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12[[quoteright:350:[[VideoGame/PokemonRedAndBlue https://static.tvtropes.org/pmwiki/pub/images/rsz_some_things_4603.jpg]]]]
13[[caption-width-right:350:[[http://lparchive.org/Pokemon-Blue/Update%2015/ Run as you may. You cannot escape.]]\
14[-[[http://spookydoom.deviantart.com/art/Some-Things-Just-Should-Not-Be-157497842 Image]] courtesy of [[http://spookydoom.deviantart.com/ spookydoom]]. Used with permission.]]-]
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16->''"This huge oversight renders the rest of the game moot and reduces an otherwise enjoyable game to a pointless exercise, making it one of the most shameful QA blunders in all of video gaming."''
17-->-- '''William Cassidy''' of [=GameSpy=] on the Atari 7800 port of ''VideoGame/ImpossibleMission''
18
19The dark side of GoodBadBugs ([[SoBadItsGood though not necessarily]] [[GameBreaker mutually exclusive]]) and a {{Griefer}}'s favorite variety, Game-Breaking Bugs are severe bugs that cripple your ability to play the game involved. They’re almost as old as gaming itself.
20
21Game-Breaking Bugs were more prevalent in the earlier days of gaming. Many games that were made after TheNineties seem so much easier because of the reduction in such bugs on average. It was also TheProblemWithLicensedGames incarnate, since several licensed games actually may not have been as bad as many people say they were... if not for game-breaking bugs that slipped past the beta testings ([[ObviousBeta if there were any]]) and made them literally unplayable or NintendoHard.
22
23In these days of mainstream, multi-million dollar titles, developers seem to favor release dates over thorough quality assurance. With the advent of integrated network play, developers also seem to favor releasing patch after patch (if they even bother) and treat their paying customers as unpaid testers. The flaw with this approach is that it alienates a sizable chunk of gamers (in this case, gamers who live in a house without a high-speed internet connection).
24
25The growing prevalence of WreakingHavok (especially in the context of facilitating emergent gameplay) can often cause essential game entities to be launched or pushed into places outside the player's reach or destroyed through unexpected methods. The sheer number of possible outcomes makes this type of game-breaking impossible to fully prevent and even the few games lauded for their stability have an occasional hiccup for which the developers can only suggest reloading a saved game.
26
27[[Administrivia/TropesAreTools Note that the presence of one of these doesn't necessarily make the game itself bad]]; many programs have been quite entertaining despite horrible bugs. One should also probably keep in mind that a lot of bugs only occur in certain builds of the game. In today's market, where even console games can be patched, it's incredibly rare to have a game-killing glitch maintain itself for very long. The very worst of these can cause a game to be UnintentionallyUnwinnable no matter what the player does (except, possibly through a counteracting Good Bad Bug).
28
29Bugs that always happen at the same point of an EndlessGame are known as {{Kill Screen}}s. Not necessarily the same as a GameBreaker that results from a programming bug; those are typically Good Bad Bugs, which are harmless, but examples of ones that use Game-Breaking Bugs exist; read on...
30
31Bugs that render it completely impossible to make progress in a game are referred to as "softlocks" and can be fixed by reloading your save file. This is in contrast with "hardlocks" which permanently damage the file so reloading it just puts you back into the lock.
32
33Sub-trope to UnintentionallyUnwinnable. A frequent reason for an ObviousRulePatch. When something simple in a story causes the end of everything, it's a RealityBreakingParadox.
34----
35!!Video game genre subpages
36
37[[index]]
38* GameBreakingBug/FirstPersonShooter
39* GameBreakingBug/PlatformGame
40* GameBreakingBug/RolePlayingGame
41[[/index]]
42
43!!Other examples
44[[foldercontrol]]
45
46[[folder:Action Adventure]]
47* ''VideoGame/ANNOMutationem'': In the initial release, a particular one happens after you complete the ShipLevel, if you return back to the Freighter, the boat ride to head back towards [[PortTown Harbor Town]] doesn't work, no matter how many times "go back" is selected, leaving you stuck, more-so if you saved at the point without any backups to get out of it. This was later fixed in a patch.
48* ''VideoGame/AssassinsCreedBrotherhood'' is an incredibly buggy game. Falling through the scenery is very possible and the only way out is to restart the game.
49** On release, the game had a bug with the tunnels. Ezio would be stuck in an endless loop when going through the tunnels. There was nothing that could be done save for starting the game from the beginning. Made even worse by the fact that you must use a tunnel in the game at least once. Players had to hope the bug didn't occur at that point. This bug however was patched.
50** The multiplayer has become almost unplayable due to the recent flood of bugs. Players turning invisible or even invincible, Wanted gamemode not choosing a target and Manhunt rounds getting screwed up in one way or another. The servers are also exceptionally laggy, causing a lot of other game-breaking problems.
51** Saving and exiting while playing as Desmond outside the Animus would result in being unable to reenter the Animus. Fortunately, this was also patched.
52* ''VideoGame/BatmanArkhamAsylum'' had a bug that randomly corrupts your savegame. The worst part is that it can be triggered by ''completing the story mode on 100%''. Hundreds of puzzles, lost.
53** The Platform/WiiU version of ''VideoGame/BatmanArkhamCity'' has a bug, too. On the second playthrough of ''Harley Quinn's Revenge'', the autosave function will stop working and instead return the player to the menu screen, preventing them from getting past the first room.
54** ''VideoGame/BatmanArkhamOrigins'', meanwhile, has an issue with the Fast Travel feature in which Batman's ultra-high-tech plane can take a trillion years to get from one part of Gotham to the other, due to a couple of variables in the code being in the wrong place (one "True" should be entered as "False", and vice versa). In addition, certain areas (such as the My Alibi nightclub) can cause the map-loading to fail and eventually drop you into an infinite black void, which of course is treated as the basis for the next autosave, forcing you to start a new game because the Arkham series does not back up its saves.
55** In ''VideoGame/BatmanArkhamOriginsBlackgate'', if you save and quit immediately after defeating Black Mask, then a bug is triggered that prevents Batman from leaving the area thus ruining your game with the only option being start over. Attempting to leave will have Batman simply freeze in his door opening animation infinitely. What's worse is the developers ''knew'' of this bug and didn't bother fixing it at all.
56* ''VideoGame/BubbleBobble Revolution'' for the Platform/NintendoDS had to be recalled and replaced because the boss didn't appear on level 30, meaning it was impossible to reach levels 31-100.
57** As did ''VideoGame/PuyoPuyo 15th Anniversary'' -- the game stopped saving after [[UsefulNotes/PowersOfTwoMinusOne 255]] auto-saves. This got fixed in a re-release of the game, however.
58* ''Franchise/{{Castlevania}}''
59** If you skip the cutscene after the first fight with Death in ''VideoGame/CastlevaniaPortraitOfRuin'', a glitch triggers where the fight never officially ends. As a result, once you leave the clock room, the door never opens again. If you head to the right to save, the door won't open again as stated above and thus the game is {{Unwinnable}}. Head left and you can keep going... but thanks to a flag not tripping, Vincent won't sell the Rampage subweapon, and HundredPercentCompletion becomes impossible. Thankfully the bug's been fixed in the European release of the game.
60** In ''VideoGame/CastlevaniaDawnOfSorrow'', when executing a special attack with some shortswords and knives, Soma briefly disappears and reappears behind an enemy... or even a locked door, as long as there is some space behind it. And since most of such doors have the pressure switch to open them right behind them, this can be used for major SequenceBreaking. But go somewhere you're not supposed to go yet (i.e. down a slope you're supposed to double-jump when you haven't acquired it yet) and save just before you realize it... [[UnintentionallyUnwinnable whoops!]]
61* In ''VideoGame/DivineDivinity'', when one of the bosses dies, the staff they're supposed to drop can get stuck in a wall. As this staff is needed to complete the game, the game becomes {{Unwinnable}}. The only way to resolve this is to load an earlier save and ensure the boss isn't near a wall when they die.
62* ''VideoGame/EnterTheMatrix'' for the original Xbox would sometimes BSOD the console right before a boss (in the mansion), and sometimes you could reset the game, even from playing again from start, and still get that BSOD every single time. Also, the game would sometimes freeze after the helicopter scene, triggered by an unknown glitch earlier in the game that would affect all subsequent saves.
63* ''Magazine/HeavyMetal: F.A.K.K. 2'' for PC at one point has you progress by entering a cave, but your entry is blocked by interconnecting stalactites and stalagmites. Fortunately, there is a pile of unstable meteorites right in front of it, so you can lay down a thermal detonator and wait a few seconds for it to explode, clearing the way for you to proceed. ''Un''fortunately, this pile of unstable meteorites will sometimes be located near the ceiling of this cave mouth, and not the floor. Thermal detonators can only be placed on the floor, and other explosive weapons like the rocket launcher have no effect on these meteorites. The only way to proceed is to either start a new save file and hope that the meteorites spawn on the floor this time around, or to use the cheat codes conveniently included in the game's readme file for just such an occasion - simply turn off clipping, fly through the barrier, and turn clipping back on again.
64* The N64 version of ''VideoGame/IndianaJonesAndTheInfernalMachine'' had several, documented [[http://www.flyingomelette.com/glitches.html here]] (starting around 1/3 down the page). Bugs include random freezing possibly associated with a music loading error, getting stuck inside of objects and walls, getting stuck between objects, objects not functioning as they should due to unintentional SequenceBreaking, and a glitch that caused the player to enter the same room over and over again until they killed themselves to fix it.
65* In the PC version of ''VideoGame/ItTakesTwo2021'', the "Pirates Ahoy" section is known to cause disconnections and crashes during online play, possibly making that level impossible to complete. This especially happens during the second phase of the Giant Octopus boss fight (when the dynamite ducks start coming in). Some players have reported that lowering their graphical settings helps; others have no such luck. A more consistent workaround is to set the game to local mode and use Steam's Remote Play Together feature to let the other player control the game.
66* The ''VideoGame/LaMulana'' remake randomly crashes on the last stage of the FinalBoss. The bug was finally fixed years later, but since all runners play an earlier version of the game[[note]]A different bug allowed players to clip through a wall and get the strongest weapon in the game early, which was eventually patched out.[[/note]] they just have to risk it.
67* ''VideoGame/LegacyOfKainSoulReaver2'' has a glitch in the Sarafan Stronghold, after Moebius closes the gates to the tomb of William the Just. If you walk too close at one point in the gate, you pass through. You cannot leave, except by resetting.
68* ''Franchise/TheLegendOfZelda'':
69** In ''VideoGame/ZeldaIITheAdventureOfLink'', it is possible to destroy a palace without completing it by using a glitch caused by activating the fairy spell while off-screen, meaning you won't be able to place all six crystals in the palaces. Of course, this would require [[{{UnintentionallyUnwinnable}} doing the palaces out of order, using the glitch, and then saving your game]].
70*** Another exists in the town of Darunia. If you jump offscreen from the highest point on a certain rooftop and then use the fairy spell to go higher, you'll go outside the game boundary and get dropped into a single, different town screen where the citizens just repeat dialogue from other towns in the game world, and entering any building simply returns you to the town's entrance. If you leave the town, you'll be deposited onto a tile in the sea below the path to the Great Palace, unable to do anything but reset the game.
71** In ''[[VideoGame/TheLegendOfZeldaLinksAwakening Link's Awakening]]'', you can buy a shovel, then trade it for a boomerang. However, at that point, you can buy a second shovel, leaving you with both. Since the game's inventory is limited to ''exactly'' how many items you're actually supposed to pick up, carrying both shovel and 'rang leaves you unable to pick up the last item in the game, which of course is required to win. Oops. So you try to solve the problem by wasting all of your Magic Powder to free up that one extra space in your inventory. Now you can grab that final item! In turn, however, this does render the Final Nightmare's first form literally impossible to beat. Double oops.
72*** In the Eagle's Tower, if you must save and quit before smashing the four pillars, then for Nayru's sake throw the orb used to smash the pillars down a pit. If you don't, it will be erased and the dungeon won't be winnable.
73** ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]'' features the famous "bottle trick," which lets you turn any item in your inventory into a bottle. This one treads the line between game-breaking and the [[GoodBadBugs good kind of bad]]. If used on a useless item, such as the Goron Check Claim after you've claimed the Biggoron Sword or the Magic Beans after you've planted them all, you get an extra bottle you can use to store useful items. But it's possible to turn ''any'' item into a bottle -- and if you do this to a game-crucial item? [[{{Unwinnable}} Good luck completing the game!]] You can also do the same in ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'', if you press Start at the exact right time when selling a bottled item to the curiosity shop, then change which item is in the C button slot, you can replace anything with an empty bottle that way.
74*** Also in ''Ocarina'', you can freeze the game in the Gerudo's Fortress if you push the Ocarina button right when they spot you.
75** ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' has a few other examples as well:
76*** There's a glitch where you can equip the Fierce Deity mask outside boss battles. If you try to talk to anyone, or do certain other things, it crashes the game.
77*** You can also dive to the underwater chest in Termina Field in normal form, and the "Open" icon will appear. If you push the button, though, the game freezes.
78*** In the game of hide and seek, it's possible for one of the children to run into a dead end that a guard won't allow you to enter. This can sometimes be fixed by leaving and re-entering the area which often resets the children, but not always.
79** In ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'', if you jump slash on top of the chest in one of the ghost ships, the game freezes.
80** ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' was [[{{Unwinnable}} impossible to finish]] if the player saved and quit at the wrong time after crossing a bridge [[BrokenBridge which subsequently gets broken]]. A required character would also turn invisible if the player saved and quit in the wrong area. He could still be utilized, so the game was not unbeatable, but this was still a frustrating bug. This glitch was fixed in the UpdatedReRelease on the Wii U.
81*** In the original copies of the Wii version of the game, the aforementioned required character was outside the room behind a sealed door, in which case it actually was unwinnable. This glitch was fixed in the UpdatedReRelease on the Wii U
82*** By simply returning to the title screen and playing a different save file, you can trigger a number of glitches due to a variable that tracks overall game progress not being reset. Most of the time you end up harmlessly skipping a cutscene, but in one instance it's possible to make the monkeys in the Forest Temple disappear completely, making progress impossible. This glitch was fixed in the UpdatedReRelease on the Wii U.
83*** Drinking a potion while carrying a small item will cause the item to automatically drop so Link can handle the potion but not register it as being out of Link's hands. Throwing the item after this will instantly crash the game.
84** ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'':
85*** After completing the Thunder Dragon's portion of the song during the Song of the Hero quest, if you go and talk to Golo the Goron and have not started the other two quests yet, the event triggers will not happen and the game could not be completed. In early 2012, Nintendo released a patching program on the Wii that downloads the patch and fixes save files. This glitch was completely fixed in the UpdatedReRelease on the Nintendo Switch.
86*** The same game removed the BottomlessPit fall damage, so that you would be teleported to the last normal solid ground you were standing on completely unharmed. The catch is that because of rushed collision detection in some areas, you can glitch through the scenery and fall through to a bottomless pit. However... you respawn on the "bottom" ''of the bottomless pit'', which is mistaken by the game to be solid ground, triggering an infinite loop of falling, respawning, falling... Reset Button!
87*** Among notable spots where this glitch is bound to happen, there is a certain [[{{Pirate}} miniboss]] bridge in the Sky Keep. You wouldn't want also to swim too near next to that tree roots in the Ancient Cistern, or clipping through walls with the clawshots in the wrong place.
88*** During the first Ghirahim boss fight, he can steal Link's sword and the only way to get it back is by knocking it out of Ghirahim's hands and picking it up before he does. However, if the sword falls out of bounds Ghirahim [[https://www.youtube.com/watch?v=axF743l8HmI is locked in an endless animation of walking towards it]], effectively softlocking the game. Thankfully, the Switch version also changes this so the sword can't land too close to the wall.
89*** Even the HD remaster was not free of game-breaking bugs. In the Lanayru Mining Facility the player must push a crate along a path at one point in the dungeon. If the crate is pushed just right it can lock onto the track and cannot be moved unless the game is reset.
90** ''VideoGame/HyruleWarriors'': In the ''Legends'' edition, there is a bug that freezes the game whenever you try to rename a fairy you caught (and this happens on both 2DS/3DS ''and'' New 3DS).
91* The Xbox 360 port of ''VideoGame/LegoDimensions'' had one that, at the start of every Year 2 wave, threatened to force the player to delete their save file.
92* The PC version of ''VideoGame/LEGOHarryPotter: Years 1-4''
93** There is one glitch where you can get the Lord Voldemort character token before getting all 200 Gold Bricks, but made it impossible to return to Hogwarts.
94** A particular example of a bug which renders the game impossible to win if you make the mistake of saving at the wrong time -- Beneath one of the classrooms is a section you need to visit to collect unlockables. At the end of the section, a LEGO dragon will grab you and toss you back up into the classroom to exit -- normally he will, anyway. Sometimes, he misses. At this point, he will not toss you again and you are permanently stuck. If you reset the game, you'll lose everything since your last save; if however you save and reset after this occurs, you might think the dragon will reset and toss you again, but no. At this point your save file is garbage and you will have to delete and start the entire game over if you want to continue.
95* An extremely nasty issue is present in the Wii version of ''VideoGame/LEGOHarryPotter: Years 5-7'' in the Year 6 level "A Not So Merry Christmas" where the game can crash unexpectedly, especially during the second area outside. Some players haven't suffered from this issue at all, but it has been suggested to those that do to lower their video and audio settings in order to help avoid it.
96* ''VideoGame/LEGOStarWars'':
97** The game based on ''Film/TheForceAwakens'' follows in this trend. If you hold Triangle on the extras menu while selecting it, the game crashes. But the real kicker is that when you restart, the sound effects volume cranks up to 204 out of 10! And it stays like this every time you start the affected file.
98** ''The Skywalker Saga'' has a nasty bug that causes the hyperspace travel to hang forever if the player has cargo they haven’t smuggled yet. This is because any cargo will not load properly while in hyperspace.
99** ''The Skywalker Saga'' also launched with a potentially save-ruining bug, Maz wouldn't be at her castle in ''Episode VII'' and thus you would be unable to progress through the story any further. Depending on which trilogy you picked first, this could have potentially resulted in the entire save file being [[{{Pun}} bricked]][[note]]This wasn't as bad if you did the prequels or original trilogy first because you could at least go back and kill time with getting collectables, but if you started with the sequels, you would only have Jakku and Kajimi to visit and only 4 or 5 characters to play around with[[/note]]. Thankfully, the update that fixed this was a quick priority.
100* ''VideoGame/LuigisMansion1'' has a nasty glitch with the final portrait ghost, Van Gore. If you beat him, open the chest, and leave the room without picking up the key from the chest (to capture a Boo, for instance), the key will vanish and you're unable to reach the FinalBoss. However, this is only game-breaking if you don't know how to resolve it: the key can be respawned by waiting in the hallway outside of the room.
101* ''Franchise/{{Metroid}}'':
102** ''VideoGame/Metroid1'' has the password "ENGAGE RIDLEY MOTHER FUCKER", which has undesirable effects depending on the format the game is being played on, the reason for its destructiveness being an invalid starting location.
103** ''VideoGame/MetroidPrime'':
104*** The original North American disc (according to [[http://www.metroid2002.com/other_crash_furnace.php Metroid 2002]], only that version) has a problem where the game tends to abruptly crash when you're in one of the hallways that connects to the Furnace in Chozo Ruins. Fortunately, it's infrequent and unlikely to happen more than once on a save file.
105*** The original American version got careless with one of its Chozo Artifacts: the Artifact of Warrior spawns when you beat the Phazon Elite, but the doors don't lock to make sure you actually collect it. If you leave, save, and come back, the Elite and Artifact are gone for good, and you need all twelve Artifacts to access the Impact Crater and finish the game. The American Player's Choice, European, and ''VideoGame/MetroidPrimeTrilogy'' releases all fixed this; Player's Choice by locking the doors until you collect the Artifact, and the other two by not despawning the Artifact if you leave and come back.
106** ''VideoGame/MetroidFusion'':
107*** It's possible at one point to get yourself stuck by [[http://www.metroid2002.com/fusion/other_the_tro_trap.php sequence breaking too hard]]. Fortunately, [[UnintentionallyUnwinnable you really have to go out of your way to do this]].
108*** When you're finally able to fight the SA-X, its second form (which is [[ClippedWingAngel usually a sitting duck]]) will become ''invincible'' if you shoot it with a fully-charged beam while it's transforming. Since the first form is [[ThatOneBoss very hard to get past]], this is a really unfair glitch.
109** In ''VideoGame/MetroidPrime2Echoes'', you can render the game {{Unwinnable}} by triggering the floaty-jump glitch during the fight with Chykka, then using your glitched super-jump to leave the room. When you return, [[http://www.metroid2002.com/prime2/index.php?title=%22Where%27s_Chykka%3F%22 Chykka is gone]], and he's taken the Dark Visor with him.
110** There is [[https://metroid.fandom.com/wiki/Pyrosphere_door_glitch a bug]] in ''VideoGame/MetroidOtherM'' where a door in the Pyrosphere's [[https://metroid.fandom.com/wiki/Desert_Refinery Desert Refinery]] becomes locked and unopenable after you get the Ice Beam, if you backtrack to the arena it was authorized in after defeating the enemies in the hall after it. Nintendo had to have a mail-in program for players to send their save files via SD cards, as the Wii was incapable of download patches.
111* ''VideoGame/{{Okami}}'' has a tendency to unexpectedly crash during the first battle with Dogu enemies [[spoiler:after you reach the Moon Cave 100 years in the past]].
112* ''VideoGame/{{Overlord}}'':
113** The retail version had a bug in the brewery area where, if you exited the area by any means (including save & quit) before repairing and using a wheel that activates the elevator to the lower floor, the parts needed to repair it would disappear and the game would become {{Unwinnable}}. It was later fixed in a patch that fortunately also made the parts reappear in already ruined saves.
114** There was a nasty oversight in the first print run that made the uninstaller wipe out parts of the directory it wasn't supposed to. The patch to fix this is prominently included in later editions.
115* ''VideoGame/{{Psychonauts}}'':
116** There is a rare glitch where your Cobweb Duster will disappear from your inventory. Normally an optional device for just collecting mental cobwebs, the route into the final level happens to have three cobwebs impeding your progress, and requires the Duster to take them out. If your Duster disappears, then you could just go back to the shop, collect ludicrous amounts of money, and buy a new one... if you weren't at the PointOfNoReturn (as the game literally calls it) and incapable of returning to camp in order to do so. At least the game autosaves just before you hit the Point of No Return. (Of course, you'll have to refight the boss, though.)
117** During the last level, you need to climb on flaming grates and jump between them. Occasionally, your DoubleJump disables itself, causing you to fall into the water [[SuperDrowningSkills and die]]. Although this is commonly thought to be a bug unique to this area, it's just a bit of somewhat sloppy programming; when jumping ''across'' from a grate, your double jump works, but when dropping ''down'' from one (such as if you want to reach the platform below), it is disabled because there's a special animation for that. The game sometimes has trouble telling which is which, but it's only life-threatening here.
118* ''Franchise/RatchetAndClank'':
119** For some copies of the Platform/PlayStation2 version of ''VideoGame/RatchetAndClankGoingCommando'', you'll end up at a black screen after the opening cutscene. If you get past that, you'll be at the loading screen which loops infinitely.
120** In the [=PS3=] HD remaster of ''[[VideoGame/RatchetAndClankUpYourArsenal Up Your Arsenal]]'' there's a glitch where entering first person mode in the casino film set on Holostar Studios can cause the screen to become covered in a peach tone, which can follow you around the level after and is easily dealt with by not pressing the first person button throughout the level. But occasionally the game may cause the glitch and extend it after Ratchet exits first person, making the game unplayable unless the game is reset.
121** The Platform/PlayStation2 ports of ''VideoGame/RatchetAndClankSizeMatters'' and ''VideoGame/SecretAgentClank'' have an unfortunate tendency to soft-lock while saving when being played on American Slim [=PS2=] models, which not only leads to a corrupted save, but also a giant circular scratch on the disc, leaving the game unplayable.
122** ''VideoGame/RatchetAndClankFutureACrackInTime'':
123*** [[MonsterArena The Battleplex]] has a nasty bug that apparently makes two lines of code continuously conflict in the background while both attempt to resolve. Long story short, never use the Dynamo weapon during the Battleplex Arena fights, especially the ones that have respawning ammo crates. It can lead to crashing your [=PS3=]'s operating system and causing a player to have to factory reset.
124*** Some copies of the game crash during loading screens. The most common place for the game to constantly crash is during the loading screen right after the "...Dr. Nefarious!" cutscene with Clank.
125* ''VideoGame/ShadowOfTheColossus'' has a number of ponds littered about the game world for atmospheric purposes. However, if you climb up a structure near one and dive into one from sufficient height (not too difficult to do), the game simply freezes. Doing this on certain emulators -- which are apparently more stable than the [=PS2=] itself -- causes you to be teleported ''into the middle of the sky.'' Suffice to say, once you finally make it to the ground, your death will be swift.
126* The 3DS e-shop version of the first ''VideoGame/{{Shantae}}'' has a nasty bug where touching a Warp Squid would occasionally make the game crash and delete the player's save files. The good news is that it happens so rarely that most people won't encounter it. The bad news is that [[http://wayforward.wikia.com/wiki/Glitches_(Shantae_series) no one knows what triggers it so there are currently no known ways to prevent it]].
127* During the second Mummy level of ''VideoGame/SphinxAndTheCursedMummy'', there is a cutscene of the BigBad and TheDragon talking to each other before leaving the room, then you cross said room and find a save point in front of an open door. If you save here and then die or reload the save, the door will be ''closed'' with no way for you to open it.
