresh items with which to lay the smackdown on. A harder one to find is in Puniyo's last Character Quest, where you get up to three Punis in your party. Using a Finishing Strike with a Puni will freeze the game.
15* ''VideoGame/BaldursGate'':
16** Because the game engine had to actually play out every combat between [=NPCs=], rather than simply scripting it, it was originally possible--although highly unlikely--for Gorion to ''win'' the fight he's meant to die in. The game would then be softlocked, on account of the plot being totally derailed. Luckily, the Enhanced Edition fixes this.
17** If you do a full save in Beregost (quicksaves and autosaves are fine), it is possible that your file will become corrupted. Thankfully, there's an application that can undo this.
18** Similarly, after leaving Beregost for the first time, it is possible that from then on, re-entering Beregost in any way, including the console, will cause the game to immediately crash. Again, there's a workaround to this, but it requires a little bit more effort than the first one.
19** The German version removed the "gory death by critical hit" animations, which has the unintended side effect of making a number of side-quests uncompletable. Since the game has only few random enemy spawns, quests that require you to kill all the monsters in one area do not count the number of remaining creatures but the number of creatures already killed. And in addition to not exploding into LudicrousGibs, creatures killed by critical hits are not counted as killed, causing quest [=NPCs=] to always tell you to return when all the monsters are dead. Adding a single line to the configuration file which restores the gore graphics also fixes the issue. (Though back in 1998, it wasn't easy to find this information on the internet.)
20** When the Tales of the Sword Coast exansion was first released, the number of variables used to track quest progress wasn't increased beyond what was used in the base game. The game would run out of the variables long before you could do every quest, making the game unwinnable on a typical playthrough where you visited most areas. This was fixed with a patch, and is fixed in any modern release of the game.
21* The VideoGame/GoldBox game ''Buck Rogers: Matrix Cubed'' has various points where you have guest party members who may or may not be under your control during battle, depending on various party members' Leadership skill. If one of these characters manages to flee a battle that the main party members die in, you will find yourself with a party of just the guest member. Getting to the point where the guest leaves will cause you to have a party of zero, making the next random encounter crash the game due to a lack of party members. Hope you didn't save with just that guest in the party.
22* ''VideoGame/ChampionsOfNorrath'' has a pretty serious one. Several hours into the game, your character gets an escort mission to rescue an NPC from a jail cell and have him follow you back to town. Simple, right? Not when the game loads that scene with the NPC embedded inside a wall so he can't walk. Restoring from an earlier save ''might'' fix the problem.
23* In ''VideoGame/ChronoTrigger'', there is a glitch that, if you move down and left in the [[HubLevel End of Time]] just before saving, you will be stuck outside the playable area and unable to move.
24* Some versions of ''VideoGame/ChronoCross'' contain a bug near the end of the first disc that causes the game to freeze...in the middle of a cutscene that introduces a really important plot point...right after an extremely difficult boss fight.
25* ''VideoGame/CitizensOfEarth'' has an unacceptable amount of game-crashing bugs. Simply closing the curtains in the Vice President's house crashes the game, as does using certain skills in combat. In addition, the large amount of bugs means it can happen ''anywhere''. Regardless of what you're doing, there's a chance that a bug that will crash your game ''will'' do so. Fortunately, the game is quite generous with {{Auto Save}}s.
26* While ''VideoGame/TheCloserGameOfTheYearEdition'' is good about averting this for the most part, there are a couple glaring exceptions when you return to Jake Arrieta [[spoiler:after rescuing Moose]]. The first has your party unable to break out of an auto-run event because they've been placed in a part of the map for Jake's house that leaves them stuck against a wall trying to walk upwards to another part to continue the dialogue. The other is when the game goes into an endless loop of repeating [[spoiler:Moose]]'s dialogue because the event page for talking to him was set to auto-run instead of activating on the action button (and there was no built-in variable switch to turn it off). While they're easy fixes to do in ''RPG Maker XP'' and only cost you if you forgot to save beforehand, anyone without a copy of the program will have to avoid revisiting the place at that point in the game.
27* v1.08 of ''VideoGame/{{Deltarune}}'' introduced a large number of glitches that range from loading you in the wrong zones to completely softlocking the game.
28* ''VideoGame/DragonAgeII'':
29** There is a "stat-leak" bug: if Sebastian and/or Isabela are removed from the party without going through the party organization screen, their Friendship bonuses (+5% damage resistance and attack speed, respectively) are removed from your base score.
30** A bug can make Isabella lost. While doing her quest, after you kill the guys that try to ambush you, she'll tell you to loot a guy and find a key. It's quite possible to loot the key before she tells you to, and so the game acts as if you don't have it. Without the key, you can't enter the Chantry and finish her quest; the doors just don't react with you no matter what you try. Saved it after looting the key and don't have a backup? Too bad, you just lost your Rogue. It's still very possible to complete the game without her, so it doesn't become unwinnable, but you miss out on a strong party member.
31** Patch 1.04 introduced more bugs than it fixed...most notably endless load screens that freeze the game during Sebastian's personal quests ("Repentance" and "Faith").
32* ''VideoGame/DragonAgeInquisition'':
33** Dorian's personal quest has a known issue where it may not trigger for some players. While this may be a minor one for most players, those that want to pursue a romance with him are less than thrilled.
34** One of Sera's subquests involves playing pranks on the members of the advisory council. This quest places a random soldier in Cullen's office and removes Cullen himself (so that the prank can be set up). Sometimes, Cullen ''never comes back'', locking the player out of any of his sidequests or romance dialogue.
35** There is a cave entrance in the Western Approach that should open after killing the High Dragon there, but it often doesn't. Fortunately, a Warrior can break the block with Grappling Chain.
36** One of Solas' quests, "Measuring the Veil," has a nasty habit of not triggering the end of the quest, even after previous requirements have been met.
37** From the multiplayer, there are several issues that result in enemies either stuck outside the players reach or a kill not registering properly. Neither would be that bothersome if it weren't for the fact that you have to kill ''all'' enemies in each section to advance. The only way to continue is for the hosting player to leave the match, which resets the current stage... assuming a new host can be found.
38** The initial release of the game featured a weird bug in which the Inquisitor was treated by the game as both a male and a female simultaneously, and as both their class and another class simultaneously (e.g. a mage and a rogue). This bug had at least two game-breaking consequences. The first (arguably beneficial) consequence was allowing the player to romance {{NPC}}s who were only interested in the other gender. For example, [[https://www.reddit.com/r/dragonage/comments/2nlgpt/video_i_just_romanced_sera_as_a_male/ a male Inquisitor was able to romance Sera, who is only interested in females]]. However, since the male actors did not record the lines for the female-only romances (and vice versa), these lines would only appear as subtitles, although they were still lip-synced. The second game-breaking consequence was that the Inquisitor received the trainers for another class upon arriving at Skyhold, thereby preventing specialization in their own class. The bug was fixed in Patch 2.
39* ''VideoGame/DungeonsOfDredmor'' is a fairly buggy game, but usually it's something minor like stats not applying or the PlayerCharacter accidentally eating their own belt. But when Wand Lore was overhauled so you can craft your own magic wands, the tool you need will crash the game most of the time. At least you get an achievement for it!
40* In the second ''VideoGame/DungeonSiege'', one quest can bug out. If the player saves in that situation, the save file is essentially lost. This bug can also occur during the first or second NewGamePlus.
41* ''VideoGame/EarthBound1994'':
42** There is a rather annoying -- albeit rare -- glitch that's only game breaking if you haven't saved in a while. Due to the scrolling health of your party members, if everyone in your party dies at the same time all the enemies have been defeated, the game ''divides by zero'' to figure out the amount of experience to dish out. Imagine that happening during a boss battle, especially one of the later [[ThatOneBoss Sanctuary Guardians]]. ''Ugh''.
43** There's also the infamous "[[http://earthboundcentral.com/2009/01/weird-earthbound-glitch/ Circus Tent Glitch]]": in Threed's circus tent, checking the area right below the bottom-right pillar will sometimes delay the "No problem here" text. If you do this enough, the game will start to [[https://pbs.twimg.com/media/ByGCQ-MIYAEgbzz.jpg print out]] [[https://pbs.twimg.com/media/ByZa-1NCAAAx3ps.jpg garbage]] [[https://pbs.twimg.com/media/ByZadEuIMAAknj0.jpg data]], sometimes in indefinite quantities. Eventually, enough checks on the spot will cause the glitch to [[https://pbs.twimg.com/media/ByGCtDFIAAAoFBX.jpg mess around]] [[https://pbs.twimg.com/media/ByGDF2SCEAADYBY.jpg with sprites]], sometimes causing the game to display [[https://pbs.twimg.com/media/ByZbcG6CEAAlzk6.jpg random sprite data]] and/or emit strange sounds.
44* ''Franchise/TheElderScrolls'':
45** ''[[VideoGame/TheElderScrollsIIDaggerfall Daggerfall]]'':
46*** ''Daggerfall'' is an exceptionally buggy game; its stability is alleged to be different between different start-ups, between different systems, and between different installations on the ''same system''. Inherently, the game suffers from broken quests, garbled dialogue, texture loading problems, item and enemy failures, unloadable saved games, audio-induced crashes, and nonfunctional features; the last patch for ''Daggerfall'', including save state and quest fixer programs, make the game workable but leaves many errors.
47*** The infamous Void, introduced in ''Daggerfall'' (but still present in later games in the series as well), is a consequence of 3D gaming - an expanse of emptiness that exists outside of the game's standard corridors. What makes the ''Daggerfall'' Void (in)famous is the frequency of the player's helpless fall into it. One of the many tunnels in the plot-relevant dungeon Castle Daggerfall ends abruptly on an opening into the Void. Given that Castle Daggerfall houses the MacGuffin central to the plot, you'd think it was one of the few of the thousand or so dungeons where designers would catch that.
48*** The auto-dungeon generator in ''Daggerfall'' is so buggy that Bethesda finally just threw up their hands and released a patch that turns on the debugging shortcuts-- so affected players can teleport around dungeons and avoid falling into the numerous bottomless pits.
49** ''[[VideoGame/TheElderScrollsIIIMorrowind Morrowind]]'':
50*** In the Xbox version (the Game of the Year edition), annoying glitches prevent one from using most of the added features. The quest chain in which the player gets turned into a werewolf will not progress after a certain point. Going for Vampirism afterwards will allow one to complete a few quests for the chosen vampire clan, but the keywords to get the next quests don't show up.