128* ''VideoGame/SpiderMan2000'' had a serious problem with a level in which Spider-Man has to chase Venom across the rooftops. At one point, what's supposed to happen is that Venom jumps into a building, Spidey follows, there's a series of [[OffscreenCrash offscreen crashes]] and then Venom and Spidey jump out of the other side of the building. Venom is fully scripted during the entire level, and so always makes his jump, but Spidey actually follows game physics even in the cutscene, and the developers didn't allow for even slight timing shifts during the scene. On the PC, if your PC deviates from what the developers thought would be the standard timing (which [[TechnologyMarchesOn all PCs did]] only a year or so after the game's release), the cutscene will end with Spidey jumping too early, banging his head on the windowsill and plummeting to his death on the streets below; it's impossible to continue without using a level select cheat to bypass that section. Even on consoles or older [=PCs=], it's possibly for Spidey to be in slightly the wrong place and land far further down the next building that he's supposed to, making it incredibly difficult to climb the building in time to continue the chase before Venom gets away.
129** An even more embarrassing case can happen in a cutscene later on: Spider-Man's supposed to swing in through a window to fight Scorpion, but again he gets the timing wrong and is instead seen through the window falling to his death.
130* The developers of ''[[VideoGame/StarControl Star Control 2]]'' had [[DevelopersForesight considered the possibility]] of someone trying to complete the game [[SequenceBreaking without ever visiting the Earth Starbase]]. Their response was to jack up the number of [[GoddamnedBats Slylandro Probes]] to apocalyptic levels until you did so. It took more than 10 years after the game was released for someone to do a run under those conditions... [[{{Unwinnable}} right up to the final battle, where the game irreparably crashes]]. It's fixed in the source port, fortunately.
131* In the Wii, [=PlayStation 2=] and PSP versions of ''VideoGame/StarWarsTheForceUnleashed'', there is a game-crashing bug in the occasional Jedi temple levels on Coruscant due to the way DynamicLoading works. Triggering it involves going inside the temple atrium and then backtracking outside before you defeat all the enemies, as this would erase from memory the next area inside the temple you need to go to after defeating all the enemies (replacing it with the area outside), meaning that the ensuing cutscene that plays when you do so will freeze the game because it needs resources from the next part of the level that just got erased from memory.
132* ''VideoGame/TombRaiderLegend'' has a fatal bug that can happen not long after half of the levels are finished. In the England level, the player will come across a large room with four levers and a pool, which turns out to be the future site of a mandatory boss fight against a giant [[SeaSerpents sea serpent]] - and you'll need all four levers to [[BossArenaIdiocy lower cages to crush it]]. If you happen to accidentally pull any of these levers before you come back to the room to fight the serpent, they won't work, making the fight and the game {{unwinnable}}. The only choice at this point is to either hope you have a secondary save (unlikely), download a save file if playing the PC version, or start the game from scratch. This last choice is particularly annoying, given that this bug strikes once you're a little more than halfway through the game.
133** Many players have encountered game-breaking bugs in ''VideoGame/TombRaiderUnderworld'' at various points that prevent players from finishing the game, although a patch or two has cleaned them up a bit... Except for [=PS3=] players, who don't get one.
134** ''VideoGame/TombRaiderIII'' has a potentially fatal bug in Lud's Gate; if you save too soon after throwing a switch in the water area with [[https://www.youtube.com/watch?v=2754-mN7M7o Secrets 5 and 6]], a door may be blocked by an InvisibleWall, making the level {{Unwinnable}} or preventing you from obtaining the last secret.
135** The final level of ''VideoGame/TombRaiderChronicles'' (set in [[spoiler:Von Croy Industries]]) is already challenging, but is made even more so due to being buggy regarding game saves. There are several instances where saving or loading the game in a particular area has the potential to render it {{unwinnable}} due to one or other scripted sequence then failing to work correctly. Thankfully, there is a [[http://tombraiders.net/stella/walks/TR5walk/redalert.html walkthrough]] which details all these peccadilloes.
136* ''[[VideoGame/{{Two}} 2]]'' has a rather unfortunate bug during the boss fight against Jellyboy. Shooting at the small floor-sliding globs he summons will cause the game to freeze. Hope you've slept in the Cave's bed beforehand!
137[[/folder]]
138
139[[folder:Action Game]]
140* In ''Videogame/AloneInTheDark2008'', there is a sequence where you must drive a car from a building near Central Park all the way through some of the nearby streets in order to escape a gigantic fissure wreaking havoc on the city. However, during the very last part of the ride, a very nasty bug will sometimes prevent the map from correctly loading during the last jump, making you fall to your death and forcing you to repeat the whole driving sequence.
141* ''The Cursed Crusade'', at least on the Xbox 360, will corrupt your save if it crashes during a chapter load, preventing it from loading anything beyond the crash point.
142* ''VideoGame/DevilMayCry'':
143** ''VideoGame/DevilMayCry3DantesAwakening'':
144*** Due to a (highly possible) memory leak issue, playing the game for an extensive amount of time could result in a Vergil player data leaking into all of Dante's save data, corrupting them almost entirely. All of Dante's Devil Arms and Style upgrades are gone (with the game incorrectly giving him Dark Slayer Style, which is exclusive to Vergil), he is stuck T-Posing, and depending on how far you got with him on [[NewGamePlus repeat playthroughs]], then Dante's mission progress will be all messed up. The only way to counter this is to reset the game entirely in between missions if you want to continue or switch characters. Thankfully, this has been fixed for the Platform/NintendoSwitch version.
145*** The Platform/PlayStation3 release of the game also has, for unknown reasons, Kalina Ann's grapple not working most of the time. The game will also randomly crash on menus and cutscenes, forcing a hard reset of the console itself.
146** ''VideoGame/DMCDevilMayCry'': While the PC port of the game is known to have ''numerous'' bugs that would render the rest of the level unplayable, most (if not all) of these were actually fixed in the [[UpdatedRerelease Definitive Edition]] of the game. An example happens if you try to reload a checkpoint or die in Mission 4, the "Church" cutscene will freeze, preventing the player from completing the mission. Players were otherwise advised to try completing the said mission without going back to the main menu in order to avoid this bug.
147* The Platform/GameBoyAdvance version of ''VideoGame/TheLordOfTheRingsTheFellowshipOfTheRing'' was plagued with bugs. Most of them were merely agonizing, but there was one place where, in order to progress, you needed to save the game during the FadeOut between scenes. If you time it wrong, you lose the save file.
148* ''Final Zone II'', at least on some copies, had a problem where a [[HellIsThatNoise horrible buzzing sound]] would sometimes start after the intro cutscene and continue throughout the game. This may have been due to a defect in the CD.
149* An entire page could be spent listing the various game-breaking bugs in ''VideoGame/HiddenAndDangerous''; fortunately, this got better with patches and an eventual free re-release.
150** Characters in vehicles often grew to twice their normal sizes, causing half their bodies to stick through the roofs. One mission featured a vehicle that had to be driven. It might be larger than the hole that this vehicle must pass through, forcing the player to cheat past the level.
151** If you ran out of ammunition, you ''fell through the ground''.
152** The freeware version/latest patch introduces a new bug; some maps on Hard difficulty allow each enemy to empty every bullet in their magazine in one frame. The result is instant destruction of the boat containing your whole team. Affected missions are still winnable if you can kill all the enemies before they can attack.
153* ''VideoGame/HotlineMiami'': It is possible for dogs to somehow walk through a wall and get stuck in the void outside the level. There's no way to kill them when they're trapped like this, so if the stuck dog is the last enemy alive, you cannot clear the level and there's no way to get killed (which is necessary to restart a level) either. You have to begin the entire chapter anew.
154* ''VideoGame/MaxPayne'' sometimes had a glitch on the final stage where the cutscene would fail to activate, resulting in Max firing a couple shots at Nicole and the game freezing. Reload.
155** Alternatively, Nicole could snag the wall next to the gate leading to the helicopter and stop. Max would then catch up and unload hundreds of bullets into the back of her head until you reloaded.
156* Early revisions of ''VideoGame/Robotron2084'' had a bug where if certain enemies were killed too close to the edge of the playing field, their debris particles going outside the screen would confuse the game and trigger a fail-safe mechanism, causing the game to ''instantly'' reset itself. For obvious reasons, this proved to be the worst nightmare of many players aiming for extremely high scores.
157* ''VideoGame/XMenLegends II:'' Too many items in your Hero Stash and it'll freeze upon taking out any GiantMook. Keep it below 20.
158[[/folder]]
159
160[[folder:Adventure Game]]
161* In games based on Ken Reed's [[http://www.nostalgia8.org/download/adv-creators/paw/kenreed.html Adventure II]] engine, and its derivatives such as the Quill, the CREATE action must not be used on objects already held by the player -- if this is done, the object moves to the current location, but the count of objects carried by the player is not recalculated, so [[InventoryManagementPuzzle the maximum number of objects the player can carry]] is permanently reduced. Artic's ''VideoGame/AdventureAPlanetOfDeath'' is one such game that falls prey to this.
162* Earlier editions of ''VideoGame/TheAmazonTrail'' have a glitch where the basilisk will appear peeking around the edge of the screen but won't cross the water so you can snap a picture of him.
163** Another bug comes up if the medicine man gives you loo-to-me instead of ipecacuanha or chondrodendron. You don't need to use any of them until much later in the game, when you're "trading" with Lope de Aguirre. These three medicines are dangerous if you overdose, and giving them to Lope incapacitates him so you can get away. The glitch traps you in the scene if he takes the loo-to-me. The medicine man is the second checkpoint in the game, so anyone who knows about the glitch knows to restart if they got loo-to-me.
164* The original ''VideoGame/ColossalCave'' got ported to many, many systems. Somewhere along the way, one version picked up a couple of bugs, and then the bugged version got ported further by people who didn't check that the version they were copying could be completed. Several of them are potential game-breakers, but the simplest example is one of the many treasures you need to collect and store in order to unlock the endgame. The treasure is just lying in a remote chamber, and all you have to do is pick it up. In the bugged versions, typing "get spices" gives the response "You can't be serious!" No spices means no endgame.
165* In ''VideoGame/TheCurseOfMonkeyIsland'', one of the tasks on Blood Island requires you to [[spoiler:pull some loose hair off a dog with your hand so it will bite you. If you try to cut it off with the scissors you get the Blue Screen Of Death.]]
166** In copies of the game that ''don't'' have this bug, Guybrush just mistakes your intention and chastises you for suggesting he harm an innocent dog.
167** ''VideoGame/EscapeFromMonkeyIsland'' has a nasty bug in the PC version of the game. At one point you're in a sushi restaurant, and you have to stick a fork in a track on a table to stop a sushi boat moving. This is intended to cause the chef to come out of the kitchen and if you are quick, you are able to grab something from the kitchen. In the [=PS2=] version, this is fine. In the PC version, however, you can hear the chef say his dialogue before you've actually done this task, and far worse, when you've done it there is nowhere near enough time to go into the kitchen and get what you need before you get thrown out. The game was originally designed for Windows 98/2000/ME with certain graphics cards, anything more powerful will run the game but likely cause issues.
168** Talking to Otis on Jambalaya Island has no negative effects the first time you do it, but talking to him again at any other point in the level will crash the game.
169** The [=PS2=] version has a nasty (and seemly random glitch) that causes Guybrush to be permanently rooted to the spot and nothing seems to get him moving again.
170* Playing ''VideoGame/EcoQuest'' 2 on a computer that is too fast results in an '888.pal not found' error at a certain point in the game. This can be fixed by using a slowdown utility.
171* In ''VideoGame/{{Faxanadu}}'', the rewards for beating dungeons are items which can be used to clear certain blockades or obstacles in certain screens. However, these items disappear after being used, and if you leave the screen from the left side (probably to refill on health since the level layouts often sport monsters camping near ladders, from where you can't attack) the blockade will reappear, but the items won't respawn anymore even after beating the dungeons again, making the game unwinnable.
172%%* ''VideoGame/GabrielKnight 2: The Beast Within'' features a crippling bug at the end of Chapter 4 that prevents the player from progressing to the next chapter.
173* ''VideoGame/GrimFandango'' has an elevator which the player needs to stop at a certain point. However, if you had a computer with a fast CPU, the elevator would move too fast to be stopped, and the player won't even realize stopping it is possible. This was luckily fixed with a patch.
174* The original 8-bit text adventure of ''Literature/TheHobbit'' is terminally bugged in early releases -- among many weird glitches, Gollum will ask you riddles, but pay no attention to the answers, making it impossible to get the ring.
175* Remember that part about physics engines messing you up by sending important things flying where they're not supposed to go? ''VideoGame/{{Jazzpunk}}'' has possibly the ultimate version of this: It's possible to accidentally launch ''yourself'' high in the air and land outside the field of play. Jim Sterling [[https://youtu.be/etnvVyiX7nQ?t=783 managed to do this]] in the first mission area and wound up on the street between the park and the sidewalk, unable to get back to either because of the fences.
176* ''VideoGame/KingsQuestIV'' has a bug that only shows up on slower computers, thanks to the odd way in which the game calculates time for various characters. Rosella and all the other characters move slowly because the computer isn't fast enough to draw everything at full speed. The game is still playable, just slow. The one exception is the ogre, which uses a more real-time timing method -- he travels across the screen in a certain number of seconds no matter how slow the computer is. In one plot point, Rosella is in the ogre's house and must reach the door before he catches her, only possible on [=PCs=] which run the game at the intended speed. The only way around this is to take the saved game file to a faster computer and play that scene there.
177* In ''VideoGame/KingsQuestVIIThePrincelessBride'' on the King's Quest Collection XP version 1.40, there is a game-breaking glitch that can occur in Chapter 3 if you have Valanice examine the cheese in the fountain in the town of Falderal. What will happen is, the wooden nickel that's supposed to highlight at the Mockturtle store owner won't highlight and you're forced to start Chapter 3 over. This can also happen with Rosella in Malicia's house; if you take too long and try to go out the back way, you're stuck with Malicia zapping you every time, and you're forced to start Chapter 4 over.
178* ''In VideoGame/LauraBow 2: Dagger of Amon Ra'', there is an "error 5 glitch" that can crash your game if you open the transom over the door and go into the mummy room in Act 5 while Mr. X is chasing you. Luckily, you can bypass the error by just clicking on the transom window once. But remember to have an extra backup save, or else your current save will keep crashing you out of the game.
179* A devious glitch with the TextParser in ''VideoGame/LeisureSuitLarry2LookingForLoveInSeveralWrongPlaces'' snuck into the game just the night before the game shipped: Near the end of the game, the player is expected to combine an airsick bag with a bottle (to make a Molotov cocktail, the bag serving as its wick). The only acceptable input is some variation of ''"put airsick bag in bottle"'', because a) the parser is (badly) written specifically to understand fully formed English phrases instead of "adventure game shorthand", b) a completely unrelated bug had just been fixed by another coder by turning the word "bag" into a '''verb''' and c) no one cared to fix it in time, because Sierra's testing policy at the time was to use the longest possible phrase in a situation and see if it worked. Contrary to popular belief, the input does not require the word "the" several times; the point is that "airsick bag" works, whereas the common shorthand "bag" doesn't (since it's a verb).
180* ''VideoGame/LeisureSuitLarry3PassionatePattiInPursuitOfThePulsatingPectorals'' is notorious for its speed bug. The faster the CPU cycle, the longer you have to endure some sequences.
181** Exercising on the machines. Originally, you only need to do 20 of each. With the speed bug, you'll be doing this forever with no resolve.
182** Waiting for the damn elevator to get to the penthouse. It will never come.
183* In ''VideoGame/TheLongestJourney'', some actions have to be done in the exactly right order, even if the game ''seems'' to accept any order. Usually it's no big deal, except for one puzzle that doesn't allow disassembling a partly-assembled contraption. It requires you to inflate a rubber duck, pull it over a steel clamp, tie a rope to the clamp and use the device while the duck is still inflated. Since there's a time limit, many players reverse the order: attach the rope to the clamp, then blow up the duck and attach it. But this way the game behaves as if there is no rope, and April can neither use the device, nor untie the rope. The device is required to finish Chapter 2, but the mistake can be made early in Chapter 1. In other words, a player has to restart. There seem to exist several different versions where the bug may or may not manifest. The build 142 sold at GOG.com does have the bug.
184* ''VideoGame/MaxBlasterAndDorisDeLightningAgainstTheParrotCreaturesOfVenus'': When using the computer around halfway through the game, attempting to toggle a switch more than once will result in a runtime error that doesn't let you use it again. Thus, if you unplug the wrong cable and haven't saved beforehand, you're stuck with no way to get out of the room.
185* ''VideoGame/NordAndBertCouldntMakeHeadOrTailOfIt'':
186** It's possible for the game to glitch during "Shake a Tower", removing the bicycle entirely after you dismount it. You're not able to get back to the clearing or go up the beanstalk, making it unwinnable.
187** In "Play Jacks", if you use the jacuzzi without freeing the mermaid, she'll disappear and you'll be left with nothing to do and no way to win.
188* In ''VideoGame/PuttPutt Saves the Zoo'', there is one point where you have to ride a log raft to the other side of the river. The 1999 version introduced a bug where, when you make it to the other side, if you simply click on the space where [=PuttPutt=] gets off instead of going somewhere else, he starts talking. Skip it, and the raft disappears and never comes back. You don't have anywhere to go either, so your only choice is to reset the game.
189* The original ''VideoGame/QuestForGloryIV: Shadows of Darkness'' was originally rushed out, bugs and all. Most of them were fixed in one way or another, but by the time the dust had settled, a few remained:
190** The most infamous is the bane of gamers everywhere, '''Error 52'''. Midway through the game, thanks to issues in dealing with faster computers, one crucial area in the swamp becomes impossible to leave without crashing the game. ''QFG'' message boards then-and-forever had a new favorite topic.
191** This is also one of the few Sierra games that has a bug that occurs at the end of the game. When fighting Ad Avis, the hero has a staff that turns into a spear; this spear sometimes turns into the now dead Ad Avis about halfway back to the player character, who then kills our hero with a spell shot from a different area of the screen. This bug appears to occur randomly.
192*** A variation of this glitch also occurs due to a bug in the game's timing. For some computers, the timer in the scene that determines how much time left the player has before Ad Avis will kill them will continue to keep running even if the player is speaking to Ad Avis or checking their inventory otherwise (which normally should be paused by the game until either the dialogue box is closed or the inventory is closed otherwise). Depending on what the player is specifically doing at the time, either it will cause Ad Avis to quickly kill the player instantly, even if it interrupts a current action the player is doing at the time (such as while turning Erana's Staff into a spear) or, if killed, instantly revive himself just to kill the player, causing the game to assume as if the player was killed by Ad Avis in the first place. The glitch (both variants) can be seen in its entirety [[https://www.youtube.com/watch?v=tdsI51v1zLc&feature=plcp here]].
193** Yet another ''QFG IV'' bug is the disappearance of the Domovoi after Day 5. If you haven't met the Domovoi by then, or, god forbid, you haven't finished the Domovoi's quest (and received the necessary key item), then you're stuck... but you won't know you're stuck until much, much later, when the item is needed. The worst part is that the Domovoi's appearance is ''supposed'' to wake you up in the middle of the night, to clue you in that there's something that you need to do outside your room in the inn. But there's ''several'' safe places to sleep in the game (the town square, the magical garden), and even if you sleep in the inn, you ''will'' sleep through the night without interruption because of ''another'' bug. Basically, if you don't know about the Domovoi and take specific actions to meet him, then you can't finish the game.
194** While the CD version fixes most of the bugs, it also introduces one particularly glaring one: as a wizard, after the final battle (won by using a certain spell on Ad Avis), using the Summon Staff spell to complete the game will actually render it unwinnable, as the game won't allow you to use the staff properly, and then time will run out, the Dark One will be summoned, and it's game over. The ''only'' way to get past this bug (which happens every time) is to cast the certain spell again, ''then'' summon the staff. But what most walkthroughs ''don't'' tell you is that if you cast the spell at certain specific places, the game will consider those casts as "misses" in the final battle, resummon Ad Avis, and have him kill you instantly. And those specific places cover ''more than half the screen''.
195* ''VideoGame/QuestForGloryIII'' doesn't have quite as many, but a few irritants still show up.
196** The most memorable: As a Wizard, using your last Dispel Potion in the Lost City freezes the game. Every time. The only way to bypass that point is to fight the monster that the Dispel Potion is meant to take care of for you, which for a Wizard is often lethal (it's a tough fight even for a Fighter.) And not being able to use the potion screws you out of points, which makes 100% completion impossible.
197** In the same line as Error 52, there's '''Error 4''' that crashes your game during the Simbani initiation.
198* ''Videogame/RexNebularAndTheCosmicGenderBender'' has a well known bug: depending on difficulty level, the game will discourage or prohibit the player from flooding the city unless all necessary items have been collected from the city. The problem: it's possible to collect a repair item and ''use it for its intended purpose'', whereupon it vanishes. The player then can't proceed because they don't have the item, even though it's no longer needed.
199* The Wii version of ''VideoGame/SamAndMaxFreelancePolice'' is a PortingDisaster in a number of ways, but one of the worst is that, if the player's cursor touches the lower-right corner of the screen, it can ''get stuck''. Nothing can free it when that happens, forcing the player to reset the game.
200* Graphic adventure ''VideoGame/SimonTheSorcerer 2'' has a strange bug where a certain character and the object you need to give them are on the same screen, and you can successfully use the SCUMM-style interface to "Give <object> to <character>" despite <object> not being in your inventory. This skips a large chunk of game and messes up many dependencies.
201* The adventure game ''Valhalla'' on the Spectrum, which has you as a minor Norse god trying to get into the titular Norse heaven by earning the favour of the other gods (specifically, by going on six quests to gain various items), has a limit on how many items can be in a location at once, which is enforced by a simple mechanism -- if one item too many is dropped in a location, an NPC with the decidedly non-Nordic name of Klepto (Greek for "thief") will appear from nowhere, steal the item just dropped, and vanish, permanently removing the item from that game. Woe betide you if the item is a quest item which you need to fulfill a later quest.
202[[/folder]]
203
204[[folder:Beat 'Em Up]]
205* ''VideoGame/AkibasTripUndeadAndUndressed'' suffers from one. Having too many clothing items of a certain type in your inventory while attempting to strip an article of that same type has a high chance of crashing the game. Thankfully, it's at least easily resolved by selling clothing at any of the many shops.
206* Two of the games in the ''VideoGame/{{Skylanders}}'' series has one each, and both only happens in the Wii version.
207** ''VideoGame/SkylandersSpyrosAdventure'': After completeing chapter 20, if the player says no to go to chapter 21, the Weapon Master (the MissionControl of the two levels mentioned above) will go back into his sleeping position and be locked that way, turning the game into being UnintentionallyUnwinnable. Wanna know what the worst part is? Chapter 21 is the ''penultimate'' level, so you're gonna have to go ''all'' the way back to the start.
208** ''VideoGame/SkylandersTrapTeam'': Chapter 8, Telescope Towers, has to be completed in under 15 minutes or else the game will freeze. Luckily, the player won't be locked out of furthering the story, they just have to restart the game and try again.
209[[/folder]]
210
211[[folder:Card Battle Game]]
212* The initial release of ''VideoGame/SNKVsCapcomCardFightersClash'' DS has a fatal bug during its NewGamePlus mode where one opponent's dialogue won't appear when spoken to and consequentially can't battle them. Since you need to defeat everybody on a floor to move on, that's as far as you can go. After the glitch was discovered, you could send SNK Playmore your bugged copy for a fixed one.[[note]]The fixed version can easily be distinguished by the appearance of the cartridge: if the cartridge has a white background and the code has "-1" at the end, you have the fixed version, and if the cartridge has a color background and the code doesn't have "-1" at the end, you have the glitched version.[[/note]]
213* ''TabletopGame/MagicTheGathering'' printed the card [[https://gatherer.wizards.com/Pages/Card/Details.aspx?name=hostage+taker Hostage Taker]] without the vitally important word 'other' in its rules text. Meaning if there were no other targets in play it was required to ''take itself hostage'', triggering an endless loop that, per the rules for inescapable loops, ended the battle in a draw. The canonical online rule text was amended before the card hit the stores, but really: if anyone tried to pull it on you you were well in your rights to smack them.
214** There was even one card ([[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=45970 Fatespinner]]) that was fairly mundane by the game's standards, calling on the opponent to pick a handicap each time they got a turn. The problem? When the card was first added to the online version of the game, it ''didn't provide them with a way to resolve that decision'', and they could do nothing but wait for their time to run out and automatically lose. Needless to say, decks built around doing nothing but getting that card into play became wildly popular over the next few days to the point that they had to ban the card online until they could fix it.
215** [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=1527 Floral Spuzzem]]: The original wording of the card effect was that the Floral Spuzzem itself (not the player) got to decide which card got targeted by its effect. Guess how long you'd have to wait until a piece of cardboard spoke up to give you its opinion on the matter?
216* The JP and NA versions of ''VideoGame/YuGiOhNightmareTroubadour'' have a glitch that will cause Pegasus to disappear from the game after a certain point and prevents him from giving you his Imperial Order card, rendering HundredPercentCompletion impossible. The EU version fixed the bug.
217** Likewise, if a certain percentage of your duels in ''Franchise/YuGiOh: The Eternal Duelist Soul'' end in losses, [[spoiler:[[OptionalBoss Yugi's grandfather]]]] will never be unlocked, even if you fulfill the requirements. Even after you unlock him, if you ever reach that ratio of losses, he will disappear.
218[[/folder]]
219
220[[folder:Driving Game]]
221* The whole of ''VideoGame/BigRigsOverTheRoadRacing''. This one is unique in that the game is broken in such a way that it’s impossible to ''lose''. It would be easier to count which features actually work.