51*** Installing the ''Bloodmoon'' expansion after ''Tribunal'' (which most people will do since it came out after) causes a bug with a certain character's dialogue, causing it to loop endlessly. The only way out of it is to restore an earlier save. Unfortunately, this occurs quite early in the ''Tribunal'' main quest, cutting it off completely. This bug was thankfully patched and is fixed in the ''Game of the Year'' edition.
52*** One Tribunal Temple quest has you asking a woman who has contracted the Corprus Disease to leave the city. If you choose to kill her instead and search her corpse, you end up contracting incurable Corprus yourself, leaving the game unwinnable. ([[spoiler:You ''are'' supposed to acquire it during the main quest, but as a ScriptedEvent. This version [[ScriptBreaking breaks that script]], meaning you cannot get it cured and finish the game.]])
53** ''[[VideoGame/TheElderScrollsIVOblivion Oblivion]]'':
54*** ''Oblivion'' also has its fair share of bugs, but one notorious one in the [=PS3=] Game of the Year version renders the state of Vampirism to be incurable because a certain EventFlag during the [[ThatOneSidequest Vampirism]] [[FetchQuest Cure quest]] fails to work properly. Strangely enough, this bug appeared in the original versions for the PC and 360 and was quickly patched up, while the [=PS3=] original version released a year later does not have the bug. This makes people wonder [[WhatWereYouThinking what the developers were thinking]] when it was somehow re-introduced in the Game of the Year edition. Strangely, the glitch is only present on the English version. Switching languages temporarily allows the player to finish the quest, but doing so completely resets the Shivering Isles expansion.
55*** A rather lethal but nevertheless hilarious one is a bug (since fixed by official patch) where any item stolen by a ''female'' character automatically loses its stolen tag, meaning it no longer counts as stolen and can be sold to any honest merchant; this breaks the Thief's Guild quests, as they require you specifically to sell "Stolen" goods. The DoubleStandard implication can't help but make some wonder whether such a quirky bug was ''really'' by accident.
56*** And then we have the infamous A-bomb bug. This is a particularly malevolent and soul-crushing one, as it kicks in after you've played for hundreds of hours (which is very easy to do in a sandbox game, especially one with as much stuff to do as Oblivion). When it triggers (yes, ''when'', not ''if'' - it's inevitable and can't be fixed on consoles), effect animations like fires, lighting or, say...doors opening, will either slow to a crawl or stop executing entirely. This, among other things, causes dungeon gates and Oblivion gates to stop working altogether...which has predictable results on the playability of the game. The worst part? Bethesda ''knew'' the A-bomb bug existed - they found out during a contest to see which player could play for the longest time. They did ''nothing'' to fix it. For shame...
57*** There is also a bug wherein one can be promoted to Master Thief in the Thieves' Guild questline, ''before'' being promoted to Shadowfoot. When you then proceed to finish the quests from the Shadowfoot questgiver, you are "promoted" to Shadowfoot. In the ending of the questline, following the conversation between [[spoiler:Grey Fox and Countess Umbranox]], the game is meant to have [[spoiler:The Grey Fox]] come and talk to you to finish everything. However, in this glitch he never comes to speak to you, and simply walks away. Thus you are stuck in cutscene mode, unable to move, fast travel, or interact with anything.
58** ''[[VideoGame/TheElderScrollsVSkyrim Skyrim]]'':
59*** ''Skyrim'' shipped with a rather nasty bug on the [=PS3=] version, where the game discovering new locations puts the data into your save file, bogging it down. If you've filled out your map, the save file will either be unplayably laggy or simply refuse to load at all. The PC version also has a rather frequent issue with graphics glitching out just preceding a crash the next time the game would load up. Bethesda fixed the former, but their attempts to fix the latter [[NiceJobBreakingItHero actually]] ''[[EpicFail increased]]'' [[NiceJobBreakingItHero the frequency of the crashes on some systems]].
60*** One bug in ''Skyrim'' involves the quest "Rise in the East," requiring the player to go to a location known as Japhet's Folly. The glitch comes, however, in the fact that said island exists in its own "map" that exists specifically for that quest only, meaning that you cannot fast travel to or from it. In theory. You can, however, fast travel back to the island, but not off of it, and it is surrounded by invisible walls in the oceans on all sides of it, making it impossible to leave. Many players may appreciate the irony of being stuck on an island whose namesake was also trapped there, up until they realize that the three autosaves that the game uses as a default will have filled up by trying to figure out how to get off the damn island, leaving the only option to teleporting with the console (on PC), or losing hours worth of progress from having to reset to the last manual save (360 and [=PS3=]).
61*** Yet another bug: "No One Escapes Cidhna Mine". After completing another quest, the PC is arrested by corrupt guards and thrown into the eponymous prison/mine. This is almost unavoidable, as any encounter with the Reach's guards forces you to either surrender or kill the guard. If the PC surrenders to try to clear their name, they [[NoGearLevel temporarily lose all their equipment and other inventory items]]. These are returned as soon as the level ends, except that quest items are not returned, and are gone. This includes items relevant to the main quest (including an ''[[ArtifactOfDoom Elder Scroll]]''), breaking any number of quests, including the main storyline.
62*** The Companions questline is notorious for being buggy, to the point where it is often rendered impassable if not completed right away (or, alternatively, after all other quests have been taken care of). Much of the problem comes from the fact that the Blood's Honour and Retrieve the Helm of Winterhold quests require you to kill an NPC at the end of the same dungeon, which messes up the game's triggers. Players with both quests who try to complete one will almost always become stuck -- upon their return to Whiterun, the Companion who is supposed to give them the next quest will not have the proper dialogue options and the character will be unable to progress (and, thus, stuck permanently as a werewolf).
63*** Then there is the Daedric quest "Waking Nightmare" which can cause the game to crash as soon as you enter Nightcaller Temple. The game will freeze whenever the save menu is brought up, and sometimes during autosaves. This obviously requires the player to reset the game. Unfortunately, this can happen at any time during the quest, making it a complete chore to play through, especially for players who are trying to get the Oblivion Walker achievement.
64*** In the quest "Trinity Restored" of the Thieves Guild/Nightingale questline, at the point where Karliah is supposed to open the gate into the inner chamber she'll instead ''walk back out of the cave and never stop walking'', forcing you to use console commands to make her move in the right direction and delete the gate since you can't open it yourself.
65*** If you install ''Dawnguard'' and then try to learn the Marked for Death shout, a glitched shout shows up in your list. It's called Drain Vitality, it ''acts'' like Drain Vitality, but it has all the words of Marked for Death and nobody becomes hostile when you use it. This would normally only be a minor problem, but if you try to learn the real Drain Vitality shout from the Greybeards, the quest won't update and you won't be able to get new shouts from them. The only way to fix it is to tinker with your console or PC, or uninstall/reinstall ''Dawnguard''.
66*** The guard you're required to speak to for the "Blood on the Ice" quest can sometimes glitch through the ground, making the quest unbeatable without the use of the console on PC.
67*** The quest "The Man Who Cried Wolf", the first quest in the series that leads to becoming Thane of Haafingar, starts the first time you enter the Blue Palace and find Varnius Junius telling Jarl Elisif about the strange happenings around Wolfskull Cave. However, sometimes Elisif spawns in her bedroom instead of on her throne and never comes out, leaving her entire court standing around and never saying anything to you except "Don't interrupt the court". Without using console commands to forcefully advance the quest (or killing Sybille Stentor, the one non-essential member of the court), it becomes impossible to complete any of the quests related to becoming Thane, hand in any radiant bounty quests to Falk Firebeard, complete the minor quest for the sisters who own Radiant Raiment (which requires talking to Elisif), purchase Proudspire Manor, complete the Thieves' Guild quest "No Stone Unturned" (which requires purchasing Proudspire Manor), or become Guildmaster of the Thieves' Guild (as Erikur is a quest giver). Killing Sybille, of course, will then lock you out of her quest.
68* ''VideoGame/{{Fallout}}'':
69** In ''VideoGame/Fallout2'', whoo boy. The car seems to be a Bug, and not in the "small German vehicle" sense. It will end up stuck in the exit grid, making it unusable, as you can't reach it to drive away. In a particular mission, it will block the exit and prevent a load of freed slaves from escaping the map, and again preventing you from being able to use it. Occasionally the trunk will detach and follow you around; the rest of the car just vanishes. Although bizarre, the glitch has a simple (and amusing) explanation - the trunk is treated as a follower NPC by the game, who is unable to move once you enter a location, but can carry a ton of loot; the rest of the car is treated as an exit grid, to create the effect of the character driving away when he interacts with it. Their graphics are juxtaposed together to look like a complete car, but they are actually two completely different objects, and can get separated if the game has a hiccup.
70** ''VideoGame/Fallout3:''
71*** There are certain missions that you can access out of order, producing glitches in each other and rendering them {{Unwinnable}}. The most infamous are "Scientific Pursuits" and "The American Dream". If you decide to search other Vaults for info on Vault 112, you can end up retrieving the G.E.C.K. from Vault 87 and escaping Raven Rock before you ever set foot in Vault 112.[[note]]The location of Vault 112 is tucked away at the very end of an audio tape that you find in the Jefferson Memorial; that specific detail is never added to your quest log or displayed on your World Map, other than the marker only seen when the quest is active and you have listened to the tape.[[/note]] You won't be able to enter the Citadel like you are told to ([[GuideDangIt because you have to complete the other quest in order to trigger the required plot event]]), and if you decide to find Vault 112 and rescue your father from Dr. Braun's simulation, the door to the rotunda lab which should be open won't be, making it impossible to complete one of the required {{fetch quest}}s.
72*** Entering the ''Operation Anchorage'' VR simulation when you have a follower may cause them to mysteriously die, rather then returning to where you picked them up. Dogmeat always returns to the Vault 101 entrance, though.
73*** And then there's the music, which is all stuttery and broken on Windows Vista and newer [=PCs=], due to the game using a deprecated [[UsefulNotes/ApplicationProgrammingInterface API]] called [=DirectSound=], which has been discontinued in Windows Vista onwards[[note]]The game was released when Windows Vista was already in the market. While it's understood that Vista was one of the black sheeps of the Windows world and few people used it, it was still irresponsible for Bethesda to not test the game thoroughly under Vista[[/note]]. Granted, there are fixes for this, but it involves spending an entire day hacking the game, or having a sound card whose manufacturer has put out their own fix for things (e.g. Creative and their [=ALchemy=] software), or downgrading to Windows XP (32-bit, because even the 64-bit version doesn't support [=DirectSound=]). Pre-made fixes? Bethesda issued DMCA takedowns left and right to sites hosting pre-made fixes. Apparently their stance is either you live with it, show your love for the game by spending time fixing it yourself, or take a hit for the game and downgrade your PC to an old discontinued OS that can't take full advantage of your hardware.