222* The "Over Achiever!" achievement in ''Franchise/{{Cars}} Race-o-Rama'' for the Platform/Xbox360 won't unlock after meeting the criteria of earning all the other achievements due to a bug.
223* Demolition Racer was so notorious for its glitches when it was first released on the Platform/PlayStation, with certain models having glitchy sound after a few races or sometimes, game crashes under the same reason. The game's camera also causes problems if the player crashes into something. These problems also happen if you were playing the game on the [=PS2=], but fortunately [=PS3=] owners wouldn't have to worry about these bugs. And, given the same engine, this happens on the [=PS1=] versions of the 5th-generation ''VideoGame/TestDrive'' games.
224* ''VideoGame/ForzaMotorsport 4'' had a bug in online player where players may hang up on a loading screen - sometimes up to ''five minutes'', until the game boots them out to the lobby or pukes up a "disc is dirty" error. When this happens, the ''entire lobby'' gets stuck in the loading screen until the person causing the delay gets booted out by the game. This was patched in the March 23rd update, which then introduced...
225** If your car's decals are not visible in a race, your Xbox '''will''' crash when you return to the lobby. How often it happens varies by player, from every other race (rendering the game effectively unplayable) to every dozen or so races.
226* The Japanese version and early American copies of ''VideoGame/GranTurismo 2'' have some bugs due to ExecutiveMeddling leading to [[ChristmasRushed the game being rushed to a Christmas release date]] (in America; Japan received the game in the same month but earlier), but the most notorious one is that, if you fill the Maximum Speed Attack leaderboards (maximum is 8) and finish a ninth maximum speed trial, it will destroy some garage information. While it is possible to work around the situation by reloading the savegame, North American players could contact SCEA for a replacement copy, while the European version fixed it from the start.
227** It also has a bug where some cars whitelisted for appearance in a particular endurance race would slip over to the whitelist of the next endurance race due to a late-in-development change in the car roster list that the events in the game reference for their whitelists. In some of these events, the result is a brutally unfair race against a competition-ready bolide, as is the case of the Trial Mountain Endurance, where the maximum horsepower allowed is 295hp, but that doesn't prevent a Lotus [=GT1=] and a ''Vector M12 racecar'' appearing. There's others, such as the [=RedRock=] Valley race on the MR Challenge where the same Vector M12 Race Car appears. Have fun trying to win because it's almost unbeatable if it happens.[[note]][[https://youtu.be/VIZgGwWmjmo?t=890 Almost.]][[/note]]
228* ''VideoGame/JakXCombatRacing'' has a horrible glitch which apparently occurs mostly on black slim [=PS2s=]; it's possible for your game save to randomly become corrupt whenever you try to save. If you're lucky, you can overwrite the save and keep going. If you're unlucky, ''the whole save file becomes corrupt,'' leaving you with an undeletable file that the game tries to read but can't. [[http://boardsus.playstation.com/playstation/board/message?board.id=jak3&thread.id=122179 There are ways to avoid it]], but fixing the latter is out of the question, short of buying a different model of [=PS2=], buying a cheat device or doing some modding to fix/delete the data.
229* Some [=PS2=] models will cause ''VideoGame/MidnightClub 3: DUB Edition REMIX'' to crash if one completes the Tokyo Challenge mode, resets the game, goes into the options menu or exits the game session that the player was playing.
230** Additionally, the original Xbox version of ''Midnight Club 3: DUB Edition'' (both the original release and the REMIX) has another nasty bug that slipped through the port; when playing for about an hour, there would be a chance that some sound effects wouldn't play at all.
231** On another note, the REMIX sometimes tends to crash if the player proceeds to the next race after completing it.
232** The [=PS3=] version of ''Midnight Club: Los Angeles'' has a really annoying example: If you're halfway through the game, the game would constantly crash, and it even does this after races that send you back into Cruise mode.
233* ''VideoGame/MarioKart'':
234** In ''VideoGame/MarioKartDS'', the game will freeze if you attempt to spin turn on the front steps of Luigi's Mansion (hold A Button and B Button, then turn). This glitch was fixed on the Wii U Virtual Console Re-Release.
235** ''VideoGame/MarioKartWii'' also has the game freeze should you use the Bullet Bill item in battle mode, though the item can only be used there through cheats. Since this item was not programmed to be used in battle mode, the game crashes since it doesn't know what to do.
236* The [=PS3=] version of ''VideoGame/NeedForSpeedShift Need For Speed: Shift 2 Unleashed'' has a bug that sometimes the game crashes in the loading screens.
237** Also, this game has a bug that speeding in the night while driving the Mitsubishi Lancer Evolution MR VIII Speedhunters Edition, the game will crash. This bug only occurs while doing the last race of Works League Championship in Mount Panorama and the Endurance Championship and Endurance Challenge of Champions in Nürburgring Nordschleife.
238* In ''[[VideoGame/SegaSuperstars Sonic & All-Stars Racing Transformed]]'', the first-day Platform/WiiU update prevents the Boost Challenges from loading the extra boost pads or any of the checkpoints. As the goal of the Boost Challenges is to pass through a certain number of checkpoints, they become impossible to clear. The first Boost Challenge appears near the beginning of the single-player mode as a mandatory mission, so this glitch effectively stops Wii U players from accessing much of the game. However, it is possible to skip these challenges by [[MercyMode failing three or four times on Easy difficulty.]]
239** In all versions of the game, there is the occasional glitch in online races where completing the final lap, for some reason, makes you play another final lap instead of finishing the race. This almost guarantees you will lose the race. The glitch can be seen [[https://www.youtube.com/watch?v=PKZIG8peNws here]].
240* A minor, but infuriating one comes the international release of ''VideoGame/TokyoXtremeRacer 3''. The publisher, who also handled the translation, converted the in-game credits from their presumed base of yen to dollars. This was done for the {{Cap}} placed on the maximum amount the player can have, the amount earned in races... but not the amount required to challenge specific opponents. Beyond making the game extremely grindy and requiring micromanagement of your finances, it made it impossible to challenge one specific opponent, Whirlwind Fanfare, as her credit requirement is ten credits above the international release's {{Cap}}. And because every single other opponent in the game needs to be defeated before the player can face the TrueFinalBoss, this made the game impossible to clear without the use of an HEX-editing device.
241* Some versions of the ''VideoGame/WanganMidnight'' arcade cabinet have a card cloning trick that doubles as a [[GoodBadBugs Good Bag Bug]] ''and'' this trope. Performing card cloning by doing this is highly frowned upon because it ''literally'' breaks the game in the process -- specifically, the card reader, making it so no one else can use the cabinet again.
242* The PC version of ''VideoGame/{{Wipeout}} 2097/XL'' physically runs faster on faster [=PCs=], quite unique for a game made in '96 long after the demise of the turbo button. Within a few years, the game was impossible to play. A Game-Breaking ''Patch'' was released which claims to fix this and add local multiplayer, but also seems to require the game to be installed in c:/Wobble for some reason and is pretty unlikely to work even then.
243[[/folder]]
244
245[[folder:Fighting Game]]
246* A [[https://www.youtube.com/watch?v=CsowWUfMMWk glitch]] exists in the early arcade version of ''VideoGame/BlazBlueCalamityTrigger'' where, when grabbed as Rachel, if you break the throw and cast her wind drive downwards at the same time, her opponent remains completely frozen and invincible until the time runs out if a time limit is set. If her opponent is Carl, the Carl player can still move his puppet while being stuck in this state, though.
247* On the PS Vita version of ''Videogame/BlazBlueChronophantasma'', players descending through Abyss mode will randomly find their game trapped on the loading screen and unable to escape without turning off the Vita, losing any progress on that run. This can be somewhat mitigated by using the save-and-quit feature and re-entering every forty or sixty floors, but it's impossible to predict when exactly it'll freeze and give up.
248* ''VideoGame/FistOfTheNorthStarTwinBlueStarsOfJudgment'': If you Grave Install Rei's "Air Nanto Gekisei Kakubu", then the attack will gain a hitbox that hits ''infinitely'' upon connecting. It will easily softlock the game, but if used on original hardware, this move will ''overclock the arcade board itself.'' Word of mouth of its effects on the hardware tends to vary, but the best case scenario involves the machine "just" being bricked, while the worst case is that the arcade board overheats until it starts ''smoking''.
249* ''VideoGame/JojosBizarreAdventureAllStarBattle'' had a couple at launch. Some infinite combos (and really easy ones, at that) were discovered. Also, if Josuke's GHA hits just before time runs out, he heals the opponent but does not reduce his health again with his punch barrage.
250* In the console port of ''VideoGame/TheKingOfFighters XII'', performing Raiden's DM on Elisabeth will cause her to become "stuck" to him, with no method of getting her loose.
251** The first version of ''XIII'' still managed to release with a variety of crippling bugs: Hwa Jai can fly out of the arena, anyone who trades with Ralf's Neo Max using a jumping attack becomes stuck in the air, and Vice has ''two'' separate methods of locking up her opponent. These bugs, along with an infinite combo, were fixed in version 1.1.
252* ''VideoGame/MarvelVsCapcom3'' has the [[VideoGame/MegaManX Zero]] [[https://www.youtube.com/watch?v=eK3YseTHEBQ Glitch]]. If you used his DoppelgangerAttack to snap back the enemy when the enemy has an assist, the enemy will not come back in to replace the one that got kicked out. Which means that you can stall for time over...but if the time limit is set to infinity, the game will really be broken after that.
253** [[VideoGame/DevilMayCry Dante]] has the [[https://www.youtube.com/watch?feature=player_detailpage&v=uzLILbNCZDk#t=54s Quicksilver Glitch]]. His style cancels are programmed to execute no matter what - for example, if Dante gets hit on the same frame at the same moment he does a style cancel, he still executes it, even if he gets KO'd. When done with a Team Hyper Combo, Dante's style cancel pauses the Team Hyper, basically freezing time for as long as he can keep up his style cancels. This was fixed in ''[[UpdatedRerelease Ultimate Marvel vs. Capcom 3]]''.
254%% Cause? Only Spider-Man? ** Occasionally, ComicBook/SpiderMan will leap offscreen without calling in someone to replace him, leaving the opponent alone on the stage for the rest of the match. Can also count as GoodBadBugs due to how suddenly and unexpectedly this happens.
255** The first ''[[VideoGame/MarvelVsCapcomClashOfSuperHeroes Marvel Vs. Capcom]]'' has a couple involving ComicBook/{{Venom}} and the Duo Team Attack mechanic. If Venom uses one of his standard throws (the one that encases the opponent in a web) and ComicBook/SpiderMan quickly follows up with a Web Ball, the opponent remains locked into place until the Spider-Man/Venom player decides to hit them. The second glitch is much more intricate (involving Venom, Red Venom, and a specific sequence of moves), but the end result either freezes the game with a RAM Error or ''causes the machine to reset''. See both glitches [[https://www.youtube.com/watch?v=7Im5HpUD06c here]].
256* In ''VideoGame/MillionKnightsVermillion'', when Nobuko and Silvio collide with their supers at the same time, the opponent vanishes, allowing for a Time Over victory unless the timer is disabled. See the glitch [[https://www.youtube.com/watch?v=d20afKJPVjc here]].
257* ''Franchise/MortalKombat'':
258** The arcade version of ''VideoGame/MortalKombatII'' can sometimes crash when performing particular Fatalities against particular characters, like Jade and Noob Saibot, as shown [[https://www.youtube.com/watch?v=bM-9-3medKA here]]. In this case, the video is of a MAME emulation which forced the "Finish Him/Her!" even though Jade, Noob Saibot, Kintaro and Shao Kahn were not programmed to have Fatalities performed against them. The glitch occurs because the game is trying to find sprite data that simply does not exist.
259** The arcade version of ''Ultimate VideoGame/MortalKombat3'' resets itself when Scorpion uses his Pack Fatality in the subway stage.
260** ''VideoGame/MortalKombat4'':
261*** The initial version, which wasn't technically supposed to get out to the public (it has missing Fatalities, no Kombo Limiter, missing characters, no endings...) has a bug where one character can lift his opponent to the top of the screen by using a special move properly. The "lift" won't wear off until the target is hit by something else, and nothing can get up that high, so the game is effectively stuck, especially if the game timer is disabled.
262*** Revision 3.0 has a bug where performing Reptile's Acid Spit fatality on Scorpion will crash the game.
263* In ''Manga/{{Naruto}}: Rise of a Ninja'' downloading Shikamaru from Ubisoft on Xbox Live would cause your game to freeze if Naruto was hit by anything like a log or spikes. The Jiraiya/3rd Hokage download corrected this problem.
264* In ''VideoGame/PlayStationAllStarsBattleRoyale'', sometimes the cutscene preceding the rival battle (the second to last stage in the game) will fail to load, leaving the game frozen on a black screen and forcing you to reset and redo the stages hoping it won't happen again.
265* The [=PS2=] version of ''VideoGame/ShrekSuperSlam'', for some reason, can corrupt its own save data if you've made a lot of "game save" instances, forcing you to delete the corrupted data and start over. It's recommended for players to only keep the memory card in if they're going for unlockables (especially the unlockable-heavy Mega Challenge mode) or after obtaining an achievement, since the game saves after every battle regardless of mode.
266* ''VideoGame/SoulCalibur III'' has one of these; Website/GameFAQs has [[https://gamefaqs.gamespot.com/ps2/927089-soulcalibur-iii/faqs/40424 a writeup]] on it. Essentially, it's possible if you do something in a ''different'' game (but one whose save file preceded your ''Soul Calibur III'' save on the card), you may find your next Chronicles of the Sword run-through wiping out...well, if you're lucky, ''only'' your Chronicles progress. In some cases, the whole save file may get wiped. Some have reported that the card itself can die as a result. Unpleasant, to say the least.
267** In the tournament scene, the infamous G-Step glitch, which allows one to immediately block after sidestepping, turned ''Soul Calibur II'' from an excellent tournament game to nigh unplayable at high levels due to it being really hard to hit anyone. A less game-breaking version exists in every successive game, but it's still responsible for the dominance of turtling strategies.
268* The 1.04 patch for ''VideoGame/StreetFighterXTekken'' added a nasty glitch where if Rolento's projectile knife collides with another projectile, the game will crash. Tournament holders actually considered banning Rolento until the glitch was fixed.
269** Another early glitch in the [=PlayStation=] 3 version causes Mega Man, under certain conditions, to endlessly float upwards and out of reach.
270* ''Super VideoGame/StreetFighterII Turbo: Revival'' has a particularly horrible one in that, if the player reaches Akuma, the game will lock up on a glitchy image of him. And even then if the player resets, their Time Attack and Survival records are glitched beyond repair.
271* ''VideoGame/SuperSmashBros'':
272** ''VideoGame/SuperSmashBrosMelee'':
273*** One exclusive to version 1.0 of the game; Mewtwo's forward throw has it throw the enemy into the air and pelt them with tiny Shadow Balls. In a match involving Mewtwo with more than two players, it's possible to have Mewtwo use its forward throw on one player, then have another player jump into the stream of Shadow Balls and use the Z button to airdodge-catch one of them as if it were an item. Throw the Shadow Ball and the game freezes.
274*** If you grab an opponent as the Ice Climbers and then chain together a specific set of attacks with the right timing, the opponent becomes unable to move. At all. You can hit them up to 999% damage as gradually as you like, then throw them for an instant win. Or, well, anything else you like. They can't stop you. TournamentPlay calls this "wobbling"[[note]]after Wobbles, a player notorious for using it[[/note]], and though highly controversial, it's completely legal because it does take skill to initiate.
275*** A glitch was discovered to play as the main boss Master Hand, but with this glitch came some problems. The most severe of these problems being that finishing a match with him in it will crash the game, because he doesn't have a victory animation to use on the results screen, and it's [[ForegoneVictory nearly impossible for him not to win]] due to being immune to knockback and not having his usual HP meter to offset that.
276** ''VideoGame/SuperSmashBrosForNintendo3DSAndWiiU''
277*** Early in the game's life, many people who played as Peach in "For Glory" mode were horrified to discover being automatically kicked out of the match and banned from online play for [[LongerThanLifeSentence extreme amounts of time]]. This was because Peach's Vegetable attack has a random chance of pulling out an item such as a Beam Sword or Bob-Omb instead of a vegetable, and the game mistakenly detected their use as [[NoFairCheating hacking items into a mode where items are disabled]]. This was thankfully soon fixed, with the bans overturned.
278** ''VideoGame/SuperSmashBrosUltimate'':
279*** Until Version 1.0.4, if Bowser uses the Flying Slam on a Flying Man in the [[VideoGame/EarthBound1994 Magicant]] stage and falls off the bottom of the screen in the process, he will keep falling forever, since the game didn't register Bowser as [=KOed=] unless the character he's grabbing breaks free or gets [=KOed=], whichever comes first. Flying Men cannot break free or get [=KOed=] in this way, effectively preventing Bowser from participating any further in the match. Version 1.0.4 changed how Flying Slam works such that Bowser will KO himself after a short time, after which the Flying Man [[AllForNothing warps back onstage unharmed]].
280*** If Villager and Isabelle are playing a match at the same time and one of the characters fires a slingshot whose projectile is then pocketed and deflected, deflecting the shot back and forth a few times by pocketing it will cause the game to crash. This has thankfully been fixed in Version 2.0.0. However...
281*** Version 2.0.0 gives us another bug, this time even more dangerous. The conditions to activate it are also easier, as all it involves are using the characters Duck Hunt, Mii Swordfighter, or Piranha Plant in [[MultiMookMelee All-Star Smash]]. Once you quit the match, the effects start to occur, ranging from annoyances like [[LoadsAndLoadsOfLoading increased loading times]], to your save data being cleared completely. If you bought Nintendo Switch Online, then you can thankfully use a save data backup, but if you haven't... well, hopefully you have enough time to spare to unlock everything again.
282* The NES version of ''VideoGame/TeenageMutantNinjaTurtlesTournamentFighters'' normally prevents a MirrorMatch of the character Hothead (although he's still coded with an alternate color palette), but if the player makes it happen anyway, the sprites will flicker like crazy. Emulators can prevent this due to allowing options for more sprites per scan line.
283* The ''VideoGame/WWEVideoGames'' from 2K16 onwards have a potential '''''system breaking bug''''' - yes, you read that right. Even before 2K16, they have a tendency to glitch or crash, [[TheComputerIsACheatingBastard especially if you're winning.]] However, were this to happen in 2K16 onwards, it can result in your hard drive being corrupted a la the ''Soul Calibur'' example above and losing everything. Save data, games, any music or video you may have stored, everything. There's no way to recover what the game has lost; your only option is to format your system and start from scratch.
284** ''WWE 2K20'' went a step further; people attempting to play it on January 1st, 2020 (that is, ''the year in the game's title''), found that trying to start most game modes crashed the game. It was quickly found out that for whatever reason the game was suffering from a Y2K-like bug which caused a crash [[EpicFail thanks to the system date being 2020]].
285* ''VideoGame/WWFNoMercy'' on the Platform/Nintendo64 will, without any explanation or warning, delete all saved data on the cartridge. This is more than a faulty battery, it's something in the game's code that causes it. Even players on emulators (where cart batteries aren't even a factor) have experienced this bug. This glitch is present on both American and European versions (with the latter receiving a revised copy).
286[[/folder]]
287
288[[folder:MMORPG]]
289* ''VideoGame/AceOnline'' had an event in 2009 called ''Bloody Valentines''. In this, nation-aligned Elusive Scout Guards would spawn in maps defined as the main territories of ANI and BCU, and they [[RandomlyDrops had a chance to cough up]] [[HeartSymbol Broken Hearts]]. So far, so good. The mechanism they used for this spawning was that as mobs were killed in a specific map (for example, ANI's Relic map), sometimes a normal monster's death would cause an Elusive Scout to spawn (for this example, an ANI-aligned Scout would spawn). However, the [=GMs=] messed up in that they '''also''' made the monsters in Safe Maps (Relic Safe in this example cannot be invaded by BCU) capable of spawning Elusive Scouts which could not be attacked by pilots aligned to them. This eventually caused maps like Relic 1, Doleful Plains 1, and even the Desert of Ardor to be ''filled'' [[https://static.tvtropes.org/pmwiki/pub/images/motivator252941.jpg to the population limit with Elusive Scouts]], preventing newbie pilots from safely training in the Safe Maps. The [=GMs=] eventually limited their spawning to the new Episode 3 Maps and New Bark City to prevent the Safe Zones from being clogged up again. Most interestingly, ANI (of the Subagames Artemis server) [[GameBreaker made great use of the Elusive Scouts]] during the [[EscortMission Horos Mothership Defensive]] of April the 19th. As the countdown to the Mothership's appearance loomed, several pilots went on a ''great'' Elusive Scout spawning spree, culling vast numbers of neutral monsters in their territories to create Elusive Scouts - none of which despawned for the Mothership Defensive. During the great war that followed, the BCU army was beset not only by the usual formations and gatecamps of the ANI regulars and elites, they also had to contend with a ''swarm'' of Elusive Scouts jamming up their targeting reticules and pumping missiles at them - quite a significant number of BCU regulars blamed their deaths on Elusive Scout-launched missiles.
290* In April 2009, ''VideoGame/CityOfHeroes'' had an incredibly nasty bug in the then-new Mission Architect feature: the Ninjitsu powerset that players could use to create custom enemy groups had a major damage buff given when the user attacked while stealthed. It was supposed to work only for that one attack and then the stealth wore off, as usual with the Stalker archetype. It didn't quite work as intended: custom enemies got that enormous damage buff for all their powers, whether or not they're stealthed. The buff was ''self-stacking'', to boot -- instead of just doing double damage once, they did ''max-buffed damage'' until you became a greasy splatter. With everything else with Ninjutsu (longer aggro range, Invisibility, and decent defense, especially against area-of-effect attacks), they were pretty much The Way To Kill A Player. There was a screenshot floating around during this time showing an Energy Melee/Ninjitsu boss who had hit the playtester for literally [[Memes/DragonBall over 9,000]] points of damage. Even the toughest archetype in the game, the Tanker, caps at around 3000 HP. This bug was fixed as of June 2009, but it's notable for being one of the hardest-hitting bugs in the game's several-year history.
291* There's a nasty glitch in ''VideoGame/TheDivision'' which can occur after equipping a high-capacity backpack. At first the game may fail to acknowledge you even have the backpack equipped but won't allow you to equip another one, thereby cutting out a sizable amount of your inventory, but it can escalate further by locking your account out of the game.
292* The initial release of the ''[[VideoGame/EveOnline EVE Online: Trinity]]'' update contained a glitch that prevented some Windows XP systems from ''booting'' until fixed by a rescue disk. How this actually happened is definitely a "what not to do" in programming: The ''EVE'' program folder contained a file called boot.ini which contained various parameters... problem is, boot.ini is ''also'' a critically important Windows system file located in the root of the drive your OS is installed on. During the patching process, the patcher was supposed to delete boot.ini from the EVE folder to allow a new one to be written, but a typo meant the patcher looked in the root of the drive. If you had ''EVE'' installed on the same drive as Windows, you got an unbootable system. Since that incident, the file in question is named start.ini.
293** Each new release of ''EVE'' tends to include at least one bug that breaks gameplay as well. With the Crucible release, they broke the NPC police mechanics that protect players in the space controlled by some of the NPC factions.
294* ''VideoGame/FinalFantasyXIV'' rarely has game-breaking bugs and the ones that are found are usually patched out very quickly.
295** One particular bug would make the servers crash if a player fished at a specific spot, which led to players joking around by asking who went fishing again whenever the servers were having issues.
296** At the launch of ''Endwalker'', it turned out that the DemandOverload was being exacerbated by one of these, regarding a client-side issue that would frequently result in the dreaded "Error 2002" that would disconnect players waiting in queue to get in. This created a feedback loop of players getting disconnected due to the bug, trying to log back in, rejoining in the extremely massive queue, and making the bug flare up worse. And since this was client-side, it wasn't until the players themselves managed to route out the bug and report it back to Square-Enix that they were able to fix it.
297* In ''VideoGame/{{Furcadia}}'', Line 5:2000 is supposed to reset a dream. Unfortunately, it does not take custom maps into account, but "resets" it to a map that is referred to by the server, still keeping the custom map's appearance. This results in rather surreal behavior, and has been a known bug virtually since the line was introduced in 2004. Two other lines, [[AndSomeOtherStuff which won't be named here]], intended to determine whether or not an effect happens depending on whether a furre is in that square or not, also run the risk of crashing the server.
298* ''VideoGame/GlobalAgenda''[='s=] 1.3.2 patch contained a major bug in the auction house that allowed players to effectively create money from nothing. Hi-Rez responded by banning everyone who came in contact with the exploit in any form, including people who recieved duplicated cash without knowing that it was effectively counterfeit. There have been accusations that the exploiters started giving away the money to unsuspecting players when it became apparent that Hi-Rez was tracking it, [[{{Griefer}} in order to get as many people banned as possible]].
299* ''VideoGame/KingdomOfLoathing'' had the meat vortex bug, caused by an improperly coded check to ensure the meat (currency) wouldn't underflow. The meat vortex bug allowed players to gain 18.4 quintillion meat instantaneously, which wrecked the in-game economy. Fortunately, Jick proved that he ''doesn't'' [[ArtisticLicenseEconomics fail economics forever]] by cleverly fixing the problem via "meatsinks" -- the Penguin Mafia (who would show up at a specific adventure site and randomly steal large portions of an adventurer's meat), the Council's attempts to stop the Penguin Mafia (which required a massive amount of donated meat), and, after a few more sequences along the same lines, the foundation of Uncle P's Antiques (overpriced, unsellable knick-knacks designed to get the last traces of "bugmeat" out of the economy). A later meat generation bug was discovered, but it was fixed quickly enough that the exploiters just had their accounts disabled.