74*** There is a truly horrifying bug that causes Feral Ghoul Reavers to be nigh-unkillable. While you can still play the game, it becomes very frustrating to deal with.
75** ''VideoGame/FalloutNewVegas''
76*** The initial PC release is prone to random crashes from the start of the game. But the game-breaking part is that quicksaves are corrupted and will only load the very first one the player makes (usually in the starting town). This means only autosaves (from entering or exiting a building or location that brings up a loading screen) and regular saves can be used to recover your game if it crashes. Hope you don't like quicksaving.
77*** ''New Vegas'' still enjoys glitching out when it comes to loading; it's not uncommon on even patched vanilla installs to have the game inexplicably and quietly crash behind a loading screen, ''any'' loading screen, therefore leaving you looking at a spinning roulette wheel forever. Or until you quit and reset. Usually, the solution is to employ a save file backup on the PC (helpfully auto-created by ''New Vegas''), or pray one of your older saves will work and not trigger the issue again.
78*** The Xbox 360 version has a very severe issue in that, occasionally, after having beaten the game and started playing again, the level up feature won't activate. Many players won't realise until they actually check the XP meter and see something ridiculous like '5400/200'. What makes this worse is that the only known way to fix this is to delete all save data of both your new save, and the previous one on which you completed the game, and this isn't actually a sure fix. It's more wishful thinking. You better pray it works, otherwise the hours you spent wandering the wastes and finishing every quest were deleted for nothing.
79*** While now patched, on launch there was a bug where if you killed Caleb [=McCaffery=] on the strip (as part of a quest you get in Freeside), trying to load a game that was saved on the strip causes the game to crash. Seeing as three of the four faction quests are found on the strip, and the game is notorious for crashing anyway, combined with the sheer amount of autosaving the game does on the strip, it was very easy to lose your save file.
80*** Several follower side quests are horribly temperamental and prone to not triggering the flags for progression. Raul is by far the worst offender, as having talked to any of the three people needed to advance his unmarked quest renders it impossible to complete (all three are involved in various larger quests and one is necessary to advance the story for two factions). Lily comes in a close second, with her final flag often not triggering. ED-E will sometimes not return after being upgraded, and occasionally Arcade will never show up at the end of his quest... you get the idea.
81*** At the end of ''Dead Money'', there is a glitch where the cloud will keep damaging you after it is supposed to stop affecting you. Normally, after finishing in the vault, the cloud is completely harmless. Sometimes, though, this fails to happen and the cloud continues to damage you... which means if it happens, chances are you won't survive the closing cutscene for the DLC. Worse still, this problem can sometimes transfer to the next file you try to load up, even if you haven't started ''Dead Money'' in that one.
82*** There's a rather nasty bug where dying in a rather quick amount of time after entering a new area would cause the player to [[https://www.youtube.com/watch?v=aNsvlaZZjxo die immediately after loading]] and because of the auto save, the game would just reload the death animation over and over again, forcing the player to have to restart the game from scratch in order to continue.
83** ''VideoGame/Fallout4'':
84*** Version 1.6 created a massive bug in the settlements, causing many of them to set their food, water, defense, and power resources to zero, with all the associated problems having none of these resources would cause. Some players report scrapping televisions and jukeboxes helps to fix the problem, but for others, that still doesn't work. Considering settlement building was one of the massive selling points of ''Fallout 4'' in the first place, it made a lot of people really angry.
85*** Entire quests can't be done because of the sheer amount of bugs in the entire game and the DLC. Quests can never be started, ones that can can glitch and never have their objectives completed, NPC quest givers can never appear or be talked to, the game can just crash at the wrong time. As said on [[YMMV/Fallout4 the YMMV page]] for ''Fallout 4'', Jeff Gerstmann of Website/GiantBomb and French review site Gamekult have both given the game "low" scores (3/5 [on consoles] for the former and 6/10 for the latter, both middle of the road scores) because of the sheer amount of bugs and performance issues that ultimately ruin the enjoyment of players.
86** ''VideoGame/Fallout76:''
87*** Some versions of the public beta for PC had a bug which would ''delete the entire game.'' Possibly the second most game-breaking bug of all time.
88* ''VideoGame/FatalLabyrinth'' requires you to venture to the top of a tower with randomly generated floors. To move up to the next floor, you have to search the current floor for the staircase that leads you there. However, because of the randomly generated nature of the game, sometimes it will forget to spawn a staircase. Search the floor all you want. It’s just plain not there, sometimes. Nothing can be done now but to hit the reset button.
89* ''Franchise/FinalFantasy'':
90** The SNES release of ''VideoGame/FinalFantasyIV'' has a glitch that can take the player to "dummy" rooms filled with garbage tiles or even erase a save file if the player goes up and down a staircase in a given area 64 times due to an oversight involving what's considered an entrance or an exit. In a promotional newsletter called "The Ogopogo Examiner" that Square released around the time of the original North American release, it was dubbed "The Eight-Square Curse of Destruction".
91*** The Japanese version of the DS remake has a glitch where, if you play a certain video from the Fat Chocobo's video viewer menu and save afterward, the player will actually gain control during the ending sequence, and the game will never actually end. Thankfully, this is fixed in the Western releases.
92** ''VideoGame/FinalFantasyV'' has a weapon that will sometimes make you run away from battle instead of doing an attack (the Chicken Knife), and a class that cannot run away from battle (the Berserker). If the Chicken Knife's effect triggers from a Berserker attacking with it, the battle will keep going, but neither you nor the enemies can actually do anything to each other. The only way out of this one is to reset your game. Better hope you saved recently. To make this one even more annoying, the Chicken Knife can easily be one of the most damaging weapons in the game. Thankfully, this bug was fixed for the [[UpdatedRerelease Advance version.]]
93** ''VideoGame/FinalFantasyVI'':
94*** The original release has the infamous "Sketch bug" -- Relm's Sketch, when it fails, will have unpredictable results, often rendering the game unplayable. This was quietly repaired, and most cartridges of the game don't have this particular error. The game does have other bugs, but thankfully, they're not as severe or as easy to trigger. Of course, if the game doesn't become unplayable after that, you can end up with a bounty of items. Beware using "Sort" afterward, though, because you can lose items in your inventory. The 1.1 release fixes the bug with an fix that can be disabled with a single Pro Action Replay code.
95*** The original Japanese version of the game has a bug late in the game that lets you go back to before the PointOfNoReturn. Specifically, going into the Opera House and dying to one of the rat monsters dashing about the rafters will cause you to reappear outside... in the World of Balance, i.e. before TheEndOfTheWorldAsWeKnowIt. No points for guessing whether or not you can get ''back''. This was fixed in all other versions of the game by simply removing the rats once you got to the World of Ruin.
96*** The Greatest Hits release of ''Final Fantasy Anthology'' has a bug that can render the opera scene in ''VideoGame/FinalFantasyVI'' {{Unwinnable}}. You're required to have Celes and Locke in your party for the scene, but the game doesn't lock them in your party; it only locks the characters in the first two slots. So, make a party, switch them around so Celes and Locke are on the bottom, and make a new party. The only problem is, to switch party members again, you have to go back to the house in Narshe and talk to one of your other party members. Celes and Locke aren't programmed to show up at the house, parties contain four members, and you only have six characters available; making a full party that doesn't include Celes and Locke, then saving, makes it forever impossible to put them back in your party.
97*** It is also possible to render the game [[UnintentionallyUnwinnable unplayable]] by having a party with nobody in it. This can be done via a somewhat convoluted method of making a party containing only Gau, after the battle at Narshe when everyone splits up to look for Terra, and then joining up with Shadow, who will appear in Kohlingen if there is an empty space in your party. Then travel to the Veldt, have Gau Leap on an enemy, leave before he returns, and take Shadow back to Narshe alone. Upon entering the town, he will spout one of his "my job is done" lines and leave, which happens every time you take him there during this part of the game, but since he's your only party member, it will then become impossible to continue in the game. (You can, however, bring up the status screen and see your empty party. The game will crash when you exit the status screen, though.) Demonstrated [[https://www.youtube.com/watch?v=LPDtoTMwAkY here]].
98** ''VideoGame/FinalFantasyVII'' has the Northern Crater save crystal. Placing it in certain locations will often cause the game to glitch out, making it impossible to leave the room. It's not so bad if you have multiple save files, but if you only have the one, then your game will be permanently ruined.
99** ''VideoGame/TheFinalFantasyLegend'', has a lot of strange bugs, including warps, area glitches, character corruption, extreme increases in travel speed, and a [[GoodBadBugs one-hit-kill that works even on the final boss]], which [[http://magweasel.com/2009/07/06/the-final-fantasy-legend/ when exploited ruthlessly]] make it possible to [[http://www.destructoid.com/this-is-how-you-beat-final-fantasy-legend-in-two-minutes-138937.phtml finish the game in under two minutes]]. That's less time than the ending credits take.
100* ''VideoGame/GachaWorld'': The devs over at Lunime never playtested their game outside of using debug mode so when you push raid boss levels up to a certain point, they stop saving damage dealt in between runs, making progression impossible past that certain point. Basically a segment of bad code makes accumulating damage between rounds within boss mode impossible if the boss is not below a certain constant value which is unexpectedly legally attainable in legitimate gameplay and thus the player ends up repeatedly trying to gradually lower the boss' HP only for it to always replenish to full after losing. The easiest way to see this in action is by raising Gacha Salt to level 200 by defeating it 199 times. Once it is at level 200, this bug makes the boss [[{{Unwinnable}} unwinnable]]. This behavior is demonstrated in 6:45 - 7:10 of [[https://www.youtube.com/watch?v=Oy6lnltV_xM this video]].
101* ''VideoGame/{{Gingiva}}'': the game crashes if one attempts to use a healing spell from the main menu. Fortunately the game's mechanics makes this otherwise fatal bug into a minor nuisance: Gingiva can recover the party's Vim (HP) and Verve (SP) by simply turning her wind up key head around in any map thus making the use of any healing outside battle unnecessary.