300* ''VideoGame/MapleStory'' has been hit with this a couple times, including a particularly nasty one wherein an attack from a certain class, Hayato, disconnected everyone else present in the map, but not the user. [[{{Griefer}} Cue griefers using the skill en masse.]]
301* ''VideoGame/Meridian59'': WordOfGod says that one of the early expansions had a new zone that required a special spell to access. However, [[Catch22Dilemma the components to cast the new spell were exclusive to the new area]]. The developers caught it and swiftly threw in a GiantSpaceFleaFromNowhere guarding enough of the components to cast the spell.
302* ''VideoGame/RuneScape''
303** There was a fairly game-breaking bug in early 2009 where the game client would immediately crash anytime it tried to display µ (alt code 0181) in either public, private, or clan chat. By disabling all forms of chat, one was able to safely type µ into the public chat and crash anyone nearby (that had Public chat enabled) without crashing themselves. Mass [[{{Griefer}} Griefing]] ensued.
304** Even worse than that is the infamous [[http://runescape.wiki/wiki/Falador_Massacre Falador Massacre]] that happened (creepily) on [[NumberOfTheBeast 6/6/06]]. It all started when one player decided to have a party at his in-game house in celebration of getting level 99 in Construction. This, of course, included a combat ring. However, the lag in the house became so severe that he had to kick everyone. The players who had been in the combat ring somehow retained the ability to attack players, so, needless to say, they went on a killing spree, looting millions (in-game) in items. What made this even worse is that the victims were not affected by the glitch, so they were completely helpless, unable to fight back. The event was later [[AscendedGlitch canonized]] as an actual in-universe event, mentioned during the 2015 "Invasion of Falador" event
305* ''VideoGame/WorldOfWarcraft''
306** The game experienced a nearly-game-breaking bug in its early days. A boss in Zul'Gurub released a disease (called Corrupted Blood) that could spread, but only to players nearby. The disease was not meant to get out of the instance the boss was in, but a clever player could infect a pet, put the pet away, travel to a major city, release the pet, and begin the MMO equivalency of the Black Plague. Luckily, it only seriously affected one server before Blizzard fixed it. The [[http://en.wikipedia.org/wiki/Corrupted_Blood_incident Corrupted Blood Incident]] was the subject of an article in the real-world scientific journal ''Epidemiology'', examining the spread of the disease through the virtual world, complete with analysis of the effects of NPC "carriers" and "terrorists" who deliberately spread it for malicious reasons. The CDC contacted Blizzard on the subject. So the spread of a fictional disease among digital characters in a game made it into a scientific journal as a possible model for the spread of real-world diseases. Blizzard later recreated this intentionally as part of the lead-in for the ''Wrath of the Lich King'' expansion, introducing a disease that could be carried by players and that would result in transformation into a zombie (who could then infect other players, as well as nearly any NPC in the game they could catch) if not cured by one of many healer [=NPCs=] added to the towns for the event. Although many players were annoyed at the disruption - on some servers, the game was nearly unplayable due to the mass infection of service [=NPCs=] - the event ran its course as planned (popular rumor claims that it ended early because of the complaints; the devs claim otherwise).
307** The same technique of a diseased pet carrier could also be used for several other, much less severe jerk moves (like releasing high level mobs on low level players) but the cake goes to the Living Bomb debuff cast by Baron Geddon in Molten Core which causes the victim to violently explode, obliterating everything in range of the blast. Needless to say, a crafty warlock quickly got his pet affected and released it in a crowded auction house...
308** For reasons only Blizzard knows, patch 3.0.8 introduced a bug which caused ''the entire continent of Northrend to crash'' whenever a faction won the Wintergrasp battleground. Since this was back in ''Wrath of the Lich King'' and Northrend was very much current content, a lot of players were inconvenienced by the frequent crashes.
309** The raid boss Lady Vashj had a terrible bug when she was first released: the very first raid to down her were met by the boss ''instantly respawning'' and wiping the raid. Naturally, this was patched almost immediately.
310[[/folder]]
311
312[[folder:Puzzle Game]]
313* ''VideoGame/{{Antichamber}}'':
314** Since the red gun can make effectively limitless amounts of cubes, and the game can only handle so many cubes at once, it's possible to crash the game while performing convenient but inefficient bypasses of simple puzzles, or from just generally screwing around. Creating a block cube is also liable to crash the game, unless it's small enough. If it's taller than your character, you are pushing it.
315** One specific puzzle near the end of the game, if solved in the manner that is most obvious, crashed the game. Specifically, [[spoiler:the puzzle requires using the duplicating properties of block squares to form a block ''cube'', which would crash the game due to its size]]. Thankfully, the puzzle is optional, is still technically doable even in the bugged version (simply [[spoiler:make a cube that only fills as much area as necessary to trigger the door, or, if you're crazy enough, try to do precision shooting at the beam emitters]]), and the bug since has been fixed.
316** In an example of breaking the game by insanity, creating a block cube over any non-static object, such as the motion-sensitive destruction ball or yourself, immediately crashes the game.
317* The NES version of ''VideoGame/{{Arkanoid}}'' has a glitch where if the player pauses the game on the same frame as a brick is being destroyed, the game will think that the brick is still there, rendering the level unbeatable even if every last brick has been broken. The only way to remedy this is to either get a GameOver or use the CheatCode that lets you skip to the next level (if possible, since the code stops working at Round 16).
318* The Game Boy version of ''VideoGame/DrMario'' can't be played past Level 28. At the start of each level, Dr. Mario appears in a small window in the upper-right corner of the screen. On the Game Boy version, when Level 28 starts, Dr. Mario simply never shows up, soft-locking the game.
319* The ''WebAnimation/HappyTreeFriends'' game ''Happy Tree Friends: False Alarm'' includes a glitch where a Happy Tree Friend will walk into the corner of something like architecture and after some time clip out of bounds, causing them to fall out of the level. The Tree Friend does not die or respawn, meaning you have to start the whole level over.
320* ''VideoGame/LogicalJourneyOfTheZoombinis'': The UpdatedRerelease has an unfortunate bug that turns the Very, Very Hard version of Mirror Machine into a LuckBasedMission.
321* ''VideoGame/PuyoPuyo'' series:
322** First-run copies of the DS version of ''[[VideoGame/PuyoPuyo15thAnniversary 15th Anniversary]]'' could only perform [[UsefulNotes/PowersOfTwoMinusOne 255]] game saves. If that doesn't sound too bad, this game uses {{autosave}}.
323** In ''Champions'', when playing on Ranked League mode, if your opponent disconnects right before the character selection screen shows up, you will find yourself in a single-player character selection, akin to an Endless mode. When you get to the match itself, you find yourself playing against [[GlitchEntity a large, pitch-black Ringo]], but without an enemy player. Since there is no enemy player, you can't win, and losing does not award any stars to the opponent. This effectively softlocks the game, forcing the player to disconnect or close the game to leave this match... and of course, since you've disconnected, you get a penalty. See this glitch in action [[https://www.youtube.com/watch?v=zpc_qHa35Kg here]].
324* ''VideoGame/TetrisTheGrandMaster 3'' has four frames (i.e. 1/15th of a second) of input lag. In a game where less than five frames can make the difference between superplay and disaster, this can be enough to break a run if you don't take it into account.
325[[/folder]]
326
327[[folder:Real Time Strategy]]
328* The ''VideoGame/AgeOfEmpires'' game for the Nintendo DS is plagued with technical issues, including one that bricks the cartridge if the name of your save file is less than four characters long. The publisher eventually started printing an insert in the box warning people of this issue.
329* There was a bug in ''VideoGame/AgeOfMythology'', where players using Poseidon's Lure god power could damage the lure and then repair it, which would cause an overflow error and give the player effectively infinite resources. This was patched later.
330* A bug in EA's {{copy protection}} for ''VideoGame/TheBattleForMiddleEarth'' can result in the game suddenly not recognizing itself as a valid install and spontaneously self-destructing all your buildings and units a few minutes into any mission or skirmish.
331* ''VideoGame/CommandAndConquer: Tiberian Sun'' has a rather useful bug (for single player) which turns really bad in ''multiplayer'' -- for your enemies. If you play as the GDI and build so-called Firestorm Walls, you can activate these via ability and they become fully indestructible to anything, even superweapon strikes, block all weapons (except your own), and also force aircraft trying to fly over them to crash into the ground. Normally they deactivate and have to be recharged after some time of use, but when selling enough powerplants while they are activated so your radar shuts down, they stay active indefinitely. You can bunker down and wait until your enemy gets annoyed and quits. There is nothing (s)he can do but try to destroy the special generator structure powering the walls with a superweapon - which is impossible since the structure has more health than any of the superweapons does damage.
332** Another much more annoying one in certain versions of the game is that the game will crash if a laser or disruptor beam is firing near the edge of the visible screen. If it's off the screen entirely, it's fine, as well as if it's in the middle, but for some reason that particular occurrence causes a crash.
333* ''VideoGame/EmpireEarth'': It's possible to get stuck halfway through the Greek campaign in the Pelopponesian War scenario. The level starts by telling you to get your citizens inside the city walls as soon as you can. The bug occurs when the beginning cinematic ends... and the game decides that since you don't have any citizens inside the walls less than a second after you were told to do so, you clearly deserve to lose.
334* ''VideoGame/{{Homeworld}} 2'' had a DynamicDifficulty system that would spawn enemy ships according to how large the player's own fleet was at the end of the previous mission. Unfortunately, it could have done with a bit more fine-tuning before release: Not only did it frequently make the game unreasonably hard by [[NotPlayingFairWithResources completely ignoring the unit cap rules the player had to follow]] while being trivially easy to exploit once players figured out how,[[note]]since there are no Veteran Units there's no significant penalty to dismantling most of your fleet right before you end the level, fooling the game into thinking you're much worse off than you are, and most missions have no time limit so you can rebuild at leisure[[/note]] but the game could potentially try to spawn in so many enemies that it suffered framerate drops and out-of-memory errors.
335* ''VideoGame/TheHorde'' for the [[Platform/ThreeDOInteractiveMultiplayer 3DO]] was infamous at the time for deleting all your save files of other games. A fixed version was released after great outcry. Even worse, [[http://users.polytech.unice.fr/~buffa/videogames/3do_faq2.4.html#section4 according to a 3DO FAQ]] it was originally deleting non-Horde save data ''on purpose''.
336* In pre-release versions of ''VideoGame/{{Myth}} II'', uninstalling the game wouldn't wipe just the game's files, it would wipe one level up in the file tree. If you didn't have the game in at least a Games/ or Program Files/ folder, this could result in the uninstaller wiping your ''entire hard drive''. Most games released since have always defaulted themselves three or four folders deep into the drive (e.g. root/Program Files/whoever the publisher is/actual game folder), possibly just to prevent lazy programming from causing such a bug ever again.
337* ''VideoGame/Pikmin2001'' involves obtaining a ship part from a high place, surrounded by bottomless pits. There's a rare chance that said ship part will bounce into the pit, never to be seen again unless you start from your last save (or if it happens to reappear somewhere else, but this is very rare). This ship part is required to escape the planet, so yeah, you're unable to progress without it.
338* ''VideoGame/TotalWar'':
339** ''VideoGame/ShogunTotalWar'': The unpatched version of the expansion causes the rebels that are supposed to be a buffer between the factions in the early game to act like a real faction in their own right in the original campaign. Since most of the map starts in rebel hands with fairly large armies, they will totally sweep the board and annihilate all the real factions in a few turns.
340** ''VideoGame/RomeTotalWar'': In certain instances, the human "handlers" of a unit of War Dogs may all be killed or routed, but the dogs will continue to fight on. When told to attack the dogs, your units will be unable to target the dogs themselves. This can lead to a handful of dogs shredding lines upon lines of your units while you're completely unable to do anything other than try to run from them. More than a few players have edited the game's text files to remove War Dogs from unit rosters in frustration.
341** ''VideoGame/TotalWarWarhammer'' has an unfortunate issue with its campaign mode, in single player or otherwise. There is a scripted event that is supposed to simply announce that the [[TheHorde Chaos Warriors]] have appeared, and that the End Times have now begun. What is supposed to happen is your Adviser freaks out, you dismiss the message and continue your turn. What can happen is that the in-game camera zooms to [[{{Mordor}} the Wastes]], the player cannot move their armies and the end turn button is greyed out. The player cannot advance to the next turn, which prevents the campaign from ever progressing. This is particularly nasty as the player can run into this bug after anywhere from 55 to 110 turns (1 to 3-ish hours) and have the entire save file broken.
342* ''VideoGame/DawnOfWar'': An insidious bug in the ''Soulstorm'' expansion let players queue an upgrade and cancel it to receive their investment back. Which would be a good thing... if the upgrade's price didn't increase in the meantime, thus resulting in infinite resources in ''multiplayer''. [[GoodBadBugs Hilarity usually ensued]]. The first problem with this bug was that it took Relic over ''half a year'' to patch. The second problem was once they patched it, they replaced it with an even worse bug -- the Sisters of Battle armour upgrade applies itself to all their units rather than just their infantry (and applies itself to their infantry twice). At least you had to ''choose'' to use the infinite resource bug.
343** There's another bug that you can use to screw over the AI in single player while playing Orks, in which saving and reloading causes the game to forget how many troops you actually have and start thinking your whole 100-Ork-resource army has only 24 Orks in it, allowing you to build another 76 troops... except that due to the way the ork army works, you're limited to weaker troops for a while until Waaagh! resource builds up. [[GoodBadBugs Which is mighty fine]], since one of the most popular Ork tactics is a [[ZergRush green horde of low-level Orks]], making this stunningly appropriate.
344** There's also another bug that allows ''spectators'' to activate a Dark Eldar player's [[UselessUsefulSpell Soul Powers]]. While this is more annoying than fatal, it's still a ridiculous oversight that led to severe annoyance on the part of DE players.
345* In ''VideoGame/WarlordsBattlecry'', if you are creating a hero in skirmish mode after you choose a race. In chapter 1 of the hero creation, you have to name your hero. It makes the game crash when you are naming a hero in newer computers.
346* Similar to ''VideoGame/XCOMTerrorFromTheDeep'', ''VideoGame/UFOAftershock'' has a particularly nasty bug that prevents one of the research topics from appearing, making the game {{Unwinnable}}. It was never patched - instead, you had to e-mail your save to the company to fix it. The company went bankrupt. Now the only way of fixing this is finding the forum post that describes editing your save with a hex editor to trigger the appropriate flag.
347** ''Aftershock'' can also uninstall anything that runs in the background.
348[[/folder]]
349
350[[folder:Rhythm Game]]
351* ''VideoGame/{{Arcaea}}''[='=]s hit sounds on Android are so late that they're basically useless, due to a quirk with the way Android processes sound. This is why the Android version of the game leaves hit sounds off by default (whereas the iOS version has them on by default) and why many other rhythm games on Android substitute hit sounds with vibration, but you're free to switch them on if you really want to.
352* ''VideoGame/{{beatmania}}'':
353** The arcade version of ''beatmania IIDX 9th Style'' was the first to run on Windows XP-based PC hardware rather than their legacy "Twinkle" hardware (derived from the original Platform/PlayStation, similarly to Konami's ubiquitous "System 573" hardware). It was noticeably buggy: playing "Quasar" will sometimes cause the game to freeze, forcing a reboot. Additionally, "General Relativity" had a glitch causing it to use the timing windows of the last-played song. If it were played as the first song after the machine had booted, it triggers a hilarious bug in which [[https://www.youtube.com/watch?v=xpUX-Dq7K78 you cannot get any note judgments other than POOR]], making the song {{unwinnable}}. Later versions (which also changed the OS from Windows XP Professional to Windows XP Embedded; nowadays the game runs on Windows 7-based hardware) had fewer of these glitches...except for one:
354** The song "SOFT LANDING ON THE BODY" has a section where the scroll BPM of the song inexplicably doubles. This is due to a glitch that arose as a result of the song changing time signatures, and was never fixed.
355** The song "GAMBOL" has a history of having completely broken timing windows. On 12th Style (Happy Sky), this was partly fixed by putting a fixed chart on the Normal difficulty and keeping the broken version as an AscendedGlitch on Hyper. The console version of 11th Style, adds an Another "chart" with timing windows that are even more broken, and the console version of DJ Troopers (15) introduces an EasterEgg CheatCode (press Select while highlighting songs with titles beginning with G, J, and H in that order, or G, J, and A) that allows the aforementioned timing windows to be used on any song.
356** ''beatmania IIDX 10th Style''[='=]s Single Play [[KyuAndDanRanks 8th Dan]] course is supposed to use the Hyper charts for all four stages, but uses the Another charts instead, resulting in [[NonIndicativeDifficulty a course that is way harder than an 8th Dan course has any right to be]].
357** ''Heroic Verse'' (27) introduced a major redesign of the game's arcade hardware known as the "Lightning model", which runs Windows 10-based hardware with a high frame rate display, and replaces much of the cabinet's equalizer sliders and effects buttons with a lower touchscreen. Much like ''9th Style'', however, this new hardware has become prone to some odd issues, including notes drifting out of sync, and the song "The Dirty of Loudness" causing machines to crash.
358* When ''VideoGame/{{Cytus}}'' was released on Android, it had serious timing issues on some devices, making charts feel [[FakeDifficulty nonsensical and unfun to play]]. Version 4.0.4 thankfully adds a calibration option.
359* ''VideoGame/DanceDanceRevolution''
360** One of the 6-panel charts for "Cutie Chaser" on ''4th Mix'' (for Solo cabinets) has an opening jump [[https://www.youtube.com/watch?v=xOBkTMwx3f8 before]] the chart officially begins, behaving in such a way as to make it impossible to get a Perfect judgment (and thus a Perfect full combo) on it.
361** Prior to ''DDR X'' (which shifted to a Windows XP-based engine that fixed this), the game's engine couldn't handle triplets and rounded them to 64th notes -- which causes timing issues on songs containing 24th notes (such as "bag", which gained an AscendedGlitch chart on Challenge difficulty for ''X2'' that emulates the prior behavior), and to a lesser extent, 12th notes.
362* The home version of ''VideoGame/DanceDanceRevolution'' Extreme fails to add the "Dance Mode" controls to the options screen. Thus, the corner squares on a dance mat will also trigger arrow presses as if you're playing on a handheld controller, making it essentially impossible to play the game as intended (certainly impossible to play it well).
363* ''VideoGame/{{DJMAX}} Portable Black Square'' and ''Clazziquai Edition'' have background music with a bad habit of skipping and desynchronizing every now and then. In a RhythmGame, this is a big problem, as it can make the song more difficult to play. Although some have fixed this problem by using the "Data Install" feature (which installs some of the game's data onto the memory stick to reduce load issues regarding the UMD). On the other hand, playing the game via an ISO on a memory stick circumvents skipping--an unintentional punishment for those who play ''DJMAX'' games the legitimate way.
364* ''[[VideoGame/GuitarHero Guitar Hero 5]]'' has the Expert/Plus bug that affects double-bass sections on songs with Expert+. Specifically, every other kick of a double-bass run in Expert+ will be a "null" kick in Expert. This is most noticeable on "[[ThatOneBoss Done with Everything, Die for Nothing]]", the song with the fastest double-bass run on the disc. Neversoft also fails to see what the problem is, since they can clear the chart with 92% notes hit.
365* Hardware edition: the kick pedal that came with the first ''VideoGame/RockBand'''s drum set is prone to breakage. The drum kits for later iterations have metal plates attached to reinforce them. Also, the initial drum kits that came with ''Rock Band'' have a tendency to randomly stop working; the batteries for the drum pad are prone to slipping out of place due to the casing being too loose. At first, the only way to fix it was to fold up a paper towel and stuff it in along with the batteries until it was tight enough.
366* ''VideoGame/RockRevolution'' has an issue with "broken notes": on most charts, there's at least one note that, for some reason, appears to be impossible to hit no matter how good your timing is. The problem with these notes was eventually determined to be that by mistake, a second, separate note was added almost right on top of these notes (making it impossible to see due to how they overlap). In order to hit them, you have to strum twice in a very tight timing window, which in some cases is almost impossible. [[https://www.youtube.com/watch?v=UKt-8P3iZJ0 This video]] focuses on the worst of the lot, a cover of "I'm Broken" by Music/{{Pantera}} (which, funny enough, has an accidentally very appropriate name), which features three such notes in its guitar solo, and as a result it wasn't until 2020 that someone was able to get a Full Combo on it despite its chart being relatively easy.
367* One happened during the 4th Konami Arcade Championship in 2015 that prevented ''VideoGame/SoundVoltex'' finalists from playing the intended FinalBoss song "Everlasting Message". Instead, they were given a [[AntiClimaxBoss filler round]] of "For [=UltraPlayers=]" (the final round song of the previous KAC) and had to come back a month later for another shot at "Everlasting Message".
368[[/folder]]
369
370[[folder:Shoot Em Ups]]
371* In the Japanese version of ''VideoGame/AirFortress'', some of the teleport tubes in the last level of the second loop are very glitchy and can sometimes deposit you inside of walls or on a perpetually scrolling screen, making you permanently stuck and forced to reset. The international versions fix this.
372* In ''[[VideoGame/DonPachi DoDonPachi]] Resurrection''[='=]s Windows port, the Arrange A mode has ''no slowdown at all'' -- slowdown being a staple of Creator/{{CAVE}} games in order to make their [[BulletHell bullet-dense]] games managable for most players -- unlike in the Xbox 360 version, making the game way harder than it is supposed to be.
373* The online game [[http://www.arcadebomb.com/play/galaxy_siege.html Galaxy Siege]] is prone to inconvenient errors that crash the game, such as glitching while assigning equipment.
374* ''VideoGame/RogueSquadron'' has a special passcode that replaces the model of one of the selectable fighters with a flying car. While harmless at first, just don't pause while flying it, otherwise the game will zoom into the car, attempt to load the car's cockpit model which doesn't exist, and then subsequently freeze. What's even worse is that published cheat guides actually warn you of this bug.
375* The Platform/Commodore64 port of ''VideoGame/RType'' has a bug that makes the first boss [[UnintentionallyUnwinnable unbeatable]].
376* ''VideoGame/SigmaStarSaga'' has the Forgotten Planet bug. Normally, when you are pulled into a battle, you must shoot down a certain number of enemies to win and continue the main story, and the stage will loop until you do. But killing a "tombstone" enemy occasionally bypasses the "end battle" trigger, meaning the stage will endlessly loop but no new enemies will spawn, making it {{Unwinnable}}. The "endless loop" bug is also present in the Forgotten Planet's boss level. Word of advice: don't level up during it.
377* Early versions of ''VideoGame/SolCresta'' were reported to have softlocks which crash the game during play. Creator/PlatinumGames has patched it several times by then.
378* ''VideoGame/StarFox64'' has a very rare heartbreaker; after beating Star Wolf on Hard Venom (the last level of the game), Fox decides to go it alone. The CPU will control Fox's ship to the tunnel that leads to Andross. Problem is, if you're at ''exactly'' the wrong distance or angle away from the tunnel, the ship will just keep calmly circling around the tunnel and never get any closer. Video [[https://www.youtube.com/watch?v=r0o3h6Moi0k here.]] Round and round we go!
379* ''Star Wars Episode 1: Battle for Naboo'' has a particularly nasty bug associated with one of the passcodes. Said passcode is only supposed to unlock all of the levels up to the second to last bonus one. However, if you're playing in a file with every mission unlocked normally with this code active, it'll actually let you scroll past the last one to discover leftover levels with placeholder text for mission briefings. Just don't go any further than the fourth one or your game loses its shit on the level descriptions and crashes.
380* The Platform/NintendoSwitch port of ''VideoGame/TerraFlame'' had a bug where the player's [[AttackDrone Roll Units]] may disappear when losing one point of shielding, even though the player was not killed, which is supposed to be the only way to lose the Roll Units. If this happens, the player's ship becomes severely handicapped. You cannot perform {{Charged Attack}}s and the shots that would come out of the Roll Units are absent; with your DPS shot to hell as a result, good luck trying to beat bosses before their timers run out. Perhaps worst of all, the game does not properly unset the "player has Roll Units" flag: The Charge meter is still presesnt despite your inability to charge up your weapon and the game continues to prevent Roll items from appearing (which is only supposed to happen when you do have Roll Units on your ship). The only way to get out of this state is to die and respawn, assuming you have lives to spare. After this bug was brought to the developer's attention, it was fixed.
381* Sometimes when playing ''[[VideoGame/ThunderForce Thunder Force VI]]'', enemy bullets will either be pixelated or just plain vanish. For example, when fighting the ORN Emperor's final form, his fireball-like attacks will suddenly become invisible.
382* ''Franchise/TouhouProject'':
383** Many of the games feature a control bug which causes the player's character to constantly move either left or right -- pressing the directional key at fault has no effect on the problem. If you get stuck veering right, you can at least move left in opposition. If you get stuck moving left though, you're glued to the wall for the rest of the game. The only fix is to close and re-open the game client entirely, so if this happens to you, it's GG.
384** In the first game, ''VideoGame/TouhouReiidenHighlyResponsiveToPrayers'', there's a crash that can happen if the player defeats a boss while diagonal lasers are still up... [[https://rec98.nmlgc.net/blog/2022-05-31 under very specific circumstances that most PC-98 emulators ignore]]:
385--> So what happens if the function tries to unblit the topmost byte of VRAM, covering the pixel positions from (0, 0) to (7, 0) inclusive? The VRAM offset of 0x0000 is decremented to 0xFFFF to cover the one byte to the left, 4 bytes are written to this address, the CPU's internal offset overflows… and as it turns out, that is illegal even in Real Mode as of the 80286, and will raise a General Protection Fault. Which is… ignored by [=DOSBox-X, every Neko Project II version in common use, the CSCP emulators, SL9821, and T98-Next. Only Anex86=] accurately emulates the behavior of real hardware here.
386** ''VideoGame/TouhouGensokyoLotusLandStory'' has two. the first one is guaranteed to happen but only under specific circumstances - if playing on Easy and the rank is low enough, the game will end up diving by zero during Kurumi fight. The other one involves Marisa, where destroying the bits (that resemble the Orreries) on specific frames [[https://rec98.nmlgc.net/blog/2022-04-18 causes another division error and crashes the game]].
387** The Prismriver sisters' glitch in ''VideoGame/TouhouYouyoumuPerfectCherryBlossom''. This glitch was unexplained until 2022; [[https://nylilsa.github.io/#/bugs/th07/0 precisely timed clears with Sakuya]] lead to stack overflow that causes Merlin (the white-haired trumpet player) [[https://www.youtube.com/watch?v=CU2Z6VobIvc&feature=related to fail to transition properly into the final spellcard]] and continue to attack the player -- causing her to lose lives even ''after'' the battle has ended Amusingly, {{fanon}} gleefully turned Merlin into a nutcase after discovering the bug, and in doing so made "Merupo" the most recognizable of the sisters.
388** Also the One-Billion-Bug from ''VideoGame/TouhouSeirensenUndefinedFantasticObject'', that would crash the game if you reach one billion points. Thankfully, ZUN released a patch for it.
389** Scene 12-6 in ''VideoGame/DoubleSpoilerTouhouBunkachou'' has a tendency to glitch and kill the player for absolutely no reason whatsoever. This isn't HitboxDissonance, this is the player just randomly getting killed by thin air. This can even affect successful clear replays. And this one has not been patched. [[https://www.youtube.com/watch?v=JY-LbqHSzZ0 Seen here.]]
390** The Extra Stage in ''VideoGame/TouhouShinreibyouTenDesires'' had a glitch where the game would crash at the end of the survival spell card unless the player used a bomb in the last few seconds. If they had the misfortune of having no bombs at the time, they would have to purposely die to obtain more, meaning they were screwed if they had no extra lives either. This was quickly patched.
391* ''Zynaps'' is unfinishable on the Platform/AmstradCPC because faulty collision detection makes a gap in the last stage too narrow to clear.
392[[/folder]]
393
394[[folder:Simulation Game]]
395* ''VideoGame/AnimalCrossing:''
396** ''VideoGame/AnimalCrossing2001:''
397*** [[LuckBasedMission Completely at random]], a single bit in town could be corrupted, and any empty tile on the map could spawn a paper airplane, a DummiedOut item. Trying to pick it up and throw it will crash the game due to a throwing animation not existing, but that's the least of the paper airplane's problems. No, the real issue is that, if left alone, it has a tendency to multiply itself onto surrounding tiles ad infinitum, eventually completely overwhelming and crashing the game like a paper GreyGoo scourge. If you spot one, drop an item on it to destroy it as soon as possible. [[https://youtu.be/R7WGwVzlMBk A detailed explanation of exactly what's going on can be viewed here]].
398*** Due to the faulty checksum in the game's [[PasswordSave password system]], it's a relatively trivial matter to get glitch items that will semi-permanently corrupt a slot in your inventory. While possible to clear up[[note]]On Halloween only, a villager may turn one of the corrupted items into candy[[/note]], it's very difficult to do so. [[https://youtu.be/DBRw7xfUCrg Demonstration here]].
399** ''VideoGame/AnimalCrossingWildWorld'':
400*** There's a glitch that makes the game freeze upon visiting an animal's birthday party, forcing a reset and an earful from Resetti. While this particular glitch may not show up for years, once it starts happening it's impossible to STOP it happening, meaning that you can never visit one of these parties again.
401*** Through hacking, one can obtain broken items that, if dropped, can never be picked back up, can create buildings, change the terrain, or ''freeze the game''. And because the title screen shows in-game footage of your town, the game-freezing item will be loaded into memory before you can do anything, meaning you can't even delete your save, and will have to buy a new copy of the game if someone uses the item on your town. Needless to say, [[{{Griefer}} certain people]] took great pride in deliberately sabotaging peoples' games through the Internet. Although only people on your friend list could enter your town via friend codes (the games don't allow towns to be visited by anyone not on your list), you had no way of telling if someone was nice or a griefer until it's either too late or you watched them like a hawk.
402* ''[[VideoGame/BlackAndWhite Black And White 2]]'' was impossible to even ''start'' playing if you didn't have a mouse that had a scroll wheel, ''and'' was made by either Microsoft or Logitech. The initial release of the game wouldn't let you skip the tutorial, which at one point requires you to use your mouse's scroll wheel to zoom in or out to continue. That's right -- ''they didn't test the game on any laptops or [=PCs=] with older/cheaper mice.'' Moreover, the box gives you no indication that you need a scroll-wheel mouse in the "System Requirements" section. They finally "fixed" it in the first patch by letting you skip the tutorial...but it penalizes you for doing so, which caused people to wonder just whether the developers were in cahoots with Microsoft and/or Logitech to sell more of their mice.
403* ''VideoGame/CozyGrove'' is a PlayEveryDay game, and thus when you have finished one set of quests, the next set will not pop until the next real-time day. People who are keen to get on with the game sometimes fiddle with their system clocks to get round this. The loading screen contains a message saying that fiddling with your system clock can corrupt your save file.
404* The original ''VideoGame/{{Creatures}}'' has "Sudden Import Death Syndrome", which is exactly what it sounds like: occasionally, for no apparent reason, a creature will simply die on import.
405** ''Creatures 2'', perhaps due to its rushed release, is full of bugs both minor and game-crashing. "One Hour Stupidity Syndrome", caused by a problem with the original genome (the simulation itself is working ''exactly as it's supposed to''), is especially infamous for making afflicted Norns essentially unable to survive after a while as they'll refuse to eat or sleep.
406* ''VideoGame/CultOfTheLamb'':
407** [[PortingDisaster Especially]] on the Platform/NintendoSwitch version but potentially on any, the Enrichment Ritual -- in which all of your followers donate coins to you, with a higher amount depending on their loyalty level -- will eventually become unusable if you have enough extremely high level followers, because the game generates ''every single coin'' donated as an object in the animation. It may crash the game before the animation can even ''start''.
408** In general, the Nintendo Switch version is horribly prone to memory leaks. Going on very extended crusades in the postgame may crash the game to the home menu seemingly out of nowhere.
409* In a series known for glitches and bugs of various levels of usefulness and/or annoyance, the original European version of ''VideoGame/HarvestMoonBackToNature'' takes the cake: Once your character gets married, and your bride asks you what she should call you from now on, every choice results in the game simply blacking out. You can reload and replay from that point, but getting further is impossible.
410** A lesser, but similar glitch (since fixed) occurs in ''[[VideoGame/HarvestMoonDS DS]]'', where errors in the way the game keeps certain stats and missing unbuyable items made it impossible to unlock the Harvest Goddess or Witch Princess as eligible brides. The game may also randomly freeze and the save file randomly corrupt. The fixed version still suffers from the occasional, but rare, freezing.
411** In ''VideoGame/HarvestMoonTreeOfTranquility'', the player cannot marry Calvin due to a glitch (fixed in newer copies of the game) that freezes the game for the five-heart event, which the player must complete before marrying him. The company recommends "not getting his heart level too high" if you want to go into the mine (as that's where his event takes place). If you are a male or already married, there is no longer a problem.
412** The Japanese version of ''[[VideoGame/HarvestMoonAnimalParade Animal Parade]]'' had a rather nasty glitch where recieving a present from someone over the [=WiiConnect=] service could ''completely remove all festivals from the calendar,'' making it so you could never go to one of them again. The English version outright doesn't have the [=WiiConnect=] feature enabled, to stop the bug.
413*** ''[[VideoGame/HarvestMoonAnimalParade Animal Parade]]'' has another nasty one in the "Missing Children" glitch, where your children disappear completely except for certain events, with "None area name" showing up as their location if you track them. For several years it vexed players and was considered one of the most brutal glitches in the series, but players happened to stumble on a relatively simple solution: It happens to players who fiddle with the in-game music options, and turning the volume back up returns the children, making the whole glitch a sort of {{Defanged Horror|s}}.
414* ''VideoGame/TheHunterCallOfTheWild'' is littered with game-breaking bugs, such as crashes, glitches breaking mission progress, and even a really nasty bug that can ''wipe your save'', in a slow paced game where many people have played dozens or even hundreds of hours.
415* ''VideoGame/Interstate76'', which was made by the same design team as ''Mechwarrior 2'' and used the same engine, suffered from a number of related glitches. One particularly bad one was the helicopter, which the game engine wasn't very good at coping with. It was possible to attain the helicopter via cheat code, but if you actually tried to ''use'' it there was a high chance of it instantly exploding after the mission's opening cutscene ended and causing you to have to try again.
416* ''VideoGame/KerbalSpaceProgram'', mostly because it's still in development. This can lead to [[http://youtu.be/Kkeb5-u3-lY?t=2m35s losing the entire solar system]] trying to land on Jool or [[http://youtu.be/NLscXyIP4c8?t=1m52s destroying a planet]] when you crash a stack of incredibly tough struts into the ground.
417* In the original ''VideoGame/LifeAndDeath'' (or at least the [[Platform/AppleII Apple IIGS]] port thereof), if the player drags the drape off of the screen, the game will crash. This can happen within a minute of starting the game.
418* ''Videogame/MechWarrior 2'' was never exactly bug free, but some of the worst bugs make entire lines of weapons useless.
419** If a laser weapon's projectile is still in the air when it shoots another one, the second won't register hits. This makes all pulse lasers worthless, as the very thing that on paper makes them more powerful is that the light ones fired very fast, and the heavy ones fire two bolts in rapid succession. As it turns out, this isn't a bug, but ''deliberate''. The pulse laser in the [[Tabletopgame/BattleTech board game]] has an accuracy bonus, but only a mild damage bonus. The game was therefore coded to only recognize one hit from any given 'burst' of laser fire from any particular laser. If a single beam in the laser burst strikes a target, any consecutive hits from that burst will have their damage nullified. This is meant to emulate the accuracy bonus of the board game and offset ATeamFiring to a degree. The ''real'' problem is that they applied this to ''all'' weapons that are not some kind of missile, causing many of the other bugs below...
420** Heavy autocannons have -- as with heavy pulse lasers -- the defining trait of shooting two bullets in rapid succession, the second of which might as well not exist, effectively halving their damage.
421** [=PPC=]s has a serious bug too -- there can only be so many of their [[PainfullySlowProjectile Painfully Slow Bolts]] in the air at any one time, so a Mech mounting several of them will often find itself firing nothing after the first shots -- the sound will play and heat will increase, but the bolt simply will not appear. This makes it useless to build [=PPC=] boats, which are otherwise some of the most damage-effective (albeit heat-intensive) configurations.
422** The game often forgets what to do with the Gauss rifle's collision detection for its projectile and visibly sends it sailing right through an enemy's center of mass and off into eternity without causing any damage, but wasting one of your severely limited Gauss slugs. This is especially bad at shorter ranges, where a lot of the fighting tends to naturally occur.
423* ''[[Videogame/MechWarrior MechWarrior Living Legends]]'', being a GameMod on the often unstable [[Videogame/{{Crysis}} CryEngine]], had numerous gamebreaking bugs, though all but the desynchronization issues were fixed before the [[ScrewedByTheLawyers final update]].
424** The Huitzilopotchli tank and Novacat heavy battlemechs could cause servers to spontaneously crash when spawned due to animation issues with their treads and legs, respectively. A [[ObviousRulePatch horrible looking stopgap measure]] was in the works to replace the Novacat's legs with the much more bulky Thanatos legs, though luckily the animator figured out the issue with the legs.
425** [[StickyBomb C8 grenades]] could occasionally cause players entire ''operating system'' to lock up when it was thrown onto a tank, and sometimes it would wipe out every player on the server. [[ObviousRulePatch The fix was to disable its stickiness against tanks]].
426** Being crushed by debris could cause players to inflict ''millions'' of points of friendly fire score penalties upon themselves and their team, leading to situations where the Inner Sphere team has 3000 points... and Clan team has -16,350,093. The affected player would be unable to rank up in that mission.
427** KneeCapping a [[JetPack jumpjet-equipped]] battlemech could cause them to desynchronize from the server, appearing in completely different places to different players, resulting in odd situations like being whacked by a legged mech's Gauss Rifle apparently fired ''through'' a mountain. Several servers had rules against legging, though for an entirely [[HonorBeforeReason different reason]].
428* ''VideoGame/MicrosoftFlightSimulator X'' will crash to desktop anytime the user right-clicks more than a few times if they are using Windows 7. This is made even worse by the fact that Microsoft markets the game as "Games for Windows"-their line of software explicitly said to be compatible with Windows. The only fix is replacing a hidden file with an older version. This is fixed in the {{Platform/Steam}} version of the game.
429* ''Videogame/MyLittlePonyGameloft'' has recent versions with bugs that can force the app to crash while connected to the internet if it is in an area that requires a lot of graphic power to render (mostly Ponyville), wiping several minutes worth of progress.
430* The 1.2.2 patch gave the Switch version of ''VideoGame/PaleoPines'' a tendency to crash during loading screens due to running out of memory, which could reportedly progress to the point where you couldn't leave the ranch. This was fixed in the following patch.
431* If you play ''[[VideoGame/RollerCoasterTycoon Roller Coaster Tycoon 3]]'' (a game already filled with problems thanks to a poorly optimized game engine) on a multi-core PC, the frame rate can drop significantly during in-game nighttime. Depending on how much you've already built, it can become basically unplayable. This is especially aggravating with parks that open and/or close late.
432* ''VideoGame/TheSims2'' and its expansions tend to be buggy. Most of them aren't game-breakers, but then you get the things like object-corrupting RC cars, self-deleting portals whenever a player character juggles something, and repeatedly spawning [=NPCs=]. To EA's credit, they ''did'' fix that latter one quickly, but the modders got to it first. MATY & Simbology > [=EAxis=]. Also, there are multitudes of reasons not to abuse the game's cheat codes.
433** There also a black hole glitch in the Double Deluxe edition (at least). For some reason if you save after building a house, it and the land it was on will suddenly disappear. The lot is effectively gone, and there's really nothing you can do to recover the lot shy of resetting the map somehow.
434** There are many game-breaking glitches, actually, ones that can render entire neighborhoods unplayable. It's sometimes said that it's impossible to keep a neighborhood from becoming corrupted, no matter how many precautions one takes.
435** One particularly infamous glitch is born alongside the Ottomas twins. The premade Sim Samantha Ottomas comes pregnant, but her twins might not (in fact probably ''won't'') recognise the right person as their father. If this happens, they can recognise anyone as their dad - female Sims, the Grim Reaper, and ''pets'' are all options. This causes extreme corruption and also makes them look incredibly ugly. It was eventually patched, but any version of Samantha placed in a neighbourhood prior to the update carries the bug, and you have to use modded tools to abort the pregnancy before the twins can be born and kill the neighbourhood.
436* ''VideoGame/TheSims3'' suffers from a wide variety of disastrous bugs. The cumulative corrupting and memory-sucking effects of a number can force a player to play an entirely new neighbourhood. Compounded with all the minor (and in rare cases major) bugs [[SerialEscalation introduced by new expansion packs]], playing has become more of a hassle than it's worth to some fans of the series. Many official developer patches and fixes by modders have been released to solve these problems, but not all of them have been corrected. A comprehensive list of bugs in The Sims 3 can be found [[http://sims3.crinrict.com/en/category/bugs here]].
437** Lag and memory issues can reach a point where the entire town is stuck standing outside restaurants, peeing themselves and starving to death.
438** Routing issues are the biggest trouble-makers. Dealing with the routing of a few sims isn't too bad, but considering the game is calculating the routes of the entire town, it can be and is a real drain on resources.
439** Toddlers, other sims interacting with toddlers, and tourists (introduced by World Adventures) have especially terrible routing, often going into another room or outside to start or continue an interaction when there's more than enough space in the first room.
440** Though the school buildings have multiple doors, sims will only head through the middle one. Cue children and those in the education career getting stuck, missing work, dropping their actions, and having their performance go down.
441** Certain parts of many of EA's worlds, particularly the ones introduced in World Adventures, have unroutable terrain. Any sims that get in while collecting rocks and bugs will be stuck, and the game will attempt to recalculate their routes individually. As many of these spots are outside lots, you'll have to either resort to using the resetsim cheat (which can corrupt sims and objects they're interacting with) or evict that sim from their current house and move them back in. The maps were never fixed officially, but a modder has created [[http://www.modthesims.info/browse.php?f=414&u=1515002&gs=0 fixed ones]].
442** Reposims will repossess anything, including objects that a sim is currently using. The sim will often be left inaccessible and must be reset.
443** The Ambitions expansion pack and its patch leave most excavation sites in World Adventures inaccessible.
444** The love letters and presents introduced by the 1.42 patch and the wedding gifts introduced in the Generations expansion pack can make mailboxes unusable, if sent by a sim no longer in the town. Good luck paying your bills, and say hello to the reposim.
445** You can't really play if your entire user interface is gone. This is caused by save file corruption, which can be caused by ''countless'' things.
446*** The UI is modified in non-English versions of the game to accommodate more text. Sometimes the localization breaks the code and leads to certain interfaces simply not showing up.
447** Occasionally, sims' outfit information becomes corrupted, leading to invisible, unclickable, underground sims. This is exacerbated by the Late Night expansion pack and its patch. Compared to the other bugs in the game, this one is easy to fix--just edit their wardrobe. However, this requires the target sim's household to be active, resulting in the previous households' sims dropping wishes. Even disregarding that, switching household is a hassle that requires many clicks, unless you have a mod that lets you modify inactives' wardrobes. The wardrobes of sims who aren't residents of your town can only be fixed with mods.
448** Sometimes, when a sim visits a lot, they leave their vehicle on the road and are given a copy in their inventory. In a short amount of time the neighborhood will be overrun by abandoned cars, sucking up resources and causing lag. This isn't preventable, and all the vehicles must be deleted one at a time through having testingcheats enabled (or, if you have the Ambitions pack, by detonating them for scrap metal) after the fact. Thankfully there's also [[http://nraas.wikispaces.com/Overwatch a mod]] that periodically cleans up your town.
449** Adult sims taken to jail can go missing, but baby and toddler sims are the ones that are most susceptible to disappearing.
450*** The most common cause of baby disappearance is AccidentalKidnapping by a baby-sitter.
451*** The babies and toddlers of inactive households often disappear on their own. The most common way that this happens is right after birth with babies. However, the baby still shows up as alive in the family tree.
452*** If you have the World Adventures expansion pack, you can travel and [[ParentalNeglect leave your baby behind]]. There's no guarantee they'll be there when you come back. (Though honestly, that's what would probably happen in real life...)
453** The "toddler mood drop glitch" is very frustrating to players. It affects all neighborhood toddlers at once (toddlers not controlled by the active household) and makes them extremely lonely, crying in an infinite loop, despite their parents being there to comfort them.
454** The school bus glitch is also frustrating for players. A glitch school bus will appear after school, and instead of taking Sims home, will dump them onto a specific lot, stranding them there for hours until you force them to go home.
455** The traveling system in World Adventures is bugged for some players. Sims traveling to another country may not actually arrive, leaving the player with no active household to control and stuck in that neighborhood unless they reload an earlier save. Visiting sims that return home are often corrupted and have new family ties and surnames from the vacation country.
456*** When a Sim moves into a new home, the game saves a copy of that Sim in a sort of clipboard. Once the Sim is moved in, the game often fails to clear that clipboard. Homeless Sims (Sims that don't live in the town but do various jobs around the town) are often created from that clipboard, making lookalikes. This isn't a game-breaker by itself, but when copies are made of sims returning from vacation, they have the original family ties and surnames of that (now foreign) returning sim. This effectively ruins household structures and relationships.
457*** ''Ambitions'' makes this very frustrating. Install the game and soon you'll start seeing copies of your Sims re-used as staff in places such as the consignment store.
458*** Simply travelling can actually corrupt your save, leading to issues like a missing user interface and invisible, underground sims.
459** Late Night and its patch break the game's moodlets, or buffs and debuffs system. Sims are given an invisible, semi-permanent negative mood impact after completing a certain action (such as sleeping) or a certain number of certain actions (twenty social interactions). This applies to all sims, even [=NPCs=], and eventually causes the entire town to be cranky, depressed, and refusing to do things like homework and cleaning. A modder created [[http://www.modthesims.info/download.php?t=432449 a hot-fix]] which recalculates the proper mood impact of a sim's moodlets every time it gets a moodlet.
460** Most of the careers in the game involve a sim reporting to work and disappearing into non-customizable setpiece buildings, termed "rabbitholes". The Late Night and Ambitions expansion packs introduce task-based careers taking place outside rabbitholes, and they're all broken in one way or another.
461*** Gig opportunities for bands aren't pushed, and are extremely rare. A sim who has spent their entire adult life in a band may only see two or three gigs.
462*** As an architectural designer, one can occasionally get a job from a ''sim that doesn't exist''. If you finish the job and call them over to finalize it, your sim is stuck with that one job forever, eternally waiting for a client who doesn't exist to show up. And you can't cancel it from there.
463*** Being a firefighter involves more vehicle maintenance than actual firefighting. That's very good for the city's inhabitants, but not for the sim that has the lifetime wish to save 30 sims in the firefighting profession. It's the same problem with the band career--these opportunities aren't pushed and are extremely rare.
464** For whatever reason, the presence of vampires (introduced in the Late Night expansion pack) causes stuck sims who must be reset. Players are recommended to not have any, or at least closely control their population.
465** Taking a picture with any sim in the Photo Booth from the Showtime expansion pack instantly makes the two romantically involved. Yes, even parents and children.
466** [[ExactlyWhatItSaysOnTheTin Infinite baby loop]]. Pregnant sims are given the option to name their newborn baby. Over and over again. Creating more babies. Resetting the sim may or may not work. The only sure fix is loading a previous save. This bug became more common with the Generations patch.
467** The Late Night expansion pack modifies skill learning to make vampires learn faster, but a bug in it prevents some other sims from improving their skills at all.
468** The Generation expansion pack and patch reintroduce a missing and beloved feature from ''The Sims 2''--memories! The new feature quickly became the [[ScrappyMechanic bane]] of many players. Why? Because memories of insignificant things like visiting the grocery store are generated each and every time a sim, including tourists and homeless sims, visits, causing massive save file bloat and resource sucking. And there's no way to disable memory generation. Of course, shortly after mods were made for the sole purpose of disabling it.
469** It's not clear if this is plain bad design or bugs, but the game's in-built story progression, which maintains the town and lives of inactive Sims, is terrible. Inactive households that the active household has a good relationship with and are invested in are sometimes forcibly deported, removing them from the game forever. Population control is haphazard, inflating population numbers by impregnating many sims within a short span of time, suddenly realising the town is overpopulated when all those babies are born, then scaling back by killing off many of those same babies and toddlers. The game will also generate dozens of randomized Sims and marry them randomly, and divorce happily-married Sims for seemingly no reason. If you're swapping between multiple families periodically, you might sometimes find one of them, no matter how well off they were, randomly moved to a smaller, cheaper house.
470** The Seasons expansion pack introduces a bevy of issues:
471*** Festivals are full of bugs. They often continue on for longer than normal and trap Sims within them. Sometimes, festival decor will remain in the city park long after the conclusions of the festivals.
472*** Sims participating in the eating contests can die of starvation, trapped in an infinite loop of "eating" without actually eating.
473*** Sims dressing up for Halloween can fail to change back into their ordinary clothing after the night. The game begins to think that their Halloween costumes are their everyday clothes, forcing the player to re-dress them all.
474*** The added weather's ability to kill Sims by spontaneous combustion (summer), freezing (winter) and lightning (if the rain setting is on) can kill neighborhood Sims far more easily then one would expect, due to a bug that prevents Sims from noticing that they're getting too hot or cold.
475* ''VideoGame/TheSims4'', being the center of a BrokenBase as it is, also has one where the game engine will suddenly gum up and all your sims will cease interacting with each other or player commands. [[FromBadToWorse It gets worse]]: sometimes the entire UI will also become unresponsive, forcing the player to kill the game through Task Manager. If it's only the sims becoming unresponsive, then saving and restarting the game will solve things. If it's the UI becoming unresponsive, however, well, hope you don't mind losing all progress to that point, since the game doesn't have an autosave feature. Additionally, if you have more than one sim family in the game, then the sims will start to randomly forget about other sims they've met in the past.
476* In ''VideoGame/StardewValley'':
477** There is a bug where, if you buy an item from any shop while having a full inventory, you cannot place the bought item in your inventory. You also can't empty anything from your inventory. There is no way to cancel or refund this transaction. Doing this leaves you with no way to get out of the shop menu except for closing the game, which means that you lose the current day's progress and will have to start the day over again.
478** And in a strange, inexplicable bug that even the creator of the game is having difficulty finding the cause of, Pam can randomly disappear from the game. Not only does this mean that the player will not be able to befriend her, it also means that, if she disappears before the player restores the bus to the Calico Desert, they will be completely unable to go there. This prevents the player from ever being able to meet Sandy, get to the Casino, find desert-exclusive collectibles, and explore the Skull Cavern.
479* In ''VideoGame/TraumaCenter'', if the first slice is sutured too quickly, Mature Kyriaki fails to spawn, making the operation unwinnable.