102* The Game Boy Color tie-in videogame for ''Literature/HarryPotterAndThePhilosophersStone'' has a FetchQuest early on where you must find three kinds of potion ingredients for Snape: beetle eyes, snake fangs, and boomslang skin. Beetle eyes can be found near Hagrid's hut and snake fangs drop from snake enemies, but the boomslang skin can only be found by examining a tapestry in Snape's office... unless you picked up any of the other ingredients first, in which case the boomslang skin becomes unobtainable, making the quest impossible to complete. To top it off, if you're going about your ingredient search the way the game tells you to, [[GuideDangit you're almost certain to look for the boomslang skin last unless you're aware of the bug.]]
103* ''[[VideoGame/IcewindDale Icewind Dale II]]'' has a nasty bug in the Black Raven monastery. Any characters walking through a certain door will not be able to leave the room. If you don't have an old save of game or a specific item that can teleport you out, you're screwed. Thankfully if the player enables cheating it is possible to escape with the teleport command.
104* Save with any unpurified firefly cocoons in ''VideoGame/JadeCocoon'' and quit, and you'll reload the game to learn all their magical abilities are gone. This can become a {{Good Bad Bug|s}} if you know how to handle it, as your own monsters won't have their abilities overwritten by the depowered monsters but will still benefit from their stats.
105* ''VideoGame/KingdomHeartsBirthBySleep'' has a rare glitch during Aqua's fight against Maleficent: at times the fire the boss causes on the bridge won't go out, killing Aqua if you do nothing.
106* On the [=PS3=] port of ''VideoGame/KingdomHeartsII'': Final Mix, the Reversal command that allows you to avoid Xemnas's throw attack will occasionally not show up. This makes this boss, especially the [[SuperBoss data version]] much harder, forcing you to use a Limit or take the hit.
107* ''VideoGame/KnightsOfTheOldRepublic'' had the infamous Carth Glitch, in which it is possible for a particular NPC to be so stealthy that you can't see them during a cutscene, and the game freezes waiting forever for them to speak.
108* The Platform/NintendoSwitch port of ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' was unbeatable in its original release, containing a bug that makes it impossible to progress past a certain cutscene midway through the game. Port developer Aspyr acknowledged the bug and patched it a month later.
109* All versions of the first ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' game have a bug where the game itself will crash at random points. The exact circumstances of this bug triggering varies, but it's likely caused by an oversight with the game's engine. Thankfully it doesn't affect your save data so the worst this bug can do is set you back a lot if you haven't saved often, especially if it happens during a boss fight or a lengthy sidequest.
110* The Game Boy Advance version of ''VideoGame/TheLordOfTheRingsTheFellowshipOfTheRing'' is loaded with these, due to being released in an unpolished state. These range from important items that are absolutely needed to progress through the quest not spawning when they should, to rooms accidentally being left unfinished or inescapable, and there's even a glitch where passing through a specific doorway in Moria will freeze the game. The latter actually had an entire page on the Black Label website dedicated to getting around the freezing.
111* ''Literature/TheLordOfTheRings: VideoGame/WarInTheNorth'' has a rather nasty habit of randomly dropping side quests or crucial items from your inventory, but it's also possible to get stuck at the end of a level due to the next one not loading, making the game impossible to complete. What's worse is that this glitch is random: some players experience it, others don't. The developers were apparently working on a patch, but it was never released, so the only remedy is to completely start over from scratch.
112* There are quite a few bugs in ''VideoGame/LufiaIIRiseOfTheSinistrals'', in both the Japanese and American versions. The most complicated one is the Submarine Shrine, where a graphics screw-up makes the inside of the shrine almost completely black; however, you can still go up until you stop at [[spoiler:Dual Blade]], but you just won't see it OR [[spoiler:the BigBad himself, Daos]]. Thankfully, this glitch is fixed along with all the other glitches in the European/Australian version.
113* ''VideoGame/MarioAndLuigi'':
114** ''VideoGame/MarioAndLuigiSuperstarSaga'' has one that can happen completely by accident. At a certain point in the game, Mario is able to flatten Luigi with [[WhenAllYouHaveIsAHAmmer his hammer]] into particular slots and use him as a surfboard. When you slide back onto the beach, Mario jumps off Luigi before blowing him back up with an air pump. However, the erratic Bob-omb enemies can move into the brothers as this animation is playing. Once the battle is over, Mario remains stuck in mid-air and the only thing you can do is reset. Hope you saved recently!
115** ''VideoGame/MarioAndLuigiDreamTeam'' has an unpredictable bug in the giant Luigi sections where the gyroscope completely stops registering any input. It's not always the end of the world (since it can happen right at the end of a motion controlled section where you can tank the hit), but it rather makes the anti gravity sections of the Zeekeeper battle and the last two phases of the giant Bowser battle impossible since your steering/movement (needed to dodge any attacks/hurt the boss) completely cuts out. See more about it [[http://nintendo3dsdaily.com/nintendoarticles/looks-like-ive-found-a-game-breaking-bug-in-mario-luigi-dream-team/ here]].
116* ''Franchise/MassEffect'':
117** ''VideoGame/MassEffect1'':
118*** [[spoiler:Matriarch Benezia]]'s use of Biotic powers will sometimes toss Shepard ''through the wall'' and out into the empty void surrounding the rendered game area. With the character trapped in the throw animation, there is no way to recover or reload, and the game has to be force quit. And if you have been hit by a biotic power and are currently in the glowy blue ragdoll state while one of the mid-battle cutscenes goes off, you are trapped when the cutscene ends. You can't enter the menu, and you can't move. The only way to get out is to restart the game.
119*** The game sometimes crashes to desktop after completing a cutscene. These are unskippable and often several minutes long.
120*** The game will sometimes freeze during romance dialogues depending on ''what button on the keyboard'' is bound to "Talk".
121*** Biotics in general are incredibly buggy. It's not only possible but nigh inevitable that at some point, if Shepard or one of your squadmates uses biotics on enemies in enclosed spaces (such as the bunkers or mines that make up about 75% of sidequests), the enemies will end up clipping through a wall, where it is impossible to reach them, either by shooting them or through the use of powers. The only way to progress in many places is to use Singularity on them (which will slowly whittle their health down; this is only available if Shepard is an Adept or Liara is in the party) or to exit the map and re-enter, which isn't always possible or convenient. If neither option is available, have fun reloading from the previous save, which was probably a long time ago.
122*** The Mako (planetary landing vehicle) will clip through the ground of certain terrain depressions on certain planets and fall endlessly below the rendered area. The game won't recognize the Mako being out of bounds so it won't be beamed back to the center of the ground, and you cannot leave either since the ship is not stable.
123*** On the [=PS3=] version, during the Noveria mission, you discover that one of the scientists is actually working for Benezia and go from cut scene to the fight. In theory. In practice, it's not at all uncommon for the game to be stuck with the dialogue wheel present throughout the fight and your team completely unable to do anything, forcing you to load an auto-save from ''before'' the cut scene and hope that this time it works.
124*** Sometimes, on the ruined citadel before the final boss, the player must interact with a console to activate a cutscene. Sometimes, though, an invisible wall will be present in front of the object, preventing the player from reaching it. The only thing to do is to either use a noclip cheat (which is tricky to set up and use) or reload a previous save and hope it doesn't happen again.
125*** The "give all items" cheat is essentially a trap. If used, it will cause the game to crash at the next loading screen without fail.
126*** During the final battle with [[spoiler:Saren-Sovereign]], the boss has an attack where it leaps to the top of the arena and then dives down at you. Sometimes it leaps to the top of the screen... and disappears. Thankfully, the game auto-saves at the start of the fight, [[spoiler:after Saren's first death]], preventing the player from losing too much progress.
127** ''VideoGame/MassEffect2'':
128*** At times, the game will send the party floating above the map on the other side of the InvisibleWall that surrounded normally accessible areas. In effect, you can walk freely where you're not meant to, but there is no way to get back and progress the game, save from performing a biotic charge on a ground bound enemy -- if you're not a vanguard or there are no enemies around, you can only reload a save.
129*** A vanguard who likes to charge a lot will end up in a lot of buggy situations. There's many occasions where a charge at an enemy will take Shepard past an event trigger (where a cutscene is supposed to begin) or trap you in midair unable to move, only fixable by reloading from a previous save.
130*** Thane's loyalty mission requires you to talk to a stockboy who confronts you about being in a restricted area. Regardless of your approach to handling him, it's entirely possible that you'll get stuck in the cutscene, watching a wall while Thane [[ContinueYourMissionDammit harasses you to keep up.]] The only solution is restarting the program, which dumps you back at the start of the section, and hoping that the bug doesn't kick in this time. It wouldn't be nearly as bad if the section preceding the glitch point consisted of something other than a slow walk along a catwalk.
131*** There's also strange glitches related to reloading several times in quick succession, where you reload the game only to find the enemies have simply disappeared. This can be good in some cases (allowing you to bypass difficult fights!), but in cases where you need to kill a certain number of enemies to progress, you'll be stuck until you reload.
132*** The game also has a tendency to corrupt your entire career if you try to resume a game after uninstalling any story-adding DLC (Lair of the Shadow Broker, Arrival, Overlord, Firewalker, or Zaeed: The Price of Revenge), replacing all your location data with "Unknown Location" and refusing to load the saves. The only fix is to restart the career.
133*** The game can also develop issues when you save during long DLC missions such as Lair of the Shadow Broker or Arrival. The save will be listed as "Unknown Location" and cannot be loaded from unless you are already playing the game. This includes autosaves. Luckily, this can be worked around fairly easily simply by maintaining a backup save from just before launching the mission, then getting into your preferred save from there.
134*** So, want to hit the Shadow Broker before getting Samara? Make sure you ask Liara herself about her ''before'' talking Shadow Broker. The terminal Liara leaves behind is supposed to begin the missions on Illium to find Thane and Samara, just as if you had asked Liara for the information like normal. However, selecting the entry on Samara spits you out of the terminal with no quest indicator telling you to talk to the proper NPC. Talking to said NPC doesn't continue the quest as it should, either. Basically, Samara is [[PermanentlyMissableContent gone]] unless you talked to Liara about her. The only other way you can recruit Samara is to either reload a save from before you gave Liara the Shadow Broker info (and goodness knows how far back ''that'' was), or hack her into the game with a save editor (and miss out on the entertaining mission and [[SugarWiki/FunnyMoments Niftu Cal]]).