480* ''Train Sim World 2'', the sequel to the console version of VideoGame/TrainSimulator, has routes that are full of these, the Harlem Line route is basically unplayable thanks to trains getting stuck and the Riesa-Dresden route is ''completely'' unplayable thanks to it always crashing the game about a mile in, and some other routes have frequent crashes (of the game, not the trains). And these add-on routes are $30 each[[note]]The base game comes with 3 routes, others must be purchased. As this is a very niche game with a pretty small playerbase (case in point: the TSW subreddit has about 5,500 subs, the ''Grand Theft Auto: Online'' sub has 1.25 million) the economics of scale come into play. Rockstar can afford to update GTAV for free when practically every man, woman, and child owns a copy, obviously this won't work with TSW[[/note]]. To their credit, Dovetail Games has acknowledged these problems and as of July 2022 have put most of their new content on hiatus while they work on fixing the glitches.
481* A really notorious (and famous) example occurs when ''VideoGame/{{Vietcong}}'' is run on newer computers, especially in the third mission, where the game always crashes after Hawkins says "I can smell those VC bastards". It also crashes whenever the radio icon shows up on the HUD. Fortunately, there's [[http://www.vietcong1.cz/index.php?site=files&file=42 a third-party program]] that tweaks the game to prevent it from crashing.
482* ''[[VideoGame/{{X}} X3: Albion Prelude]]'' had an issue turn up after a patch wherein the game would spawn race military fighters meant to be attached to a rapid response fleet. Except they would simply float in space, and instead of having a couple dozen there would be hundreds or thousands, sucking down CPU cycles which are at a premium in the ''X'' series. The only way to get rid of them was to manually kill them or add a stopgap script a modder wrote, whereby players could delete them. The bug got fixed in version 2.5.3.
483** ''Videogame/XRebirth'' was an ''extremely'' buggy game at release, with bugs ranging from hilarious (Teladi [[EyeScream eyes would detach from their skull]] in conversations, ships would flip out and go flying away if shot in [[PortalNetwork highways]], etc), to gamebreaking. For example, ships exiting highways normally are jettisoned a few hundred meters from the highway stream (so they don't get sucked back in). In version 1.0.0, exiting a highway could sometimes cause ships to get jettisoned several hundred ''thousand kilometers''. Unless one wanted to tape down the boost button and go take a nap to reach civilization again, the only fix was to reload the last game; and there was no autosave until version 2.0.
484[[/folder]]
485
486[[folder:Sports Game]]
487* The Platform/{{Amiga}} football game ''Kick Off 96'' suffers from an infamous bug whereby first half injury time will continue indefinitely, making each match unfinishable. The game received the lowest mark in ''Magazine/AmigaPower'''s history, with Stuart Campbell awarding it 1% in the [[http://amr.abime.net/review_1774 final issue]].
488* Several games in the ''FIFA'' series, from the introduction of friendlies in manager mode until ''FIFA 12'', have the Danish league bug, which simply is that the game skips a season after playing one if you manage a Danish league team.
489* The 1990s Platform/AppleMacintosh skiing game ''VideoGame/MacSki'' went through a spell where it was unplayable on G3 Macs such as the first-generation iMac — the skier wouldn't move an inch. This was due to said computers being so fast at the time that the frame rate algorithm was underflowing to zero.
490* ''VideoGame/MaddenNFL'':
491** In the games from the mid-2000s at least through ''08'' for the PC version, players would sometimes start to disappear from rosters mid-season without explanation. The more seasons you went into Franchise Mode, the more likely it was to occur. Enthusiast forums encouraged making a separate save file at the start of every season and, if you encountered the bug, to go back to that file. It was unfortunate to lose a season, but it was better than losing the entire franchise.
492** ''Madden 06'' in particular had a nasty bug which would break Franchise Mode and even corrupt players' saved data.
493** ''Madden 07'' for PC has an absurd bug involving clock management. In between plays, you can zoom out to see more of the field. This is often done after long passes, to see if the players are back to the line of scrimmage. However, when the camera is zoomed out, ''the clock will stop''. So if you're down late in a game, you can attempt long passes over and over again, and if you can't get out of bounds, all you have to do is zoom out the camera, and not need to use up a timeout or spike the ball.
494** ''Madden 16'' shipped with major glitches in franchise mode that caused some players ratings to plummet during the season, while others started exploding, even going over 100 in some cases. The bug was so prominent that the game developers were going to enthusiast forums to tell people not to start those game modes until they were patched.
495** In individual career mode for ''Madden 20'', the game would sometimes begin assigning the player goals that did not correspond to the position they played (i.e. passing touchdowns for a defensive player). They player would naturally fail these goals week after week until they were cut from their team.
496** An unknown bug in the EA Servers caused ''Madden 20'' online franchise mode to be inaccessible for several days, in the middle of the NFL season.
497* There is a design oversight in ''MVP Baseball 2004'' that makes it abnormally rare for left-handed hitters to hit home runs. This can be compensated for by jacking up the slider setting that controls power, but that results in righty batters hitting an unrealistically high amount of homers. The PC version received a patch that mitigated this somewhat; console owners had to make do until ''MVP Baseball 2005'' was released.
498* ''[[VideoGame/NBA2K NBA 2K20]]'' had a bug that [[DidntSeeThatComing nobody could have foreseen]] but which was exposed due to the suspended 2020 [=NBA=] season. The [=MyLeague=] mode draws statistics from the actual league, but when the league was suspended as a result of the UsefulNotes/COVID19Pandemic making in-person tournaments unlikely for the first little while, the game hung as it was unable to import data from games that weren't being played.
499* ''VideoGame/NCAAFootball'':
500** ''11'' received a doozy of a glitch after a patch: if a quarterback pump-fakes backwards (towards his own endzone), every single player on the defense will abandon their coverage assignments and charge him, leaving all wide receivers open deep.
501** ''12'' includes showstopping bugs in Online Dynasty mode whereby the game can sometimes override a user game's score with a simmed game, resulting in a loss where there once was a win. It can even ''create'' a game out of whole cloth, showing a loss for a user ''on a bye week.'' This in a sport where even a single loss can cost you a National Championship bid. Then there is the possibility that the game might refuse to advance the week at all, a bug which affects all twelve players in the league.
502* ''NFL Head Coach'':
503** ''09'' suffers from a bizarre bug: If you save the game between Tuesday and Saturday evening (in-game, not in real life), then any Free Agents you try to sign on that save game will demand ungodly amounts of money, totally out of proportion with their real worth.
504** Its predecessor, the de facto ''Head Coach 07''[[note]]there were two years between the two ''Head Coach'' games[[/note]], has a particularly nasty bug in that if a team has a large amount of injuries or don't manage their roster correctly, they will not have enough eligible players to play and all games will end in a 0-0 score. Games can still be played until after the postseason ,where the game will crash from then on. The only solution is to reload a different save or start all over, and with how long the offseason takes in this game, that's a good dozen hours or so wasted.
505* If you have a computer that has just enough capabilities to run ''Pro Evolution Soccer 2010'', expect to go through some wild framerate swings. At some points, the game will slow down enough that, next thing you know, it will speed up just enough for you not to see where you're leading the ball and end up losing it. This may even happen when you manage to get through the defense -- the game may freeze for a split second and, when you take notice, the goalkeeper has already fetched the ball from your player's feet.
506* Continuing with the theme of EA games having horrible bugs, we have ''[[VideoGame/PGATour Tiger Woods PGA Tour 08]]''. The first season (as an amateur) works perfectly fine, but as soon as you qualify for the PGA Tour and try to enter an event, the game freezes entirely. Try and skip the first event in the season? ''Every other event freezes the console too.'' This is especially unfortunate for people using a sixth-generation console, due to the lack of patches.
507* ''VideoGame/TonyHawksProSkater'':
508** ''Tony Hawk's Pro Skater 4'' for the [=PS1=] is notorious for its lack of error testing, and graphically clips quite often. There are moments where you can grind a rail and suddenly it disappears and you fall THROUGH it and lose your combo. The worst part about this is that it's random, though can happen quite a lot in the opening "College" level.
509** ''VideoGame/TonyHawksUnderground'' has a pretty nasty one in the Platform/NintendoGameCube version. If you're playing on the Sick difficulty, and if you're doing the Bowl Grind mission in the Tampa level, there's a chance that you'll miss EVERY bottle, even if you knocked them over, as it results in a failed mission. The only way to solve this bug is to play on a lower difficulty.
510** ''Tony Hawk's Underground 2'':
511*** This game has a horrible tendency to freeze up completely at random ''while saving''. There is no way of knowing if it will happen or not, and because it freezes up while saving, all save data for that file will become corrupted. The only way to play that game to the end effectively is to keep two saves, updating both, and hoping you can redo any challenge if the game freezes up on your first save.
512*** It seems that the game always freezes, without fail, when attempting to save a file while in the New Orleans level on Sick difficulty.
513*** All of the above bugs are put to complete and utter shame by this one right here - ''THUG 2'' added a private messaging feature, which normally limits the amount of symbols you can put into one message...unless you plug a USB keyboard into your console. However, if you use this exploit to send a message consisting of an amount of symbols which exceeds the normal limit, the person who receives the message (don't even have to check it) will have their game crash. It got so bad that the servers for the game were shut down, and the once-thriving Pro Skater community died off shortly after.\
514Thankfully, the [=Game Mod=] [[https://thpsx.com/thugpro-info/ THUG Pro]] fixed this, added loads of content, and brought back online play, which helped revive the series' community and reunited plenty of old fans. A happy ending!
515* ''[[http://www.intellivisionlives.com/bluesky/games/credits/intv0.shtml#wc_baseball World Championship Baseball]]'' for the Platform/{{Intellivision}} was released with a bug that occasionally causes the game to crash and display a debug screen. The original programmer had been working on fixing this bug before Mattel Electronics closed down, but their successor INTV didn't see correcting minor flaws in nearly-finished games before releasing them as worth the expense.
516[[/folder]]
517
518[[folder:Stealth Based Game]]
519* An enemy in a certain room in ''VideoGame/BeyondGoodAndEvil'' drops a key when it's defeated. However, depending on how you defeat the enemy, the key it holds can spawn in weird places -- such as in corners, or in the ceiling, or even ''slightly beneath the floor.'' Since you need the key to progress through the dungeon, the game becomes {{Unwinnable}} -- luckily, it's fairly easy to reload from an earlier save if this happens.
520** It's also possible in a few places to "lose" your partner permanently. Not only does this keep you from finishing the game in the usual way (You lose access to their abilities, which you need to finish the game), it also prevents you from using your hovercraft, since you'll wait around for them to return before you can set off. Resetting is once again the only option.
521* In ''VideoGame/{{Dishonored}}'', doing Slackjaw's sub-mission in the House of Pleasure level can cause the game to crash after exiting the Doctor's office.
522* The level "Hidden Valley" from ''VideoGame/Hitman2SilentAssassin'' requires you to hide inside a truck that will safely carry you through an underground tunnel filled with guards. At one point, the truck will stop to be inspected by guards, but the inspection will sometimes keep going forever, requiring you to restart the entire level (you can't just load a mid-level save, as whatever triggers the bug will be saved, too).
523* If, for whatever reason, you decide randomly to backtrack to the Comm Tower from the Snowfield in ''VideoGame/MetalGearSolid'' and ride the elevator down, and then save your game, the elevator will never come back again.
524* The Platform/PlayStation3 remake of ''VideoGame/MetalGearSolid2SonsOfLiberty'', when played at standard definition in the European version, had a glitch which caused a conveyor belt to appear empty when it should be transporting boxes. It wasn't an issue at lower difficulties, but in Hard mode or above the player is required to disarm a bomb attached to one of these boxes, making the game impossible to complete. A patch to fix this issue was released 3 months later.
525[[/folder]]
526
527[[folder:Survival Horror]]
528* ''VideoGame/AlienIsolation'':
529** In Mission 2 Axel tells Amanda (the player) to keep down and follow him in a vent. Axel's animation takes some seconds when he tells to follow him and enters the vent. Meanwhile you could hit the button E, which for some reason is already functioning, and enter before he completes his animation. As a result, you will be in front of him. You won't be able to continue the game because at a certain turn Axel is scripted to stop waiting for you, but you can't get back through his body. Since he's the only one who can open the other side of the duct, you are forever stuck in the vent until you reload.
530** In Mission 14, when you leave the infested beta reactor core and you return to the open alpha core section, it is possible that the game doesn't progress and you are forever stuck in the station without any new mission update or even enemy spawn. What happens is that the game fails to load the animations of the overloading reactors, which in turn blocks the rest. The only solution is to turn graphics settings to the minimum and load a previous save (before leaving the beta core for the first time otherwise it won't work).
531** In Mission 15, after you complete the quest with Marlow and head back to the ambulance shuttle, it is possible that you won't load Mission 16, rather you will be placed inside a transit car with no mission update. If you take another transit, you won't go to its destination but rather load again the same hub station. This time a new objective will pop up saying to go to Seegson Communications, but if you take the elevator in Lorentz Systech Spire, you will come back to the transit hub, forever. Somehow the checkpoint after you fail to stop the reaction becomes corrupt. The only solutions are reloading from a savegame before the ship reactor area or restarting Mission 15 altogether, sometimes after turning graphics settings to a minimum (rarely you would need to reload before even Mission 15).
532** In Mission 18, near the end, you do a spacewalk and [[StalkedByTheBell if you take too long]] the alien is scripted to suddenly kill you. Very rarely you could get killed too early, that is, right after leaving the elevator, making the spacewalk impossible until you reload. The game fails to correctly trigger the timer for if you take too long, or rather, somehow it triggers it before the sequence where the xenomorphs are scripted to appear, so they spawn immediately.
533** Sometimes you might hide under a desk with only one way out and the alien gets forever stuck walking in circles in front of you. If you don't have the flamethrower to make it go away, or any item to throw and distract the creature, it's impossible to get out because you would get instakilled. Similarly, an android could stop in front of a locker (with you hiding inside) without doing anything. While you don't get instakilled by androids, if you are low on health and without any weapon you're basically stuck there.
534* ''VideoGame/AroundTheClockAtBikiniBottom'': Has its own page [[GameBreakingBug/AroundTheClockAtBikiniBottom here]].
535* Originally in the unpatched versions of ''VideoGame/{{Bloodborne}}'', players could skip an entire Moon Phase via killing Rom the Vacuous Spider early, but accidentally triggering Vicar Amelia would return the Moon Phase to night. If the Moon Phase was in Blood Moon (the phase after killing Rom, which comes ''after'' Vicar Amelia), the game would lock off several necessary areas and make the entire game UnintentionallyUnwinnable. This was fixed in the later patches.
536* In ''VideoGame/ChooChooCharles'', Charles remains active during certain cutscenes and, yes, he ''can'' kill you during these cutscenes where you are effectively helpless. You have two options to prevent this: hope it doesn't happen, or skip the cutscenes. If you don't mind end-game spoilers, you can watch it happen to the ''WebVideo/GameGrumps'' during their playthrough [[https://youtu.be/_oVMNkXy7Rk?si=iDK7phmOm8CaqidN&t=4325 here]].
537* ''VideoGame/ClockTower1995'':
538** One possible way to escape from Scissorman, among others is to run into the garage and either hide in the car or climb up the ladder and onto the above shelves. The latter, however, is incredibly unpredictable. If it ''does'' work, Scissorman will walk off, and usually when it works, it can be done by simply making Jennifer hug the ladder or stay up on the shelf without doing anything else to the ladder. If it ''doesn't'', Scissorman will climb up the ladder and come after Jennifer, cornering her into a wall to kill her, the solution of which is to kick the ladder down. Unfortunately, since Jennifer has the incredible jumping skills of VideoGame/{{lemmings}} leaping from a pixel-high ledge, she can't leap down and traps herself on the shelves while Scissorman eventually crashes down to her from above and corners her until he kills her. The bug, however, is that, either by him climbing to her or her trapping herself there, a glitch can happen where the game has temporarily forgotten there was a wall at the far left corner of the shelf, so Jennifer will walk all the way to the left backwards until she walks off the screen, and Scissorman will follow her off-screen as well where she won't die but you can't do anything more than reset.
539** A similar glitch can occur if you escape Scissorman by jumping the hole in the second-story hallway ''before'' encountering the jump-scare in the store room (where the plastered-over door is), since Scissorman smashes the hole wider and falls to the first-floor when he attempts the jump. Normally you should interact with the rope to reach the first floor, but if you don't do this and instead enter the store room and Scissorman jumps out of the crate (rather than the harmless cat), you'll have no means to escape: the hole is too wide to jump, the board is on the other side, and you can't interact with the rope if Scissorman is after you. Dying results in going back to the store room (where you are immediately ambushed by Scissorman again).
540* Oy gevalt, the security office glitch in ''VideoGame/FiveNightsAtFreddysSecurityBreach''. The game has a cutscene that is triggered when Vanessa captures you and locks you in the security office, but the EventFlag that triggers it ''is never disabled'' and there is never anything preventing the player from wandering back into that room. If, at any time for the remainder of the game, you decide to wander into that room a veritable potluck of event flags will flop on and off: the clock will reset back to 2am, all save states will be rendered useless, areas will become inaccessible, items will vanish, and ''all sorts'' of crazy things will start happening. Furthermore, since the security office is an autosaving checkpoint, you'll be sent back there any time you are {{Jump Scare}}d. The game effectively becomes UnwinnableByMistake if this happens, and the only way to fix it is to rely on very obtuse {{Speed Run}}ner tactics to carefully reset event flags and restore the game to a functional-enough state to obtain an ending or to reset and lose all your progress. And, owing to buggy save file coding, even ''that'' sometimes won't fully fix this. [[https://www.youtube.com/watch?v=fGJtrqC5i2Y TetraBit Gaming]] devoted an entire video to this glitch.
541* In the Switch port of ''VideoGame/ResidentEvil0'' (and ''only'' in this port), when Billy and Rebecca split up, if the non-controlled partner dies, the game implodes on itself and just crashes or reset to the prologue cutscene if no save data is detected.
542* In the North American version of ''VideoGame/ResidentEvilOutbreak'', occasionally a player using Alyssa's ad-libs during the very first scenario will cause the game to hang. Thankfully doesn't happen when an AI-controlled Alyssa uses them... which is all the time.
543* In ''VideoGame/SilentHillHomecoming'', during the fight with [[spoiler:Scarlet]], there is a quick-time event at the half-way point that must be completed to face the boss's next form. Many have had problems with this event, as no matter how well-pressed the buttons are, some copies of the game just refuse to register it, making the fight {{Unwinnable}}.
544** Another glitch is that on the Xbox 360 version in the hotel level, when you are on the highest reachable floor, there's one room with a hole to jump down into, similar to one earlier that you climb out of. This room is crucial, as it contains the last post card needed to take back to the creepy woman. The glitch is that, the first time you walk up to the hole, it gives you the prompt to climb down. If the player doesn't take this command prompt and instead continues exploring, when they come back to the hole the command prompt will not appear; there is nothing that can be done other than reloading your last save (unless of course, you saved after you made the glitch without realizing it, then you have to restart the game). This is very troublesome, especially if you haven't saved in a long while.
545* In ''VideoGame/SystemShock 2'', near the end of the game, plot progression requires you to [[spoiler:blow up some shuttles on SHODAN's orders.]] The only problem is, you need a resonator in order to take down the shuttles' shields. You can get it by hacking a nearby replicator -- except if you happen to have already hacked it earlier (to get more goodies as usually happens); because you can't hack stuff twice, you're screwed. Thankfully, there is a cheat code that can summon the resonator and ameliorate things somewhat.
546** The first official patch "unhacks" that particular replicator when you are given the objective to hack it, thereby fixing this bug. Still a good idea to hack it ahead of time, though, since it's the ONLY opportunity in the game to buy EMP grenades on a non-broken replicator.
547** The game, as well as the original two ''{{VideoGame/Thief}}'' games that use the same engine, also cannot run properly on multi-core processors (which did not exist when the games were made but are now pretty ubiquitous). It will appear to start and work normally but will usually crash within the first few minutes of play. Without having the internet available to diagnose the problem and figure out how to run the game on a single core, it would be unplayable on modern machines.
548** Abusing speed boosters to max out your momentum can cause your character to die from colliding with the walls. While it's unlikely you're going to do this casually, it can come as a sudden surprise when you miss a corner and fall over dead.
549[[/folder]]
550
551[[folder:Third Person Shooter]]
552* ''Toys/{{BIONICLE}} Heroes'': There is a glitch where the only enemy units that will spawn are Gahloks. The other enemy units are not replaced by Gahloks, they just don't spawn at all. This makes advancing through stages very easy, but makes them unwinnable because you will be unable to activate Hero Mode to clear obstacles. Restarting your console will fix this.
553** The classic falling-through-the-floor glitch is also present, and can happen apparently at random.
554* The Dreamcast version of ''VideoGame/FurFighters'' is rather buggy. One of the worst occurs in the level "The Bad Place." There's a bridge you have to cross, but once you pass a certain point, the character walks directly into the abyss for no apparent reason, sending you back to your last checkpoint. Apparently, if you cross at JUST the right angle, the character will stop walking before they reach the edge and you'll be unable to continue.
555* The PC port of ''VideoGame/GearsOfWar'' had a rather nasty bug that deleted your saved game. There is no way to back up these saved games, either. It was finally fixed with patch 1.2... which came out six months after release.
556* ''VideoGame/GhostbustersTheVideoGame'':
557** Both the 360 and the [=PS3=] had glitch(es) that made two of the multiplayer achievements/trophies impossible to get. While they were patched 18 months later... if you'd already met the requirements for the achievements/trophies, you still wouldn't be able to get them.
558** The [=PS3=] version has a tendency to "forget" your saved games. They appear in your [=PS3=] Save Data folder, but not in the game itself, forcing you to restart.
559* In ''VideoGame/JediKnightJediAcademy'', there's one mission that has you going into a Jedi tomb to stop the Cultist bad guys stealing Force energy from it. To finish the level, you need to seal the tomb, preventing the Cultists from getting to it again. The entire level is composed of your typical railingless walkways over infinite drops, so the most efficient way to kill enemy Dark Jedi is to Force Grip them and quickly chuck them over the side before they Force Push back at you. However, if you employ this method on the last one (the guy guarding the tomb itself), instead of killing him directly, then the final objective -- telling you that you need to seal the tomb -- never triggers. It's not quite a game-breaker, since you only need to complete 80% of the levels to advance the plot, but it definitely breaks that level (right at the very end, literally two button presses from finishing).
560* In ''VideoGame/KidIcarusUprising'' Chapter [[spoiler:20]], after jumping across the stone platforms and making your way to the room leading to the maze section, if you make Pit rapidly run in and out of the room and off the edge of the world, you can be killed in a matter of seconds. It shows the falling animation, followed by the respawn sound, but instead of ending up back on the platform, you'll do this a couple times before the Game Over music starts.
561* ''VideoGame/S4League'' has a bug in its Chaser mode that renders the player without a HUD, making it very difficult to aim and leaving the player with no way to tell how much health they have left. Another form of this bug is even worse as it locks the camera in place, making the round virtually unplayable.
562* The PC version of the 1999 Acclaim title ''VideoGame/ShadowMan'' is unwinnable on computers running Windows 7. For unknown reasons, various bugs pop up in the game when run under Windows 7 or later, likely due to incompatibilities between game and OS, and not even compatibility mode will fix these problems. The player will slide on any angled surface as if they were ice, lighting effects are broken to the point that the flashlight barely works and cutscenes don't always play properly. None of these make the game unwinnable. The game-breaking bug takes place in the prison level, as the zombie monsters can't be killed. They will fall to the floor after taking enough damage, but the shadow gun will not finish them off and all other weapons fail to deliver the death blow, causing them to get back up. In some rooms, there are so many zombies that their gun shots will kill the player in seconds, rendering the game unbeatable.
563* The [=GameCube=] version of ''VideoGame/TrueCrimeStreetsOfLA'' has several hives' worth of bugs. The worst is one that corrupts your memory card; essentially, it wipes ALL your saves, and makes it impossible to save anything ELSE on the same card.
564* Following the tradition of its predecessor, ''VideoGame/TrueCrimeNewYorkCity'' features another book's worth of bugs, most of which the player can count on seeing at least once. The Xbox version of the game has one of the worst: in a required story mission, the player must grapple with a criminal atop a high-suspended cargo container and push them off the edge before the same is done to the player. The "push off edge" action is context-based and only available once the criminal has been pushed to the very edge of the container, but on the Xbox version of the game the action is active for the barest fraction of a second. The few players who manage to bypass this stage often spend up to 20 minutes hammering the same two buttons over and over just to perform this supposedly simple task. The high level of bugs is not limited to the Xbox, though. Every version of the game is buggy enough that [[https://gamefaqs.gamespot.com/xbox/925118-true-crime-new-york-city/faqs/40332 a unified "glitch guide"]] was uploaded to Website/GameFAQs to track these problems.
565[[/folder]]
566
567[[folder:Turn Based Strategy]]
568* In its initial release, ''[[VideoGame/{{Civilization}} Civilization V]]'' suffered from a bad memory leak in which it's possible to never finish a very long game with many players. The game runs in 32-bit mode, which on 64-bit systems, limit the game's actual memory usage up to 2GB. Once the game hits 2GB, it will crash.
569* ''VideoGame/DisgaeaD2ABrighterDarkness'' had several issues on loading animations, some voices and even some sprites. The voices weren't that much of a problem - at most the game would load the wrong voice or nothing at all. However, if the game tried to load a skill animation or a faulty sprite, the game would freeze. Reported issues included Laharl's Blazing Knuckle, fire spells in general and DLC characters appearing on the Dark Congress. A patch was released by January 2014.