135*** When playing as an Infiltrator, you can use the Tactical Cloak to run up to an enemy and melee them to save weapon clips. Be careful doing this on stairs. During Samara's recruitment mission, it's possible to get stuck on the railing of a set of stairs in the first room with the gunship, unable to move from the spot. You can still use powers, shoot things, and spin in circles, but you're still stuck reloading a save if you want to actually progress.
136*** During the Shadow Broker DLC, it's possible in the skycar chase to lose the car you're following just as you cross the boundary line into the next area. The game simultaneously tries to reload the start of the chase (because you lost your target) and the next section's cutscene (because you crossed the boundary where the flag is), resulting in a cutscene with only the background and characters loaded in, intercut with the skycar chase restarting. A LOKI mech can be seen walking in midair during the cutscene, among other oddities, and when the cutscene finally ends you're left driving the skycar in a much emptier Nos Astra with no traffic, no target to chase, and buildings with no collision detection. The only way to progress is to reload the skycar chase from autosave and do it over again (or load an earlier save).
137*** A bug in the [=PS3=] version of the game made it where if you attempted to do Tali's loyalty mission, the game would crash and say your data was corrupted, meaning you couldn't complete her quest and would likely have to baby her through the Suicide Mission. The reason for this was not known, but it seemed to relate to the information on the disk/data for her quest being bugged when installed. Thankfully it was discovered that you could fix this by deleting your installing data for the game and reinstall it, allowing you to continue onward.
138** ''VideoGame/MassEffect3'':
139*** There's a deathtrap on Normandy's bridge -- if you step on the wrong spot, Shepard will become stuck in the floor and unable to move. The only way out is to load a previous save. A similar situation can occur in the Presidium Commons map on the Citadel. One of the vendors on the far end of the map from the elevator will occasionally have a pair of [=NPCs=] walk up to the kiosk. This can happen while you are accessing the kiosk, since the game doesn't pause when you're in the vendor screen. If this occurs, it's quite likely that you'll end up trapped between them and the wall, and like the previous glitch, forced to load a saved game.
140*** The Leviathan DLC also has an obnoxious ladder bug where you can find yourself stuck at the top of a building at Ann Bryson's dig site indefinitely, although some have recorded making it function properly by looking upwards.
141*** It's possible for a Cerberus turret on Benning to become indestructible, which is a bit of a nuisance since completing that mission requires destroying all enemies. It stops firing after it reaches the usual destruction point, but its shields regenerate and it never actually dies.
142* ''VideoGame/MegaManBattleNetwork'':
143** ''VideoGame/MegaManBattleNetwork4RedSunAndBlueMoon'' has several, as a result of the game's unpolished state:
144*** A very nasty bug happens in the Blue Moon version, where the game will freeze and crash after any battle during Woodman's scenario if the game is being played using anything other than an original GBA. This means the entire game is UnintentionallyUnwinnable unless you either dust off a GBA to play it on or use some sort of cheating device to disable random encounters.Trying to use the Aqua Man or Guts Man Navi chips triggers the freeze as well.
145*** Another bug happens when you try to use the Free Space battle board to fight the bosses of the opposite version of the game, because it's entirely possible to do this as early as the first tournament, but doing it before you obtain all 6 Double Souls of your game version (meaning a NewGamePlus ''Plus'' at least) will permanently corrupt the game's code (as it screws up the order of the Double Souls), which means your cartridge will be literally broken, as in it will crash and the title screen won't even start up, leaving your game as nothing more than a useless piece of plastic.
146*** [[spoiler:When Dr. Regal attempts suicide at the end]], there's a dramatic slowdown when [[spoiler:Lan and Chaud]] try to reach out for him. If the player skips the cutscene at this point in the Japanese version, [[https://twitter.com/GreigaMaster/status/1282825728636018688 the slowdown will carry over to the credits]].
147** ''VideoGame/MegaManBattleNetwork5TeamColonelAndTeamProtoMan'' has a nasty bug that will render you unable to plug-in or start a Liberate Mission (both vital to storyline progress) after the end of a Liberate Mission if the last two digits of your maximum HP in hexadecimal format are 01 or 02. For example, if your max HP is 2562, in hexadecimal it's 0A02, which will trigger the bug. Meanwhile, a max HP of 306 is 0132 in hexadecimal, which is safe. Thankfully, max HP increases in increments of 20, so only two such max HP values (770 and 2050; 0302 and 0802 in hexadecimal respectively) are possible to achieve without the -1 penalty to max HP from each direct use of Dark Chips (which are far inferior to using them for Chaos Soul Unison anyways), and both require you to have an odd number of HP+ 50s equipped.
148* In the first ''VideoGame/MegaManStarForce'' game, it's possible to get stuck between an NPC and a wall. If you do this while not on a Wave Road, the only way to get out is to reset and load from your last save, and hopefully you know better than to save while stuck. Later games fixed this problem by briefly allowing you to run ''through'' [=NPCs=] if you get stuck.
149* ''VideoGame/MightAndMagic'' adds some realism to the world by having wandering civilians in the sixth episode. Knowing that these civilians could potentially get in the party's way, the developers added a "Yell" command to force them to move aside. Forward to the infamous ''Might and Magic IX'', and the wandering citizens no longer move when you need them to and can completely block doors. Since the game autosaves when you go into buildings, you can go into someone's house and never be able to leave without going back to an older save.
150* ''VideoGame/NeverwinterNights2'':
151** Early versions have a cutscene that will repeat constantly in one area, with only one round of combat in-between "cycles", taking forever to finish one boss fight. This was fixed in 1.06 and later.
152** The game has several other popular bugs -- characters disappearing and being unrecoverable, forcing you to reload an earlier save; the game crashing after you try to leave the Sunken Flagon; the skill point distribution screen not loading, keeping you from levelling your characters... Every bug reported gets the same standard response on their forums, too -- run the updater. Doesn't matter if you're patched to the latest version of the game.
153** [=NWN2=] can also "lose" the targets for its area transitions, resulting in your party being stranded in an area and unable to progress through the game. Completely uninstalling/reinstalling the game and patches do nothing to fix this. Users must mod the functionality back in.
154** And there's also the fact that randomly, your party members will get frozen into place, and thus they can't assist you when you're attacked. Sometimes it's fixed when you move to the next area, sometimes they're just stuck in that next area.
155** [=NWN2=] bugs out in a dozen different ways if you patch it before installing the expansion(s). If you uninstall, re-install, add expansion(s), and then patch it works (and savegames can be successfully backed up).
156** The worst for [=NWN2=] has to be the second expansion. If you install it after the MOTB expansion, it will ''erase all of the sound files for MOTB''. This renders the MOTB campaign unplayable, and the patch to fix it is almost a GB (on the 2008 internet when DSL counted as "high speed" that was a lot).
157** The third Expansion got its own share of bugs as well, mainly the installer. The copy protection of the first discs that were produced are quite vigorous in their protection, causing you to be unable to install the game because it will not recognize the original DVD in your drive. Of course, by then it will cancel setup and wipe out the files it tried to patch, causing the Main Game and the first expansion to be unplayable as well.
158** Even a fully patched game can experience a problem in the main campaign: in one scene a bad guy summons in a boss-type monster who must be defeated before the plot will advance. Unfortunately, ally [=NPCs=] in the area can attack and hit the bad guy during the cutscene where the summon occurs, interrupting it. The boss monster isn't summoned, and the plot cannot advance (the bad guy remains in the area and is attackable, but he cannot die; the plot is scripted to advance only when he is near death ''and'' the summoned creature is destroyed). Player estimates suggest that this happens 50% of the time when this cutscene occurs, requiring a reload from a pre-cutscene save or use of the console.
159* ''VideoGame/NiNoKuni'':
160** The [=PS3=] version has a glitch that can cause the game to become {{Unwinnable}} if you save shortly after Drippy is revived, but before you pick up the stick that becomes your first magic wand. The character who gives you the stick never appears, meaning you can never progress through the game. Luckily, this happens quite early on, but it can still be nasty to encounter as it means you need to play through the game's beginning all over again.
161** Less nice is a bug in the DS version, which occurs after fighting one of the [[RecurringBoss Nightmares.]] The game will prompt you to save after doing so, but if you take it up, there's a good chance your game will crash ''and'' the save will corrupt.
162* ''VideoGame/NostalgiaRedEntertainment'' has a particularly painful one of these, known by fans of the game as simply the "Albion glitch", after the SequentialBoss it affects. Roughly two-thirds of the way through the game - fifteen to twenty hours in, depending on how many sidequests you take on - you fight Albion, a dragon, in your airship... after which he demands you face him [[HonorBeforeReason without the "help" of the airship]]. Upon landing, he's supposed to appear and you're almost immediately taken into the boss battle... except that in a large number (somewhere between a third to half) of US-released carts, ''this second battle simply doesn't trigger'', leaving the game completely {{Unwinnable}}. And unlike most bugs of this type, this isn't fixed by starting a new game. If the Albion glitch occurs, the only solution is to ''get a new copy of the game''.
163* The American version of ''VideoGame/PandorasTower'' has a particularly nasty one where the game wherein the game will freeze every time you visit the eleventh and twelfth dungeons in the game (really a single dungeon that has a DarkWorld mechanic) every visit after the first. While it can be worked around, the process is complicated and infuriating. While what triggers it is not definitively known, it is frequent, and since most dungeons in the game require you to leave them while you play through them, it's one many, many North American players have encountered. Common speculation is that it's related to the cutscenes that play when you enter a dungeon for the first time, since the eleventh and twelfth towers are the only dungeons you can enter in any way but from the entrance since you can warp between them. Most gallingly, the glitch seems to be related to a disc pressing error, since the European versions (which used the exact same code) and the digital versions do not have the glitch.
164* ''VideoGame/PaperMario'':
165** ''VideoGame/PaperMario64'':
166*** For some reason, if you have the Double Dip badge on in the Lava Piranha fight and throw an Egg Missile at the boss specifically through the badge, the game crashes as soon as it impacts. This doesn't happen on any other fight, and it doesn't happen if you use an Egg Missile here ''without'' using it through Double Dip.
167*** In the lower area of Bowser's Castle, there's a room containing an item that is supposed to only be accessed after getting rid of the lava. [[https://www.youtube.com/watch?v=3ilHV_p5op4 If you try to jump into the entrance of the room]], what will happen is, the lava will damage you, sending you up in the air as usual, but as a result of you also going to the entrance, it triggers the "new room" script. This results in the game crashing as it cannot comprehend the player dying and entering the room at the same time. It also results in the crash debugger with hex numbers and values popping up, with the main line of it naming the bug itself: "Floating Point Exception".
168*** Getting a GameOver while you have Watt as your active party member in the Platform/NintendoSwitch Online port of the game [[https://www.youtube.com/watch?v=QjiNZYIOoZ4 causes the app to crash during the Game Over sequence]].
169*** In the Switch Online port, attacking the small tree to the right of the pipe in Shiver City [[https://www.youtube.com/watch?v=nQ_2MucNhyk instantly crashes the N64 app]]. This is apparently [[https://twitter.com/mrcheeze_/status/1473398636222586880 because it reads garbage data for shaking the tree model]], something the prior releases managed to sidestep via a quirk of reading data.
170** The European version of ''VideoGame/SuperPaperMario'' has a glitch that freezes the game if you do some stuff out of order. Not SequenceBreaking, just completing some tasks without talking to someone nearby who specifically tells you to do them. Since the Wii doesn't do downloadable content and patching very well, Nintendo just let people swap for a patched disc if they really wanted to.
171** ''VideoGame/PaperMarioTheOrigamiKing'': In Shangri-Spa, once you get a VIP Card, entering the area it unlocks consumes the card, but you are allowed free passage in and out... ''unless'' you talk to the concierge again after opening the area. Doing this untrips the flag that lets you into the VIP area, and [[UnintentionallyUnwinnable you can't acquire another VIP Card]]. This was quickly patched.
172* The remastered port of ''VideoGame/Persona3 Portable'':
173** This version has the FinalBoss potentially becoming {{Unwinnable}} at the final phase because a glitch can cause it to refuse to drop its AttackReflector even after more than the normal number of turns has passed.
174** In the Spanish localization, talking to Maiko's Dad on 3/3[[note]]Only possible by maxing out the Hanged Man Social Link and rescuing Maiko when she was lost in Tartarus.[[/note]] crashes the game.
175** Like with the (pre-patch) port of ''Persona 5 Royal'' as mentioned below, the port of ''Portable'' is also notorious for certain achievements not unlocking even after fulfilling the requirements. Ones most infamously susceptible to this bug are "Social Butterfly"[[note]]Max out all Social Links in a route.[[/note]] and "A Pair of Wild Cards"[[note]]Clear both main character routes.[[/note]], which can easily screw over OneHundredPercentCompletion.
176* ''VideoGame/Persona3Reload'' does not play well with certain lower-end graphics cards due to the game relying heavily on ray-tracing for reflections. Sega does not advertise this feature at all and players assume there will not be any problems if they previously were able to run ''Persona 5 Royal'' on their PC. In theory, these weaker cards would help with this assumption by falling back on screen-space reflections if they are unable to use ray-tracing, but certain ones like the GTX 1080 will not do this and will still attempt ray-tracing even when they are clearly unable to. At best, it will be a lag fest at reflection-heavy areas like Paulownia Mall. At worst, it will fry the GPU. The player would have to tweak the graphic card's settings on their own, or just turn off Reflections from the game settings.
177* At least in the PC port, ''VideoGame/Persona4 Golden'' has a rare chance of softlocking after a battler stumbles from missing an attack. This seems to be obscure, as very few players encounter it and it is not even fixed by the 64-bit update.
178** ''Golden'' can also sometimes softlock if Rush is activated and Rise's support activates amidst it. In this case, the latter ends up not playing properly, leaving the player stuck viewing an empty field where she was supposed to appear, like [[https://m.twitch.tv/clip/ObedientCrackySnakeDuDudu-v0MiTUbn3DwkVDuH what happened to this unfortunate player]].
179* ''VideoGame/Persona5'':
180** During the fourth Palace boss fight, there is a random chance of the ballista failing to become usable after the first time, leaving the boss out of reach entirely. The battle can still be winnable if the player has enough resources, though skill options are severely limited, so it will take a long, long time.
181** At least in the multiplatform port of ''Royal'', there is a chance of softlock while performing a gun customization, preventing the player from quitting out of the Untouchable menu.
182** One confirmed to be fixed: Some players reported being unable to unlock certain achievements despite having fulfilled the requirements, thus preventing OneHundredPercentCompletion without workarounds or outright starting over. The ver. 1.03 update fixes this.
183* VideoGame/PhantasyStar
184** The Platform/GameBoyAdvance port of ''VideoGame/PhantasyStar Collection'' is hampered by a bug that will cause everything but the music to freeze after a very short period of play -- sometimes, as quick as 15 seconds. It's possible to very slowly make progress in the game by saving frequently (like every minute or so) and hoping it didn't freeze during the save this time, but even in the best case scenario, the game will freeze about 3 minutes after starting every time. While saving that frequently can theoretically allow someone to beat the games, it'd take the patience of a bodhisattva.
185*** While not every copy of the game has the above glitch, they do have a problem where attempting to save in ''VideoGame/PhantasyStarI'' will randomly cause the game to freeze and force the player to reset (and lose the save). Supposedly, not saving while the music is looping can reduce the chances of this happening.
186** Halfway through ''VideoGame/PhantasyStarI'', at the point when you gain access to Dr. Luveno's spaceship, the spaceports will close and the guards will confiscate your passport, making Paseo inaccessible for the time being. However, if Paseo's church was the last church you visited, you can still use the Fly spell to warp there. If you don't have the landrover yet, doing so will leave you softlocked, as Paseo is surrounded by impassible antlion pits and the spaceport will never reopen.
187** At the end of [[BigDamPlot the dam arc]] of VideoGame/PhantasyStarII, you'll end up in a HopelessBossFight against three Army Eyes. Each boss has 3000 HP, the highest in the game. You also have 3 turns to defeat it. At this time, your characters won't do enough damage in such a short span. After the 3rd turn, they perform a ring trap that traps your characters, sending you to the next location of the story. But what happens if you max out your stats and defeat all 3? You only gain 2 experience, but '''you can't progress through the game''' as being captured by the rings is part of the story's progress. If you saved afterwards, you have to start your game from the beginning.
188** ''VideoGame/PhantasyStarIII'' has a game-breaking glitch near the very beginning of the game if the player performs some light ScriptBreaking. At the beginning of the game, after Maia is kidnapped and Rhys is sent to a dungeon, if the player uses an item to escape from the dungeon, the script needed to remove the guards from the town exit will not play, leaving the player forever trapped in the starting town. An NPC in the castle even [[BreakingTheFourthWall breaks the fourth wall]] by praising the player for their ingenuity before informing them that, regrettably, they must start the game over.
189** ''VideoGame/PhantasyStarIV'':
190*** After the fight with Zio, two of your party members leave the group to pursue other things. This frees up enough space for the next two to join up. However, the fight with Zio can be extremely difficult, and the two characters who leave are the ones with the most HP and highest defense (assuming you didn't just equip Rune with two shields), meaning there is a very decent chance that Chaz, Rika, and Rune will all be Near Death when the fight ends. After the cutscene where Gryz and Demi leave, up pops a "Chaz was defeated!" message on the worldmap, and the game ends.
191*** There is the legendary "Level 99" glitch, which makes it so that leveling any character to 99 will actually make them ''lose'' skills. While this is true, the actual glitch starts activating around level 96 or so, with characters like Rika suddenly losing hundreds of technique points, and Wren losing the Positron Bolt skill (it still appears in the menu, but has zero uses available). The androids even start gaining a Mental stat (which, being machines, they normally do not), and Demi gains an impressive number of technique points (but no techniques to use them with.)
192* ''Franchise/{{Pokemon}}'':
193** ''VideoGame/PokemonRedAndBlue'':
194*** Almost all of the infamous [[GoodBadBugs "Glitch Pokémon"]] in ''[[VideoGame/PokemonRedAndBlue Pokémon Red/Blue]]'' that the normal player will encounter are more or less "safe", despite their infamous effect on the player's Hall of Fame data. However, by using the more complicated [[http://bulbapedia.bulbagarden.net/wiki/Mew_glitch Mew glitch]], it's possible to encounter glitched Pokémon -- and glitched ''Trainers'' -- who can severely mess up in battle, crashing your game. The upside is that the crashes are frequently so spectacular, [[GoodBadBugs they might just be]] [[WorthIt worth seeing anyway.]] Some of them can be seen [[https://lparchive.org/Pokemon-Blue/ in this Let's Play]].
195*** Many of these glitch Pokémon know the series of volatile glitch moves popularly known as [[https://bulbapedia.bulbagarden.net/wiki/Super_Glitch Super Glitch]], which can screw with the game if you so much as ''look'' at it, much less use it in battle. Even trying to forget the move to make the glitch Pokémon safe can make it activate as well.
196*** Probably the best example is the hang that occurs if you encounter a ♀. In theory, the battle might just go fine -- but we'll never know, because ♀'s cry never completes. The music code that gets loaded is an infinite loop. The cool thing is that it doesn't ''sound'' like an infinite loop, because it actually spans portions of the audio chip's RAM, which can get changed between cycles.
197*** One of the most spectacular glitches is [[https://www.youtube.com/watch?v=D3iVFfKjklk ZZAZZ]]. It's encountered by executing the Mew glitch in a very specific way, and the effects... really have to be seen to be believed. Easily the most dangerous glitch of all, so much that ''entire cartridge batteries'' have been reported to have been destroyed.
198*** Even some of the "standard" glitches can erase your file depending on what you do with it. While [=MissingNo.=] is entirely harmless, 'M can be dangerous if you catch it at Lvl 0 and it goes to your computer instead of joining your party (if you try to take a Lvl 0 'M out of the PC, the game crashes). Apart from that, they mess up your Hall of Fame data and nothing else, but the other, lesser known glitch Pokémon can eat your game data.
199*** Removing any level 0 or 1 Pokémon[[note]]Medium Slow experience group for level 1 Pokémon, such as Mew[[/note]] out of the PC softlocks the game, since it's not normally possible to encounter a Pokémon below level 2. Lvl 1 Pokémon can be encountered by using the Mew glitch, and using Growl six times in the encounter just before triggering the glitch encounter.[[note]]The glitch encounter's level is set at 7, ranges from 1 to 13, gets decremented by Growl, and gets incremented by Sword Dance. However, there's another glitch with lvl 1 Pokémon that allows you to instantly level them up to 100, neatly sidestepping the above.[[/note]] Fortunately, this was fixed in later games, since Gen II properly codes for every possible Pokémon level, and every game in Gen IV beyond starts a hatched Pokémon at level 1.