570* In the ''Franchise/FireEmblem'' series:
571** ''VideoGame/FireEmblemGenealogyOfTheHolyWar'':
572*** In chapter 4, Annand and the other loyal Pegasus Knights of Silesse are fighting the traitors under Pamela, and after a couple of turns of the two groups being evenly matched, a squadron of mounted archers shows up allied with the traitors. You're not allowed into that portion of the map until after the loyalists have been slain, which given the massive amounts of damage that archers deal to pegasi would ''seem'' to be an inevitability... but if by some miracle of the RNG Annand survives, you won't be able to continue any further.
573*** In chapter 5, there's a nasty bug that can happen ([[UnintentionallyUnwinnable though the chances of it happening without your intervention are vanishingly small]])-- if Ethlyn and Quan live through the plot event where they're supposed to die, they'll attempt to take a nearby castle as a base. Unfortunately, you need to take that castle, and you can't take a castle from your allies, causing the game to become {{Unwinnable}} if you allow them to do so.
574*** Another one is easy to trigger. In any chapter that you have him, have Seliph as a Lord Knight dismount, wait, and have a Dancer dance to him. Next, have Seliph perform any other action. At the start of every turn after that, he'll be greyed out as if he had already taken an action, but can be moved if you have a Dancer dance to him. However, if you complete the chapter with Seliph like this, he'll completely disappear, making the game {{Unwinnable}}.
575** The American version of ''VideoGame/FireEmblemTheBlazingBlade'' is just... buggy. Among the ways it can be crashed:
576*** In the first chapter in which Kishuna appears, if an enemy unit is standing in the spot where he's supposed to appear when he does so, it will sometimes have its sprite changed to look just like Eliwood's. Attempting to attack this fake Eliwood crashes the game.
577*** If a unit equipped with the Devil Axe attacks and ends up doing damage to itself, but is not killed by their own attack, and is then counterattacked, the opposing attack will instead make the unit's HP skyrocket to infinity and cause the battle to never end.
578*** Not quite game ''breaking'', but close: the enemy control glitch can occasionally lead to odd graphical errors where the terrain starts sliding across the screen. Moving the cursor will at least briefly make part of the correct map visible before it starts sliding, though other parts will still appear as something other than what they are. Since the unit movement functions as normal, this can lead to non-Berserker land-based units appearing to move over the normally impassable "Peak" terrain, as the Peak actually came from a different part of the map.
579** ''VideoGame/FireEmblemTheSacredStones'':
580*** There's a frustrating one that involves Wyvern Knights' ability Pierce ([[BadExportForYou introduced in the American version]]), which completely ignores enemy defense when it activates. Sounds great, right? Sure, except that when it activates while the unit is using a ranged weapon (Javelin, Spear, etc.), the animation will cause the game to freeze, forcing the player to restart the ''entire chapter''. Thankfully, there is a way around this: the player can turn off the unit's animation ([[OverlyLongFightingAnimation something most players are going to have done already by the time they have access to a Wyvern Knight]]).
581*** Another bug in ''Sacred Stones'' occurs due to the [[GoodBadBugs enemy control glitch]]. Using this glitch, one can take the Stone weapon from certain enemies and use it to teach their characters dark magic. Teaching this to [[SpoonyBard Tethys]], a non-combat unit, allows her to attack, but every time she double-attacks an enemy the game will hang up. This, like the above, can only be fixed by disabling animations, though unlike the above the glitch doesn't occur in the Link Arena.
582* It's possible for ''VideoGame/GalacticCivilizations 2'' to glitch in such a way that when you start the game, your ships become sublimely convinced that every single location on the map, including your homeworld, is outside the area they can move to. Being completely unable to colonise new worlds means that a game about building empires ''prevents you from building an empire''. It also has problems booting up if it wasn't the last program installed.
583* In ''Master of Monsters: Disciples of Gaia'', if your Master reaches level 99, they can't go any higher. Why? Because if they gain a level at that point, ''the game will crash''.
584* ''VideoGame/SuperRobotWars'':
585** ''VideoGame/SuperRobotWars3'': Stage 7 is a BeachEpisode, with most of the cast taking some time off...so naturally, the bad guys choose this moment to attack. For the first four turns your only units are a small skeleton crew; on Turn 5, the rest of the heroes get back just as some more enemies arrive. However, if you manage to beat the initial enemies before Turn 5, the stage ends and everyone on the beach just gets left behind. Hope you like early UC ''{{Franchise/Gundam}}'' and Manga/GetterRobo!
586** ''VideoGame/SuperRobotWarsUX'' has perhaps the only case where a bug being game-breaking ''makes'' it a GoodBadBug. Having ''VisualNovel/{{Demonbane}}'' and Master Therion use their Shining Trapezohedrons against each other will crash the game on the spot; what makes this a good bug is that it perfectly recreates the source material, where if they ever did this, it would cause Azathoth to awaken and reality would instantly pop like a soap bubble.
587* ''VideoGame/XCOM2'' has a tendency to freeze on enemy turns; in some cases, it never unfreezes, forcing you to reload an earlier save.
588[[/folder]]
589
590[[folder:Wide Open Sandbox]]
591* There's a particularly nasty glitch in ''VideoGame/AssassinsCreedOrigins'' where starting the deluxe edition bonus mission "Ambush at Sea" will corrupt your save beyond repair, removing all items in your inventory (including quest items!) and/or locking you in the middle of the ocean, unable to move or fast travel. What makes this worse is the quest unlocks at around level 23, about 50 hours into the game for the average player. Hope you like restarting from scratch... The 1.03 patch actually increased the chance of this bug occurring on consoles, where it had previously been restricted almost entirely to PC players.
592* ''VideoGame/{{Bully}}: Scholarship Edition'' for the Xbox 360, Wii & PC adds a music class that plays like a two-button rhythm game. Most of the time it's okay, but in the PC & Xbox 360 versions, there's a bug that prevents double notes from registering roughly 50% of the time. This is particularly controller-snapping on the double note-heavy Music 3 level, essentially turning it into a LuckBasedMission. Ironically, the less double note-heavy Music 4 and 5 are easier because of this.
593** Another glitch in the game, while not game-breaking per se, is completely ''annoying''. After finding all 75 rubberbands for the rubberband ball, the game is prone to breaking and even though you still have it in your inventory, the rubberband ball is inaccessible.
594* ''VideoGame/DeadlyPremonition'' has a particularly nasty glitch: If you replay a previous chapter and complete it before you finish the game (which is common for players trying to complete Emily's sidequests), there's a chance that certain critical items in your inventory will disappear and cannot be retrieved again. For example, when you have to talk to Olivia in the back of the diner in chapter 9, she gives you a key to get in, and if you decide to replay a previous chapter BEFORE you go to talk to her the key disappears forever. Thankfully, the Director's Cut fixes this glitch.
595%%* ''[[VideoGame/{{Driver}} Driv3r]]'' is full of these, due to being rushed for release.
596* ''VideoGame/DwarfFortress'':
597** Cats will adopt dwarves without those dwarves needing to do anything. If cats which have adopted dwarves are slaughtered, the dwarf will have a tantrum. Tantruming dwarves can do bad things -- so you want to avoid that. However, once the population of cats reaches a critical level (which is quite fast, because cats are promiscuous and have large litters of kittens) it becomes impossible to curb and keeping track of so many moving creatures causes the game's framerate to spiral downward rapidly into unplayability. This is known as a [[http://df.magmawiki.com/index.php/Catsplosion "catsplosion"]]. It was later fixed by giving the player the option to castrate animals, meaning the population will be under control (at least until another male cat enters the area.)
598** For some time after the combat update, creatures made of inorganic materials (such as Bronze Colossi) were {{Nigh Invulnerab|ility}}le. They could be destroyed by being [[KillItWithFire melted into a puddle]], [[KillItWithIce encased in ice]], or ''sometimes'' [[ChunkySalsaRule torn to shreds]], but ordinary combat generally went nowhere against them.
599*** Some Hidden Fun Stuff was literally unkillable aside from obsidianizing and cave-ins, since they don't have organs to damage. Though given that this ''is'' Hidden Fun Stuff, it's probably probably appropriate; still, it was patched out with the addition of pulping, where bashing on a body part enough (even if it's the only one) would eventually mangle it into uselessness, killing even {{Blob Monster}}s (though steel blobs would still likely end your fort).
600*** Even after the addition of pulping, several types of TheUndead had the reputation of being unkillable regardless, particularly those too small to be pulped, and animate skin and hair with no pulpable structural parts to begin with. Though more annoying than actually dangerous, they were still loathed due to the resulting combat log spam and the associated lag, as well as locking their opponents in a CycleOfHurting. It took a separate patch to deal with them once for good.
601** Another bug caused rain to [[ImMelting melt]] creatures caught in it, including dwarves.
602** A recurring bug, referred to as a "loyalty cascade" or the "civil war bug", occurs when dwarves attack another dwarf which is technically an ally and resident in the fort, but not part of the fort population itself (e.g. the diplomat). This makes the game consider both the attacker and the attacked simultaneously hostile individuals and members of the fort, meaning that not only will they go around attacking anyone on sight, but those who fight back are also considered hostile for attacking them, and be attacked in turn. Once started, they are almost impossible to stop (usually through careful isolation) until everyone in the fortress is dead.
603** In older versions, if you happen to be on an evil-aligned map containing a stream with [[LegendaryCarp carp]] in it, you are doomed. Carp are already [[DemonicSpiders godless killing machines]] due to a bug in the skill system that caused them to get stronger by swimming and an overpowered bite attack. And undead creatures, which randomly appear in evil areas, are amphibious. The resulting zombie carp can not only maul anyone who gets close to the river, but ''follow the survivors back and murder them in their beds''.
604** Reclaiming[=/=]unretiring fortresses is a ''mess''. Another bug makes it almost impossible to reclaim, or return, to a fortress anywhere near an ocean biome, as the game will have trouble deciding which parts of what you dug out are artificial and walled off from water, and which are part of the ocean, and just floods ''everything'' when you come back. There's also the problem of mud disappearing when you come back to the fort, leaving the caverns utterly barren and killing most farm plots you had previously. Units that were there when the fort was abandoned, such as previous dwarves, visitors and merchants, also get bugged to hell, being treated as "hostile" while not actually being hostile, and sometimes generating units out of thin air that are subjected to the same problems; they're difficult to get rid of, and interacting with them in certain manners can risk one of the aforementioned Loyalty Cascades. Finally, a lot of the scattered items from last time will be oddly unworkable, with nonfunctional bins and barrels and other items that cannot be dumped properly and need to be destroyed on the spot to even interact with them. All this in combination with unseen factors involved in the process also screws FPS up royally, and can make fortresses unplayably slow.
605** The initial stress rebalance and introduction of emotional memory in dwarves on 0.44.10 had a fairly huge imbalance: Seeing a dead body was way more horrifying to dwarves than it had any right to be, especially beyond the first time, and each individual corpse counted as a bad thought, which would then go on to fill all the short-term memory slots and then long-term memory because, due to the same imbalance, they had enough weight to stay there. Dwarves would therefore be crippled by walking outside and seeing three dead goblins or more, then repeatedly remembering seeing those corpses, crippling themselves further and stressing themselves out hugely over the same irrelevant incident. They'd eventually snap if they saw the same dead bodies just a few times, having depressive/psychotic/violent episodes and eventually going insane. ''Over seeing a bunch of corpses that may well be goblins that wanted them dead''. Or worse, just the body parts, which can mean an entire fortress can fall to a tantrum spiral ''because of some random [[TeethFlying teeth knocked around the hallway]]''. This was thankfully fixed quite quickly, and in 0.44.11 dwarves easily regained their grips on sanity if given proper installations and free time (though some dwarves [[TheEeyore just aren't happy with anything]], which is likely more of a feature).
606** The implementation of BreakableWeapons in 0.43.04 was intended for soldier gear but went horribly wrong when other items broke, such as [[https://www.bay12games.com/dwarves/mantisbt/view.php?id=10067 flimsy wooden ammo]], [[https://www.bay12games.com/dwarves/mantisbt/view.php?id=0009888 glass weapon traps]], [[https://www.bay12games.com/dwarves/mantisbt/view.php?id=10028 ballista arrows]], [[https://www.bay12games.com/dwarves/mantisbt/view.php?id=10053 weaponized minecarts]], and [[https://www.bay12games.com/dwarves/mantisbt/view.php?id=10060 items thrown in adventurer mode]], resulting in unexpected crashes. The bug was quickly patched 0.44.01 by removing the durability mechanic from everything but struck armor.
607** To many an inexperienced [[GameMod modder]]'s headache, several creature tags are just plain incompatible with your playable race for reasons not exactly intentional:
608*** Despite how awesome flight seems, flying citizens aren't properly coded yet, and as such have their pathfinding messed up when required to fly, interrupt whatever they were doing by soaring into air, or get stuck in random places in midair and in trees.
609*** Due to an oversight in the sleep system, citizens who are [NOSTUN] (i.e. can't get unconscious) but still need to sleep will sooner starve to death than wake up, as proper sleep requires them to lay unconscious in the first place.
610*** Certain creatures are intended to never drop their hauled items, these include pack animals and thieving wildlife. What isn't intended though is that this behavior carries over to their BeastMan counterparts in fortress mode and interferes with tasks that require hauling, or even drinking as it's done from held mugs. Once they grab an item they won't let it go by any means, and will refuse to do jobs with their hands busy.
611* ''VideoGame/DyingLight'': The expansion ''The Following'' has its own save file and is loaded separately from the main campaign in the menu, though your save is linked to your campaign save so that your stats and inventory can sync back and forth. There's a bug, with no clearly-established cause, that makes your ''Following'' save load you into the main campaign's city map instead of ''The Following'''s setting of The Countryside. As it's not normally possible to return to the city during the ''The Following'', there's no built-in way to go to The Countryside from the city either, so you're stuck. The only known fix is to have someone else invite you to their ''Following'' co-op session, which forces your game to load you into The Countryside. This bug was never fixed, and [[https://dyinglight.support.techland.pl/en/support/solutions/articles/15000009874-can-t-play-the-following-it-goes-to-the-regular-campaign-in-the-slums Techland's own support site only offers the co-op workaround as a solution]]. If the game's co-op stops working someday, or if you're playing on console and don't pay for online features, you're out of luck, and probably can't play ''The Following'' again without losing progress (potentially your progress in both the expansion ''and'' the main campaign).
612* ''VideoGame/{{Glean}}'': Playing the game on a Flash game emulator like Flashpoint (which is likely the only option players have after 2020) makes it impossible to load a video that accesses the Galaxy Map. Trying to skip it or close the window doesn't work either, preventing the player from visiting all the other planets in the game. Reloading the game seems to fix it in the original, but not in the sequel.
613* In ''VideoGame/GrandTheftAutoIII'', there are two generic street gangs in one area. Over the course of the game, you can fully eliminate one of them. Starting a new game from the options while playing a game with that gang eliminated will also remove them from the new game, making that branch of missions {{Unwinnable}}.
614** Saving the game at the ice cream factory in ''Vice City'' has been known to corrupt many a gamer's save file.
615** In fact, using cheat codes in some games in the series will cause some hidden packages to disappear, making it impossible to get OneHundredPercentCompletion. This is done intentionally, but it would have been nice to have some in-game warning first.
616** The Malibu crash (for lack of a better name), exclusive to the PC version (and possibly the [=PS2=] version as well) of ''Vice City'', causes the game to immediately crash when nearing the vicinity of the Malibu. It's not known what causes it, but it causes the game to crash, saying "Error reading the Grand Theft Auto Vice City DVD."
617* The infamous Madd Dogg glitch in ''VideoGame/GrandTheftAutoSanAndreas''. A glitch in a mission where you have to save him from his own suicide attempt by positioning a truck full of hay under him before he can jump off a building can become {{Unwinnable}} because he will jump off the building before the cutscene ends. This glitch also makes the ''game'' Unwinnable, and this is compounded by the fact that no one is certain what triggers this glitch; it seems to be completely random. Many suggestions have been made, the most commonly accepted "cause" being that it's caused by cheating extremely often, or using common cheats. This is discredited, since many people who never cheated once the entire game still had the glitch occur, while some that cheated extensively never saw it. One cause is the "pedestrians riot" cheat (which cannot be turned off), causing everyone to become hostile to each other. This mission is affected because Madd Dogg's character attempts to run to the nearest NPC to fight them, and in doing so, runs off the roof and dies. This is made even worse by it being one of the last missions in the game, meaning that if you get this glitch, you're screwed and have to start all over and pray you don't get the glitch again. Though, mercifully, it seems as though it never happens in two new games in a row.
618** Also, if you attempt to play basketball in Madd Dogg's mansion, all basketballs on the world map will be deleted from the game, meaning you can't play it again in that particular save. This one is minor, since basketball is not needed for HundredPercentCompletion, but another glitch involving the mansion that you ''should'' worry about involves saving there, which corrupts your file.
619** If you can manage to push a locomotive into your airplane hangar, the game will freeze after the doors close (which resets all the vehicles in the hangar) because the program won't know what to do with it.
620** Another glitch occurs when you have to steal a van with stereo equipment but you need to impress the girl behind it with your dance moves before she lets you get inside. Playing on an HDTV causes input lag, which means your button presses during the dance sequence are either out of sync or never register at all, causing the mission and the game to become {{Unwinnable}}. To be fair, the game was released at a time when HDTV technology was new and developers weren't fully working on HD tech yet.
621** A rare but annoyingly persistent bug can be triggered when entering a building, which teleports the player into the weird half-world the game uses to render interiors and special areas. With nowhere to go, it's impossible to continue the current mission, and therefore to complete the mission tree.
622* On lower-end systems that are well within the demands on the back of the box, the PC version of ''VideoGame/GrandTheftAutoIV'' occasionally fails to load surfaces and objects. At speed, you can slam into concrete barriers that simply don't appear until you hit them. It's also possible to go down a ramp into nothing because the walls, floor, and ceiling failed to load. Also, doing anything to the music (such as changing radio stations, skipping a track on the user track player, the user track player simply loading another track) can cause a short section of music to repeat endlessly, with the game crashing shortly afterwards. You have a good minute of knowing that no matter what you do, your progress since the last save is gone.
623** Also in ''GTA IV'' it's entirely possible to end up under the game map, especially in the western harbor part of Algonquin island. People won't see you, but you can see them. And shoot them. It requires a jump in the water and swimming/hugging a part of the docks at the right angle. If you get lucky and the waves hit a low spot, you are phased through the walls.
624** The PC port of ''GTA IV'' suffers badly from consolitis, to the point that at least [[spoiler:one of the end missions became impossible. After jumping a motocross bike off a ramp and catching on to a helicopter in flight, you're supposed to hit alternating buttons in order to climb into it]]. On the PC, this became impossible to do if you had too high FPS, as the game simply couldn't register the keystrokes properly. This was later fixed in a patch, but for a while players were forced to run an FPS limiter in the background in order to continue.
625** Its expansion pack ''VideoGame/GrandTheftAutoIVTheLostAndDamned'' contains a glitch as well; the Lost MC clubhouse has a memorial wall where names of any club members that got killed in gang wars will appear. Unfortunately, once you've fought so many gang wars and other violent battles that you have more Lost MC club members killed than the wall can handle (and the game actually has to start recycling club members since you've gotten them all killed), the game will freeze and shut down whenever you approach the memorial wall. Which means you can no longer take the stairs to go from the ground floor to the first floor, or vice-versa. If you still want to access the top floors, you have to get your hands on a helicopter and enter through the door on the roof.
626* Creator/AchievementHunter's ''[[LetsPlay/AchievementHunterGrandTheftAutoSeries Let's Play Grand Theft Auto V]]'' accidentally discovered one for ''VideoGame/GrandTheftAutoV'' in that [[https://m.youtube.com/watch?v=5V6cw1QmMOI&t=27m02s if you hook six tow trucks together in a circle]], the physics engine goes wild if you get it moving. This also has the chance of ''crashing your game''. Note that normally, tow trucks are not even ''available'' in multiplayer,[[note]]You need to use external modding tools to create a custom game type that spawns the trucks in.[[/note]] probably to prevent players from pulling stunts just like that.
627* The ''Platform/PlayStation2'' version of ''VideoGame/JustCause1'' has the game crash when loading a game for the second time, which only happens on some models.
628* Yahtzee's ''WebAnimation/ZeroPunctuation'' review of ''VideoGame/{{Mercenaries}} 2'' describes a particularly crippling AI bug as follows: After failing a mission where he was supposed to rescue a hostage from the top of a tall building via helicopter, Yahtzee discovered upon retrying that the hostage now recognized him as soon as he came within earshot of the building and, in an effort to come and greet him, walked right off the edge of the roof and came plummeting down to his death several stories below.
629-->"Hostage dead, mission failed, [[VoiceWithAnInternetConnection support character]] [[AnnoyingVideoGameHelper gets sarcastic]], broken game gets to '''fuck off'''".
630** More fun from ''Mercenaries 2:'' After March 17, 2010, the game no longer plays if you have an internet connection, because ''EA has shut down all of its servers for Mercenaries 2.'' Instead of simply giving an error message, the game gets stuck "Connecting to EA server" ''forever'' and freezes up completely. Thanks, EA. However (at least on the Xbox 360), if your account is over 13, you should be able to log in.
631* In ''VideoGame/{{Minecraft}}'', several of these can do anything from deleting your best items on death instead of dropping them (thus forcing you to start getting resources again from scratch) to getting you stuck on the (inescapable) bedrock roof of the Nether or dropping you out the bottom of the world.
632** Luckily, if you are stuck, you can set the game on Hard difficulty and let the hunger meter drain to empty and let the hunger kill you off.
633** It also has a bug where it will occasionally zero the level file (and the backup!) if the computer crashes, wiping your entire inventory and causing the game to not recognize the save unless you copy a level file over from another save (which causes other weirdness, such as snow in the desert, due to the biomes being dependent on the world seed, which is stored in said level file).
634** In Bedrock Edition, there is a glitch where your character can just spontaneously die for absolutely no reason whatsoever. It's not often, but it ''is'' often enough that it is the reason [[PermaDeath Hardcore]] mode is Java-exclusive because random deaths would make such a mode completely unplayable.
635* Some people who bought the Steam version of ''VideoGame/Prototype2'' have found that it ''will not launch.'' At all. For some unknown reason, it can be solved in some cases by ''unplugging the mouse or keyboard'', which should not even matter at all.
636* In the PC version of ''VideoGame/TheSaboteur'', if you're playing at a resolution higher than 1280x1024, the map screen will not function properly. It was never patched; the only solutions are to install older video card drivers or to play at a resolution of 1280x1024 and below.
637** Specifically, the overlay that has the objective markers, waypoints, optional objective markers, etc. will not correctly line up with the underlying map image since it is incorrectly scaled. Scrolling around it moves the two layers at different speeds, and zooming in and out doesn't correctly scale the overlay either. This means, among other things, that trying to set a waypoint for a specific objective marker requires the player to experiment with where the pin drops, remove it, scroll as necessary and drop it again. Since the pin is on the same layer as the objectives overlay, it will still reliably GPS-guide you to that objective's marked location. Where this becomes a nuisance is when you want to go to a specific spot on the underlying map instead (such as the known spawn point of a rare vehicle); apart from the above workarounds, it's very difficult to drop the pin on a specific map section, especially if you've cleared the optional objectives in that area you could normally use as landmarks.
638* A very nasty one occurs in the PC port of ''VideoGame/SaintsRowTheThird''. If you are running a computer that is a bit too slow (but still within the specs), a certain cutscene will not play for a scripted event, causing you to ALWAYS DIE. Made worse by the fact that it's in a storyline-required mission (and early in the game; it's the one where you have to storm Loren's hideout), meaning you can't skip it.
639** A similar thing occurs in ''VideoGame/SaintsRowIV'' during the early mission "The Real World", where there's a series of gates at the end that will close in on your ship at a speed determined by your framerate. Should this happen, it can be remedied by lowering your resolution.
640** ''VideoGame/SaintsRow2'' has several:
641*** The PC port's game speed seems to be linked to the processing speed of your computer, meaning that if you have a high-end system and are playing on the lowest settings, your character will zoom halfway across the map.
642*** One ''terrifying'' example is the Freezer, a glitch that appears in the form of a blue [[HumanoidAbomination human-shaped]] shadow once the player glitches [[https://www.youtube.com/watch?v=kdJePrOcu0M out of the Zombie Uprising arena]] whilst still playing Zombie Uprising. The moment he appears, ''your game freezes and your disk is bricked''. He appears on any surface and the moment you see him, your game ''will'' break. Many fans have lost their copies of the game thanks to his horrifying presence. The scariest part, though? There is ''[[ParanoiaFuel no telling]]'' when the Freezer will pop up, and whenever he does, it's pretty much a silent JumpScare, because all audio suddenly stops and the last thing you see from the game on your TV, is your character with the Freezer behind him, in front of him or hell, ''next to him''. Bizarrely, the Freezer only exists in physical copies for the Xbox 360 version, so if you have the game on a different system or downloaded it from the Xbox Live Marketplace, you have nothing to fear. [[DamnedByFaintPraise Yes, even the]] [[PortingDisaster otherwise abysmal PC version]] [[DamnedByFaintPraise is free from the Freezer's presence]].
643*** As of 2021, it is impossible to even load into a save file without having the Gentleman of the Row mod installed. It has been confirmed several times on official Twitter accounts that there is an update/re-release to fix this.
644* ''VideoGame/{{Spore}}'' has a really bad one in the space stage: if you invite allies to add ships to your fleet, they very commonly fly right behind your ship and get in the way of the cursor. If you fire a colony-spawning pack, and you accidentally click an allied ship, the pack fires horizontally into space, and you become trapped in the atmosphere of the planet, unable to save the game. This is very unfortunate, since the space phase is very engrossing, and the game ''has no auto-saving feature''.