200*** In some versions, there is a rare bug that makes the game ignore the most recent save and revert to the previous one. This means that the player has to save twice to ensure that they will not lose progress. However, beating the Champion of the Elite Four causes the game to save once, and then automatically reset, taking the player back to the previous save in an endless loop and making the game {{Unwinnable}}.
201*** Thanks to NPC trainers [[TheComputerIsACheatingBastard boasting unlimited PP moves]], [[ArtificialStupidity terrible AI]], and Rage locking you out from everything else, it's possible to get stuck in a "Rage vs. Recover" loop; if Rage is used against an NPC opponent with Recover or Rest when the user's typing and the opponent's moveset render the recovery move the "most viable" choice and Rage doesn't deal enough damage fast enough, then the opponent will ''tirelessly'' keep using its recovery move to restore any and all lost HP dealt by Rage (which you can't stop unless either your or the opponent's Pokémon faints), [[https://www.youtube.com/watch?v=Hfwm4ov_ZKc turning the battle into a stalemate]]. Such a bug can then only be fixed through resetting, which may lead to progress loss if the player didn't save beforehand -- or an UnintentionallyUnwinnable scenario if they saved ''too closely'' beforehand and their team isn't good enough to avoid the scenario on future tries.
202*** The 8F glitch item allows the player to rewrite the game's code. If you know what you're doing with it, this can have amazing effects. Get the code you're injecting wrong, though, and it can have devastating effects - and given the precision the glitch requires, this is very possible. Sometimes the effects can function outside the save file itself.
203*** If the player does the Safari Zone wrong warp glitch, they cannot use Cut on any of the bushes encountered there. Doing so causes the game to immediately crash. The game also crashes if they go out of bounds there via surfing.
204*** In the remakes, a relatively minor but still infuriating example occurs if one of the Legendary Beasts uses Roar to force the battle to end, [[PermanentlyMissableContent preventing future encounters and thus making it impossible to obtain without trading or hacking]].
205** ''VideoGame/PokemonGoldAndSilver''
206*** Like many cartridge-based games released before the advent of cheap re-writable flash memory, ''Gold'' and ''Silver'' hold their save data on some battery-powered RAM inside the cartridge. The problem is, this battery is also used to power the real-time clock that the games use, which causes the battery's power to run out ''much'' faster than most other cartridges. As a result, Gold and Silver cartridges lose their ability to save data and run the clock after about six or seven years. Luckily, it is possible to open up the cartridge and replace the battery.
207*** One unforseen effect of using an emulator (confirmed for Pokémon G/S/C) with a "Turbo" mode can be a slow but inevitable save file corruption if the game is saved while in Turbo mode. Trainers running offscreen instead of towards the player, substituted for high level enemies, spouting glitched dialogue and eventually completely crashing the game. The worst part is it doesn't happen instantly, instead the glitches simply increase in frequency until the save is completely wrecked.
208** ''VideoGame/PokemonRubyAndSapphire''
209*** Yet another time-related bug is the infamous Berry Glitch, where the in-game clock will stop functioning a year and a day after the game is started, which breaks all time-based events in the game, most notably the growth of berries. ''Ruby and Sapphire'' have fewer time-based events than [[VideoGame/PokemonGoldAndSilver their predecessors]], so it isn't too noticeable, but it can be fixed by connecting to later-released Generation III Pokémon games (for both GBA and GCN) and downloading a patch.
210*** A mirror match between two Pokémon with the ability Shadow Tag (Wobbuffet or Wynaut) and holding the Leftovers item results in a battle that cannot be finished normally and can only end by forfeit. After both Pokemon drain all of their PP, they'll start using Struggle to actually deal damage; however, Wobbuffet and Wynaut's pitiful attack stats combined with their massive amount of HP means that any damage done to the opponent or themselves via recoil will always be completely healed by Leftovers. This no-win scenario was fixed in the next generation by basing Struggle's recoil damage on the user's maximum HP instead of the damage dealt to outpace the recovery rate of Leftovers and giving Shadow Tag users the ability to switch out against each other. Furthermore, Generation VI added an additional way out of Shadow Tag stalls (alongside Mega Gengar receiving the ability) by making it so Ghost types are unaffected by anything that prevents switching.
211** ''VideoGame/PokemonDiamondAndPearl''
212*** The Acid Rain glitch in ''VideoGame/PokemonDiamondAndPearl'' and ''Platinum''. Using Pursuit while Trick Room or a weather condition is in effect can result in all the weather happening at once. That knocks the heck out of your Pokémon and their abilities start hurting them. And if you happen to be using Castform or Cherrim, the two Pokémon that transform due to weather conditions, they'll go into an endless loop of sun/rain transformations, forcing you to reset the game to fix it. It won't break your game, but it is a battle-breaking bug of sorts, you could say.
213*** These games also have a glitch in the Pokémon League Pokémon Center that gets players stuck upstairs due to a faulty escalator. It's fixable if you don't save up there, but since most people go up to trade, and entering a trade saves your game...
214*** Performing the infamous [[http://bulbapedia.bulbagarden.net/wiki/Surf_glitch Surf glitch]] incorrectly, or saving in the Mystery Zone without a Pokémon who knows Fly, can lead to getting stuck forever and forcing one to delete their current file and start a new file. Or use [=PokéSAV=] to edit their current location; whichever works.
215*** If the player has an Arceus in the first slot of their party which is holding a plate and they encounter a Pokémon in the Great Marsh, the game will lock up with a high-pitched noise right at the time when a Pokémon would come out in a normal battle. Being the game's Safari Zone area, a regular Pokémon is not normally sent out in battle.
216*** There have [[http://www.nintendolife.com/forums/ds/pokemon_diamond_and_pearl_disappearing_pokemon been]] [[http://www.pokecommunity.com/archive/index.php/t-191335.html reports]] of Pokémon straight up disappearing from the PC due to unknown causes.
217** ''VideoGame/PokemonBlack2AndWhite2''
218*** The Frozen Zoroark bug. When you return to Victory Road after beating the Elite Four, you MUST follow Zoroark into the cave it's guarding and asking you to come with it into. If not, it'll return to its spot and stay there forever, preventing you from accessing N and initiating the steps necessary to catch Reshiram/Zekrom and Kyurem. Fortunately, this one was fixed for the international release.
219*** There's also a glitch that results in a second N during the castle sequence, and he'll just keep following you, stopping you from using Surf or Fly, and freezing the game when a wild Pokémon is encountered.
220** ''VideoGame/PokemonXAndY''
221*** The games shipped with a particularly nasty glitch; saving in the wrong location in Lumiose City (specifically, in any area with a taxi) could result in one's save file becoming irreversibly corrupted, forcing the player to start a new game entirely. The bug affected both physical and digital copies. Mashing the home button for a while would get the player out of the freeze problem, though it wouldn't fix the root problem. A patch was released for all affected copies on October 25, 2013.
222*** Rumors have circulated of a version of the "bad egg" that turns other Pokémon in the PC into bad eggs. Players have to be careful on Wonder Trade, but only a couple cases are known thus far. It was blamed on corrupted trades/hack attempts with that feature, though it was found too early to be entirely that.
223** ''Pokémon Omega Ruby and Alpha Sapphire''
224*** If the player uses a fishing rod to catch a Pokémon while riding a Wailmer--which has a unique surfing model in this game--and that Wailmer evolves through catching or defeating the hooked Pokémon, the game will hang on a black screen with the surf music playing in the background (presumably as the game freaks out trying to look up a unique surf model for Wailord, which doesn't exist). Hope you saved recently!
225*** If the player happens to have a Bad Egg in the first slot of the party and attempts to access the Super Training menu, the game will hang on a black screen on the upper screen. Doing it in certain areas, like right on a city/route boundary where the screen has to fade, will cause the transition area to not load at all, producing a black abyss blocked off by an invisible wall.
226** ''VideoGame/PokemonSwordAndShield''
227*** An oversight with a Max Raid event featuring Gigantamax Copperajah, Rhydon, and Steelix held in late June 2020 could cause the game to crash due to the rewards for completing the raid attempting to include an item not yet legitimately available in the game at the time.
228*** And perhaps one of the most bizarre instances of this trope to ever occur, the game managed to cause a major glitch for a ''completely unrelated product''. The Y-Comm feature within the game constantly searches out for other players on the same network by sending discovery packets to each device on port 26037 - as it just so happens, this is also the same packet number that [[https://en.wikipedia.org/wiki/Roku Roku players]] happen to use. As a result, ''Sword and Shield'' would inadvertently send data to Roku devices, which would attempt to read it - causing the device to crash and get stuck in a boot loop. [[https://support.roku.com/en-gb/article/115012351368 Roku would officially acknowledge the glitch and correct it in an update]] - one has to imagine the reaction of the programmers to reading the bug report.
229** ''Videogame/PokemonLegendsArceus'': Giratina has a unique animation for using Shadow Force in its Origin Forme, but said animation isn't programed for Giratina's shiny form despite shiny variants of signature move animations being present in past games. Consequently, using Shadow Force with a shiny Origin Forme Giratina will always cause the game to crash mid-attack.
230** ''VideoGame/PokemonScarletAndViolet'':
231*** After the 1.2.0 patch, which supposedly fixed a lot of glitches, there were reports that mundane things like buying the DLC or transferring from ''VideoGame/PokemonGo'' [[https://www.msn.com/en-us/entertainment/other/psa-pokemon-scarlet-and-violet-bug-is-corrupting-game-saves/ar-AA18iPFJ could actually corrupt the save file]]. Entering the game's debug screen does not work either, because the game doesn't even load to the home screen when this happens.
232*** Version 2.0.1 introduced a crash that occurs if you SequenceBreak and register your game's box Legendary in the Pokédex before you're supposed to do so. Obtaining a Koraidon/Miraidon early will cause the game to crash if you scroll down to your last three party slots [[spoiler:in the menu where you switch in the Legendary against the AI professor's Koraidon/Miraidon in ''the last battle of the main story''.]] Fortunately, the crash doesn't occur if you loop around to the Legendary by scrolling up from the top of your party, and the next game patch fixed it.
233*** ''The Indigo Disc'' DLC readded the Pokémon Inkay to the game. It also added a bug where the game freezes if items are used to level up Inkay to a level below when it evolves.
234* ''VideoGame/PokemonFloraSky'' has a bug where mining a certain spot at the wrong time in the mining minigame will teleport you to a space behind the game's reception counter. The only way out is to play another round of the game, but if you don't have enough money to do that, you're stuck.
235* ''VideoGame/Quest64'' has a bug that will cause the game to freeze when using Rock Shower on a group of Skelebats in the Blue Cave.
236* ''VideoGame/SagaFrontier'' features Tanzer, a creature that lives in hyperspace. Certain PSX emulators do not play nice with Tanzer, and will fail a screen transition at a certain part in the Tanzer dungeon. Painful, as Tanzer is generally not encountered until several hours into a given character's quest.
237* ''VideoGame/ShinMegamiTenseiNINE'' has Drive Shot, a skill that deals Gun damage to a row of enemies. Certain Xbox emulators do not play nice with Drive Shot, and will experience major framerate drops or even crash whenever it's used. While there aren't a lot of mandatory battles where it's present, it's still annoying, especially when the person using Drive Shot is [[AnnoyingVideoGameHelper one of your Reinforcements]].
238* In ''VideoGame/StarOceanTheLastHope'', sometimes when the player or the CPU-controlled partner casts the spell Silence on an enemy, if the spell misses, "Miss!" will remain displayed on the top of the foe until the battle ends, and after that, the game freezes, forcing the player to reset. Fortunately, the player can manually prevent the AI from casting that spell, which is a UselessUsefulSpell anyway. In the [=PS3=] port of this game, the glitch still remains. It was also reported that playing the [=PS3=] version with the [=PlayStation=] Network still running in the background occasionally freezes the game, so the player had better play the game 100% offline, as it doesn't feature any online mode anyway.
239* ''VideoGame/StarOceanTheSecondStory'':
240** If the player presses ANY buttons while switching from the 'battle complete' screen to the field screen, you get the Blue Screen of Death. Particularly infuriating if you're in the Secret Dungeon, which has ZERO save points. There are other various glitches, but this is the most prominent.
241** If you're in the battle arena and use a Lunatic High (an item which cancels player control) on a character you have set to "Avoid Enemies", they will continually evade the enemies with no interest of taking or dealing damage, forcing you to restart.
242* ''Steven Universe: VideoGame/SaveTheLight'' has a large amount of bugs that freeze your character in place, requiring you to return to the menu and reload.
243* ''VideoGame/TalesSeries'':
244** ''VideoGame/TalesOfDestiny'': Trying to get Johnny's Score G without going to the Swordian R&D Lab first (achievable by going to Trash Mountain first, since you can go to either one ''supposedly'' without SequenceBreaking) will cause the Sakuraba piano sequence to behave oddly and fail to transition the scene properly, forcing a reset.
245** ''VideoGame/TalesOfEternia'': Playing the European PSP release on a North American PSP has a 50% chance of running into a game breaking bug where every copy of that game's save files will trigger a text corruption bug and lock up after defeating Volt (which can be up to 30 hours in if one has been sidequesting). If the game does this, every save on the PSP will trigger the same bug, forcing you to buy both a European PSP and Tales of Eternia to ensure this doesn't happen.
246** In ''VideoGame/TalesOfSymphonia'' there is a curious glitch where if you screw up during a puzzle in one dungeon a bolt of lightning will move you partially into a wall, and you won't be able to move.
247** ''VideoGame/TalesOfTheAbyss'':
248*** There is a truly amazing glitch where, if you remove the disk from your [=PS2=] while on the overworld, and run around a bit, the land will give way and you can run infinitely in any direction, and you can conceivably go ANYWHERE. This leads to easy gets of, if exploited early, some very high-level equipment, making the game ridiculously easy until that equipment is outdated. However, it is possible to replace the disk, making you drop back down to the ground, in the ocean, a river, in a city, on an edge, or in a mountain, and be unable to move, thus making you reset. Still worth it early on, given you save before trying it.
249*** The same glitch can be used to [[GoodBadBugs change the main character, so you can play as Asch instead of Luke]], and nothing bad happens if you do this. However, if you finish the game using Asch, you will start your [[NewGamePlus next playthrough]] without Luke. Since the first battle in the game (the tutorial) occurs before you can get any other character, the game will freeze because you don't have any character to control during the tutorial. If you saved your clear data over your only save file, [[UnintentionallyUnwinnable well...]]
250*** Another glitch in ''VideoGame/TalesOfTheAbyss'', though, isn't quite so nice. Anise's Dying Moon attack is badly bugged; after using it, there is a strong chance it will be impossible for Jade and Tear to use their [[LimitBreak Mystic Artes]] until the battle ends. If the attack wasn't satisfied with that, occasionally it will outright ''cause the game to freeze''. To make matters worse, Dying Moon is one of the most useful attacks in Anise's arsenal, meaning this bug greatly hurts her viability as a party member. The one upside is that if you know what you're doing, it's possible to use this same bug to seal certain bosses' Mystic Artes.
251*** If you get [[TotalPartyKill TPKed]] by a boss's Mystic Arte, the game will freeze. This includes Asch's Mystic Arte, which he only uses when ''you'' try to use yours.
252*** If you turn on the [=PS2=] with a memory card that haven't finished the game yet on slot 1, and then later load a file that has already finished the game, and then save, the finished file will lose its finished flag and will behave as if you have never finished the game (you can't use the special Mystic Artes, some sidequests that require a NewGamePlus will not trigger, etc). This happens because the game data is saved in two files in your memory card: one called ''Game Data'', and one called ''System Data'', and the game only loads the System Data when the [=PS2=] is turned on, and the finished flag is stored on the System Data file.
253*** In the Abandoned Factory, there is one ladder that, if you climb it while having Guy as your on-screen character, you will fall in the darkness below the factory. You can still walk, open menus, etc, but you cannot return to the regular path without resetting the game.
254** The Wii version ''VideoGame/TalesOfGraces'' works okay on the first playthrough, but [[NewGamePlus starting the game over]] will frequently cause the game to stop working in all kinds of spectacular ways, from graphical glitches to outright freezing at random moments. The UpdatedRerelease, dubbed ''Tales of Graces F'' for the Platform/PlayStation3, fixed these bugs. It's also the only version that the rest of the world outside of Japan can ever play.
255** The SNES version of ''VideoGame/TalesOfPhantasia'' has a rare bug that might pop up while exploring the [[BonusDungeon lower levels of the Moria Gallery]]. It causes random items to turn into Chicken (a food item) if there are too many things in the inventory. Supposedly, this is due to an event where all you Holy Bottles (items that reduce the enemy encounter rate) are shattered. Ideally, one should sell all the old equipment and useless stuff before adventuring.
256* In the Platform/{{Macintosh}} game ''VideoGame/TaskMaker'':
257** In the first game, a starving player will eventually die and be sent to Hell... still starving. Unless the player can find food ''very'' fast, he will get stuck in an infinite death loop. This carried over to the 1997 sequel ''VideoGame/TheTombOfTheTaskMaker'', which never made it past version 1.0 due to the developer's collapse. It was ''finally'' fixed when one of the programmers released an update on his homepage...in ''July 2008''.
258** In the update, if you use the "original place" or "original world" spells (which reset the current place or entire world to the way they were at the start of the game, down to object and NPC placement) after making the final boss spawn at the title Tomb, he will not respawn upon returning to the Tomb.
259* ''VideoGame/TitanQuest'' has a bug which causes your computer to bluescreen and restart, destroying your character. Thankfully, a backup is saved each time you quit.
260* ''VideoGame/TwoWorlds'':
261** Save files made before a certain patch will not be able to get the achievements Visit All Locations and Visit All Undergrounds due to a glitch that occurs when a player attempts to enter Beaver Kettle Cave. The player attempts to enter the cave and is suddenly warped across a fairly large river quite some distance away from the cave, and is therefore unable to unlock the cave on his map.
262** At launch, it was possible to make the game {{Unwinnable}}. If one were to steal from a town or attack someone, the townsfolk would rebel and there was absolutely no way of calming them down apart from killing them all. If left to their angry ways, or if left for dead, this could possibly interrupt questlines required for the story and make it impossible to finish.
263** In the [=PS3=] version of ''Two Worlds 2'', there's a glitch in the staircase in one of the Thieves' bases. If you walk next to the stairs and turn back, you fall through the floor into some kind of glitchworld. The thieves can still attack you, but you can't see them, which is pretty annoying. You do get some nice views into the walls though.
264* ''VideoGame/UltimaIX: Ascension'' has too many to begin listing here. Although it also has a few GoodBadBugs, the genuinely bad ones far outweigh them. Some of the bugs make for a very surreal experience, such as [[http://www.it-he.org/u9_otwab.htm crossing the ocean on a bridge made of bread]].
265%% The role-playing GameMaker ''VideoGame/UnlimitedAdventures'' has [[http://frua.rosedragon.org/faq/d8.htm quite a lot of annoying bugs]].
266* ''[[http://www.hardcoregaming101.net/war-of-the-dead/ War of the Dead]]'' for the PC-Engine, similar to ''Phantasy Star IV'' above, has a glitch that is triggered by exceeding the experience point cap of 9999. Doing so causes you to die immediately as a result of all of your stats dropping down to zero.
267* ''VideoGame/WildArms'' series:
268** ''VideoGame/WildArms: Alter Code F'' has a bug where sections of the overworld will randomly blank out, to be replaced by ocean. You can very easily just get stuck in the middle of it. There are actually a couple of workarounds: you can keep running in place to eventually trigger a battle, or save via Gimel Coin and reload. Either one will bring back the piece of overworld that disappeared. That said, this is a nasty bug in the Japanese release that people hoped would be fixed in the North American release -- two years later. It wasn't.
269** The European release of ''VideoGame/WildArms4'' has a bug that makes it impossible to proceed at one point in the game if you're playing in 50Hz mode. However, it can be easily worked around by switching to 60Hz mode until you're past the aforementioned buggy point.
270* ''VideoGame/TheWitcher3WildHunt'':
271** There is little to prevent the player from [[SequenceBreaking accessing locations that are plot-important much earlier than expected]]. This can lead to the main quest becoming UnintentionallyUnwinnable.
272** The variables that determine [[spoiler:Ciri's fate]] in the ending are incorrectly programmed, either not contributing to the ending or having choices lead to the wrong outcome.
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