645** The 1.05 patch added a couple more major ones. First, it screwed up the orientation of buildings placed over water/lava in adventures, rendering many unplayable. [=EAxis=] released a ''patch for the patch'' to solve that (1.05.1). However, the patched patch can still cause creatures to become almost completely un-animated, "sliding" around and maybe bobbing their head or wings a little, and this is only solvable by a reinstall. And this patch was supposed to ''improve'' creature animations...
646** If you attempt to skip either of the two migration cutscenes in said stage, your creature will be stuck in its egg and won't hatch. You're forced to go back to your last save and lose your progress.
647** Another one you might run into while playing an Adventure with the Galactic Adventures expansion is running into a building or static ornament too fast and getting stuck inside. Sometimes you can get out by trying to charge into a target, or using the sprint ability, but not everybody is going to have one of the two, and sometimes you can't get out no matter how hard you try. Of course this means you'll have to start the entire mission all over again. At least doing so from the main menu doesn't count as a fail.
648** ''Spore'' creates files in your documents folder for the things you create that you can copy and give to your friends. The common dangers of force-shutting-down your computer while a game is running become worse because of this. When reinstalling ''Spore'', you HAVE to tell it to get rid of your old creations, because they are now corrupt and their presence prevents ''Spore'' from running.
649** A few gamers complained that the Galactic Adventures Planet Editor crashed their computer. Completely. Every time they tried to use it.
650** It is possible for your starting nest in the creature stage (where you first spawn) to appear underwater. This in itself is not game-breaking, but the problem is that if you try to go on land, the [[BorderPatrol sea monster]] comes and kills you, meaning the only way to progress is to search the coast in the hope that some creature is swimming there.
651** A related, and far more common, bug in the Creature stage occurs if your creature dies while migrating to a new nest. Since your old nest is unusable and you haven't yet reached the new one, the game has nowhere for you to respawn and promptly crashes.
652** If you have the [[GameMod Robot Parts Pack]], if you give your creature a robotic mouth, there is a glitch that crashes the game whenever you have your creature vocalize in the Creature Stage. This means mating is impossible, and thus evolving your creature is impossible. The reason it happened was because the robot parts were simply never coded to have any special vocalizations. There has never been a patch created for this issue, and since it was a limited-time promotional item that is no longer (legally) available for download... Thankfully, there is a fix -- simply have another mouth aside from the robot one attached somewhere on your creature.
653** If you're really unlucky, when you reach the Space stage, the spaceship you're sent to examine won't spawn. Since you have to scan it to get the Interstellar Drive, you can't go any farther in the Space stage. What's worse is that this bug (and the nest bug above, but at least you can get around that by starting in the Tribal stage, though this will lock you out of some archetypes) is tied to the planet, so you'll have to pick an entirely new one and start over if you encounter either bug.
654* The North American release of ''VideoGame/WayOfTheSamurai 3'' has an irritating bug with respect to the Records screen. Said screen is the only way to check what you have and have not done successfully. It's also where you see what you did to get the title you just got. One of the stats is Favorite Weapon. If it's a custom-made (forged) weapon, the game goes into an infinite loop, requiring the power button on the console to be pressed to turn it off. Fortunately, it doesn't cripple save data, and it can be fixed simply by starting a run, grabbing a randomly dropped sword, going to your house, pulling it out, leaving the console on overnight (unpaused), and then leaving Amana.
655** Alternatively, if you've used that forged sword for over 24 hours of game time, you may be better off starting a new game on the save file, discarding the sword, abusing the forging system to make a roughly-equal sword out of a random sword, and then leave Amana, as this will guarantee that the stat will default to another weapon.
656* ''VideoGame/XCom: Terror from the Deep'' has the Research Tree bug, where researching something too early can accidentally block off advancement in that research path. Most crippling is the Live Deep One bug. If you research a Live Deep One before you research the prerequisites for the Ion Armor, you won't be able to research the ships needed to complete the game. Thankfully, most of these were patched away by the [[UpdatedRerelease Windows 95 version]].
657[[/folder]]
658
659[[folder:Miscellaneous Games]]
660* ''VideoGame/{{Action 52}}'' has games which have tons and tons of these bugs. Actually, it's more like a big bug with bits of games in it.
661** The most infamous one occurs in the NES version of ''Ooze''. Active Enterprises held a contest saying that the first person who could get past level 5 would win $104,000. Sadly, the game freezes near the end of level 3, making it [[{{Unwinnable}} impossible to win.]]
662** ''Alfredo'' and ''Jigsaw'' completely fail to load most of the time, even on emulators.
663* ''VideoGame/AngryBirds'': it's possible for birds to glitch and stay there forever, which makes the level impossible to finish. There's also a glitch that can occur when updating on Windows XP which not only crashes the game, but corrupts it to the point where you have to find and delete a specific file to make it work again.
664* In the NES version of ''VideoGame/{{Arkanoid}}'', if the player pauses the game on the exact same frame that they break a brick, the game will think that the brick still exists and therefore not proceed to the next stage when no breakable bricks are left, rendering the stage [[UnintentionallyUnwinnable unwinnable]]. The only remedy for this is to GameOver and either use a continue or restart the game.
665* In ''[[VideoGame/BackyardSports Backyard Football 2006]]'', if you throw the ball backward, the camera just zooms out...and zooms out...and zooms out without calling it an incomplete pass or fumble. Then you have to start the season game all over again.
666* The Platform/{{N|intendo 64}}64 game ''VideoGame/BattleTanx'' has an infinite health cheat, but the game doesn't always let you turn it off. If you use the cheat during a bonus level, where the objective is to survive for as long as possible, you enter a situation where the bonus level will never end because you can't turn the cheat off.
667* In the Platform/ThreeDOInteractiveMultiplayer port of ''VideoGame/BrainDead13'', when you chose the shave in Vivi's Funeral Salon, just when she's about to [[OffWithHisHead cut off your head]] with her SinisterScythe... all of a sudden the game turns black and you just get sent back to the Main Menu screen for no reason other than a glitch. (Nervous Nick of Website/{{ScrewAttack}} even lampshades this in his [[http://www.gametrailers.com/videos/10mj8f/screwattack-s-video-game-vault-video-game-vault--brain-dead-13 review of the 3DO port]].) Version 1.1 of the port thankfully fixes the glitch.
668* ''VideoGame/BricksOfSeries'': Playing on a newer operating system like Windows 10 can cause problems, like the game running at 2FPS if fullscreen is not disabled or freezing when the player attempts to close it, which forces the use of Task Manager.
669* Of all things, the ''TabletopGame/{{Chess}}'' software that shipped with Apple's OS 10.4 has one of these. Set the computer to its hardest setting and make sure you're white. The correct way to break the AI is 1. e4 c5 2. [=Nf3=] [=*twitch* *freeze*=] as the computer forgets how to continue a Sicilian defense.
670** There is a similar bug in an early version of Mac OS (c. 1995 or so) that also came packaged with a generic Chess game. If you try to lure the computer into a Fool's Mate, the computer will not only ignore the checkmate, but will move twice before letting the game continue as normal.
671** It could be an urban legend, but it is said that one of the early chess supercomputers was programmed to make the best move. Unfortunately, this meant that where it could deliver mate in more than one way, it would go into a loop to decide which was "best" and lose on time.
672* Indie puzzle game ''VideoGame/ChromaShift'' has two game-breaking bugs:
673** Playing with the mouse instead of the keyboard prevents the game from satisfying the conditions to unlock Lenore as a playable character.
674** High scores will refuse to save on some computers, and since the point of most puzzle games is to rack up a high score...
675* Hasbro's computer version of ''TabletopGame/{{Clue}}'' (or ''Cluedo'') has a nasty one. If a character is boxed in by other players (terribly easy to do with the Billiard Room, as one player can block the way to the Library, and another can block the door leading out to the Ballroom and Conservatory), the AI will roll and get caught in a loop trying to move the token.
676* If you're playing a version of ''Crimson Room'' that directs you to a page for the "Yellow Chamber", which gives you an important code necessary to complete the game, you're shit out of luck. The Yellow Chamber page no longer functions so the only way to progress is through sheer brute force. Don't even think about using codes from previous games or [=YouTube=] playthroughs, the code changes depending on your IP address. Hope you have time to brute force 10,000 different codes!
677* In ''Disney Hidden Worlds'', a common bug causes a certain major resource (paper) to not spawn, making the game {{Unwinnable}} without paying large quantities of money for gems to buy a resource you should have in abundance.
678* The ''VideoGame/{{Elite}}'' series of space trading games features several bugs, due to the sheer size and scope of the series. The first isn't that bad, but ''Frontier: Elite 2'' has some nasty ones - your spaceship's autopilot occasionally flies you through planets, sometimes without sustaining damage - and the third game, ''Frontier: First Encounters'', was released in a semi-completed state. For example, the biggest, toughest, and most ultimate spaceship you can buy is basically useless, since firing any of the 'turrets' results in you hitting yourself; early releases of ''First Encounters'' will crash when you fire a laser, or try to use a joystick connected to a [=SoundBlaster=] gameport, or play certain missions.
679** ''Frontier: Elite 2'' on Amiga has a bug in which, when you target an entry hyperspace cloud and use a hyperjump analyzer, the game crashes. Reset.
680** The ZX Spectrum version of the original ''Elite'' had a notorious one, caused by its copy-protection system, which consisted of a plastic lens. The lens was used to view a distorted captcha on the screen to gain access to the game. Trouble is, the lenses from the original shipment were badly engineered, making it impossible to play the game ''at all.''
681* Tricking the player with fake game-breaking bugs is half the fun in ''VideoGame/EternalDarkness'', usually due to the character having low Sanity. Most of them are pretty obvious, but still entertaining: The [=GameCube=] turning itself off, the game mistaking your request to save as a request to delete all existing saves, rooms appearing to have been loaded upside down, and even the infamous blue screen of death.
682* ''VideoGame/{{Flight}}'': Trying to throw the plane backwards freezes the game.
683* ''VideoGame/{{Glider}} PRO'':
684** The engine limits the number of dynamic (i.e. moving, collectable or otherwise animated) objects that can be onscreen at once. Usually this is not a problem, since the LevelEditor also limits the number of dynamic objects that can be placed in a single room. However, 9-Room Mode (strongly recommended for many houses) displays as much of the eight adjoining rooms as will fit on the monitor in its current resolution, including some (but not all) types of dynamic objects. The game does ''not'' give objects in the room currently being played priority above all others when deciding which ones to omit, which may potentially result in a vital grease can being despawned because the player's monitor resolution was too high.
685** Crashing into an obstacle while in the uncontrollable BanisterSlide animation that occurs as you descend a staircase can softlock the game. Fortunately, very few houses place obstacles in a way that allows this to happen.
686* ''VideoGame/HenryStickminSeries'':
687** In ''Stealing the Diamond'', choosing the [[Franchise/{{Pokemon}} Pokeball]] starts a battle between Henry and two security guards. Henry summons [[GlitchEntity MissingNo.]], who immediately causes the interface to crash, bringing up a Fail Screen.
688** ''Completing the Mission'' has a literal breaking bug; the [=CorrupTick=], which Henry tries using on some soldiers, the bug instead bites the ground causing the characters and textures to fall apart. The game is booted back to the title screen, after a reload the scene continues to have been corrupted with varying effects ending on FissionMailed on the screen.
689** A more traditional occurrence of the trope happens when selecting Charles as an option during ''Completing the Mission''. Right when Charles is about to commence his [[RammingAlwaysWorks plan]], at the moment of impact, the game will crash. [[https://youtu.be/tZ0MOTvbwTw?t=1474 The timing is SO perfect, you'd think it was deliberate.]]
690* ''VideoGame/TheHex'': Every game has a hidden way of deliberately crashing the game you're playing.
691* ''VideoGame/{{Homeworld}}'', at least in some reissues, features a killer bug. Sometimes your capital ship bay will just stop working while still accepting orders for new ships. The resources will be subtracted from your total but the ship just won't be delivered. Salvaging becomes impossible as well. This bug carries over into later missions and basically means starting again.
692* The [[UsefulNotes/AdobeFlash Flash]] version of Creator/NinjaKiwi's ''Hungry Sumo!'' has a bug where the game [[UnintentionallyUnwinnable outright crashes]] if your sumo(s) hit an enemy sumo, which explains why the game cannot be played directly on the website. Even worse? The game was discontinued, destroying any chance of having the bug get fixed. But hey, at least the mobile version's fully functional.
693* ''VideoGame/TheHunterCallOfTheWild''
694** The nasty lose your progress/corrupt save bug, which is especially bad in this game considering this is a very long, slow paced game that expects its players to spend dozens or hundreds on hours on it, and many players have a collection of rare or valuable animals to lose. It also only keeps one save. It's recommended on the official forums that players manually back up their save regularly, ideally after each session, until it's fully for sure fixed.
695* ''VideoGame/IdleMine'': Putting the game in widescreen mode (easily accesible in a Flash game emulator) shows a weird icon in the upgrade menu that cycles through all other icons. Hovering over it or clicking it may crash the game.
696* Invoked in ''VideoGame/{{Imscared}}''. The game appears to crash multiple times, mostly when the player comes into contact with White Face. The opening text warns that there may be bugs still left in the game. [[spoiler:They're not. White Face is messing with the player and downloads cryptic text files to your computer. TheFourthWallWillNotProtectYou.]]
697* ''VideoGame/LeagueOfLegends'' :
698** The Anivia stun bug. Normally she has the ability to shoot a ball of ice that damages and stuns enemies within range when it bursts. After one patch the range on this detonation became global, allowing her to spam that spell from anywhere (such as in the summoner fountain that restores mana at high speed) and hit the entire enemy team with it every few seconds. Obviously this made matches against Anivia essentially unplayable and so it was fixed very fast, though similar global ability bugs have since popped up on both Kayn and Poppy.
699** There was also a bug with Yorick's ult. Yorick's ult summons a spectre of an allied hero that Yorick can control. However, if they die while the specter is up, they will control the spectre for a little while. At launch? The person "resurrected" with Yorick's ult would die ''repeatedly'', giving the enemy team a potentially endless stream of kills as long as they kept attacking them.
700** Viego upon release shipped with a bug that caused entire matches to crash if he transformed into a champion with an ability that effected terrain created by champions. Once players booted up the client again the game would flat out not exist in Riot's records. This allowed ranked matches to be exploited, as a Viego doing poorly could deliberately crash the game given the right conditions existed to trigger the bug.
701* In the defunct browser game ''Little Cave Hero'', you'll often find arrow launchers in levels. If your computer runs the game with lag, it'll have the bizarre effect of increasing the arrows' speed. At "best" the arrows will wreck your score. At worst, levels will become {{Unwinnable}} (e.g., in the level Signs, you won't be able to break one fake wall because a arrow keeps stunning you before the breaking animation ends).
702* In-universe example: Nanny Noah's Treasure Hunt game in ''VideoGame/TheLostCrown: A Ghost-Hunting Adventure'' can only be completed if you visit [[spoiler:the museum's butterfly collection]], but that building is closed on the day when it's supposedly being played by the local children. Fortunately, this doesn't stop Nigel from field-testing the hunt on the previous day, so it's ''only'' a game-breaking bug for [=NPCs=] within Saxton's Verse.
703* In the Merge-3 type puzzle game ''Merge Dragons!'', an update that occurred around December 2017 caused severe destabilization of the game that only seemed to get worse with each update. Many users, particularly those on AndroidOS devices, noticed that the game would crash in the main camp, in levels, and during events. The map screen would also show black voids where the islands and levels should be and generally glitch out the sprites. The unfortunate result of this was lost dragons, lost in-game currency (including the ''premium currency bought with actual money''), lost rare items, and an inability to complete special events ''at all''. Some players couldn't even access the events nor did the events show up in-game for them, some never got event-related items they earned, and the unluckiest players ended up unable to even ''load the game'' due to the app crashing after the loading screen finished.
704* ''Monty Python's The Meaning of Life'' was released commercially, despite its developer going out of business. As such, the first two 'episodes' of the game (themed around life and the afterlife) are more or less flawless...the final section, which takes place entirely in Terry Gilliam's cottage, is quite troublesome. Primarily, the final task of the game is broken. After collecting a number of cheese wedges, the player is meant to build a ladder with the cheese in order to reach the trap door to the attic and complete the game. Opening the trap door doesn't trigger the end sequence as it should, but rather, presents the player with a black screen. (A workaround does exist, involving usage of the 'Windows' keyboard key.)
705** It was later found that what's actually happening is that the game's asking the player to re-insert the first disc, where the cutscene for the end sequence is stored; but since the game faded out the screen at the moment you went through the trapdoor, the player can't see the prompt. It's also possible to fudge it by swapping discs and clicking around blindly for the OK button.
706* The virtual pet site ''VideoGame/MoshiMonsters'' once had a glitch where increases to your monster's health and happiness wouldn't stick; they'd appear to have increased at first, but if you left and returned later, you'd find that the additions weren't saved on top of them decreasing a little more over the course of the day. Fortunately, it's since been fixed.
707* ''VideoGame/TheOregonTrail 4th'' and ''5th Edition'' have a lot of these, especially crashing bugs, as well as compatibility issues with Windows 2000 and XP.
708* In the Platform/IBMPersonalComputer version of ''VideoGame/PinballConstructionSet'', adding too many parts to the board prevents you from saving the game... or from removing parts so it ''can'' be saved.
709* In the old PC Point-And-Click adventure game ''WesternAnimation/ThePinkPanther: Hokus Pokus Pink'' skipping through the cutscene where the "Star's Bite" collection is unveiled makes the camera un-acquireable, thus making the Greek Mythology chapter {{unwinnable}}.
710* ''VideoGame/PlantsVsZombies2ItsAboutTime'':
711** The Troglobite glitch, which occurs if a Troglobite is killed before it can push any of frozen Yeti Imps onto the lawn. If this happens, the level will not end unless the frozen Yeti Imps are released from their icy prison via projectiles- the trouble is that plants won't attack offscreen iceblocks, which means that plant food/Magnifying Grass attacks will be needed or the player has to reset the level. The main issue is when this occurs during Icebound Battleground- there's no way to reset the level normally, making the player stuck forever.
712** The Blooming Heart plant originally had a bug where, upon striking a zombie, it could possibly grant the zombie a ridiculous amount of health due to an oversight in its programming. Thus, the level would become UnintentionallyUnwinnable as there's no possible way to kill the zombie before it reaches your house. Fortunately, this bug was later fixed.
713* ''VideoGame/{{Portal}}'', of all games, has a rather weird one where, if you kill the boss (by tossing the final personality core into the Incinerator) just as your time runs out, you die from the neurotoxin as the boss sort of implodes. You're ejected from the center and treated to the brief surface cutscene as per normal, but the game hangs there. You don't get to see the ending, and you don't earn the Heartbreaker achievement. Quite a bummer if you think you've just barely managed to pull off a victory.
714** ''VideoGame/Portal2'' has another one: press 'R' in single-player mode, and the "rate" menu will come up. However, since it makes no sense in single-player mode, the menu won't go away and the player will need to quit the program and start again. While still unfixed, there's a simple workaround: remap the 'R' key to something else (zoom/unzoom is a good option).
715** Another one in ''Portal 2'' -- when fighting the final boss, you're trapped in a room slowly filling with neurotoxin, no portal surfaces, and bombs being flung at you. You're supposed to use the bombs to create a bunch of portal surfaces by breaking a pipe... but in rare occasions, a glitch happens and bombs will NOT be thrown at you. This leaves you no other options, except to wait to die by neurotoxin, or reload (which is your only hope to avoid the glitch). It's incredibly ironic that the final boss could have easily killed you, [[BossArenaIdiocy if only he wasn't trying to kill you too hard]].
716* In the Wii version of ''VideoGame/RaymanRavingRabbids'', one minigame requires you to find a hidden Rabbid using the sound coming out of your Wii Remote's speaker. However, there's a bug that happens 9 times out of 10 where all you'll hear coming out of the remote's speaker is static.
717** The "Greatest Rayman Ever" achievement in the Xbox 360 version is impossible to earn because getting a perfect score on all the minigames is worth 173,000 points, while the achievement requires 174,000.
718* In ''VideoGame/Reunion1994'', a FourX space strategy in real time, your enemies occasionally attack your homeworld with a huge fleet you cannot hope to beat, only reload. Most of the time the game plays fairly and their fleet sizes and production rates are consistent with yours.
719* In the PC port of ''VideoGame/Revolution60'', the final boss is impossible to beat in keyboard mode due to a glitch that gives the player a fraction of a second to complete a QTE.
720* The creators of ''UsefulNotes/RPGMaker FES'' for the Platform/Nintendo3DS accidentally added a couple of pieces of DownloadableContent called "Dummy", one of which is free, while the others cost money. Downloading one of these will crash the game, and cause the game to crash whenever you try to access the DLC shop subsequently. Deleting all DLC data from your SD card does not fix this, and if you do this, you've just removed all DLC data and can no longer play any user-made games that require these assets.
721* ''VideoGame/SuperMario64'' ROM hack ''VideoGame/SM64DotZ64'' {{invoke|dTrope}}s this for [[PlayedForHorror horror]], crashing the game at the end of each loop and displaying the message "[[MadnessMantra SOMETHING CHANGED SOMETHING CHANGED SO-]]" in the crash handler.
722* ''VideoGame/{{Scribblenauts}}'':
723** Summoning a bunny will eventually make the game crash because the bunny makes new baby bunnies every few seconds, and eventually there are too many on the screen for the game to handle, causing it to crash. Fortunately, the sequel fixes this by making the amount of bunnies cut off after a certain number appear.
724** While browsing the Ollar Store, tapping the wrong part of the screen may cause the game to crash.
725* Parodied in the fifth game of ''VideoGame/StrongBadsCoolGameForAttractivePeople'', which requires you to ''deliberately induce'' one of these (which is nigh-impossible without cheating, but the cheat is easy to activate) in a GameWithinAGame.
726* ''VideoGame/WarioWare'' series:
727** In ''[[VideoGame/WarioWareIncMegaMicrogames Mega Microgames]]'', there is a microgame where you have to send a thread through a needle. Occasionally, on the hardest level, the needle will be placed too far, rendering the microgame unwinnable. This was fixed in ''[[VideoGame/WarioWareGold Gold]]''.
728** The [[BigBad main villains]] of ''[[VideoGame/WarioWareGetItTogether Get It Together!]]'' are versions that occur InUniverse. They tear up Wario's game with their powers, and Wario has to destroy them to rectify his game. Their leader, the Mega Bug, is the FinalBoss of the game.
729* A bug in the Aztec case of ''VideoGame/WhereInTimeIsCarmenSandiego1997'' can render the game unwinnable via an item duplication glitch. When you assemble a ceremonial headdress for Montezuma, a Carmen note piece (A key item required to complete every case) is on a stand where the original headdress was. If you do not pick it up, but try to give the headdress from your inventory to Ann Tikwitee, a duplicate headdress will spawn back on the stand on top of the Carmen Note. You cannot complete the case without the note piece -- so you have to place the duplicate headdress in your inventory. Unfortunately, if you give the headdress to Montezuma, the game will still think you have a headdress in your inventory -- without knowing that you duplicated it. This ends up being a problem because once you're in Montezuma's throne room with the completed headdress in your inventory, you aren't allowed to leave until you give it to him. Because you have the duplicate headdress in your inventory after giving Montezuma the first one, the game still believes you have a headdress to give to Montezuma and will not let you leave the room to complete the case, forcing you to have to start over.
730* ''Wonderland Adventures'' used to have a bug where you could use blink to teleport through a single wall tile. This "wallblinking" became famous after spots were found where you could blink in and then waste your blinks, leaving you stranded and making the game unwinnable. Perhaps nastier was The Void, where you could skip the power cube levels by blinking past the gates at the cost of forfeiting HundredPercentCompletion. Except there's no indication you can't go back to the void once you finish the final level. This bug was fixed in a later version, but since many people liked the shortcuts it provided, the more adventurous people can still try it out by enabling it with a cheat code.
731* The "Clock Watching" achievement in ''VideoGame/{{Worms}}: Ultimate Mayhem'' is impossible to get in the Xbox Live Arcade version because a bug causes the sniper rifle to reload after every shot, making it impossible to hit all the targets in under three minutes.
732* ''Yu-Gi-Oh! Reverse of Arcadia'' has numerous bits of CopyProtection as it is, so this may in fact be one of the various parts of the Copy Protection activating, but occasionally (albeit exceedingly rarely), when a player takes damage that does not reduce their LP to 0 after being attacked directly 5 times in one turn, the attacking player will say their "duel victory" quote...and the defending player will spontaneously lose the duel, even if there is a chance for that player to win in the next turn. This became an AscendedGlitch in ''VideoGame/YuGiOhDuelLinks'', where one of Zane's Skills causes him to automatically win the duel if he successfully lands five direct attacks in one turn. (It's ''much'' harder in ''Duel Links'', because the game uses Speed Duel rules where players can only have three monsters on the field at once.)
733* Invoked in ''VideoGame/YumeNikki'' during the [[{{Retraux}} 8-bit]] "glitch" event. In the deepest room in the 8-bit dungeon, there is a 1/3 chance every time you enter the dream world that a tile in the corner will result in a blank speech bubble every time you "talk" to it. Continue interacting with the tile and the graphics will gradually turn into a garbled mess. Keep going, [[spoiler:and the game "crashes", a continuous buzzing noise will play, and then [[FissionMailed Madotsuki will wake up]].]]
734[[/folder]]
735----
736!!Non-Video Game Examples:
737
738[[folder:Anime & Manga]]
739* In ''Manga/{{Gintama}}'', Gintoki and Kagura end up competing against Hijikata and Okita in a multiplayer virtual reality RPG to see who can clear a section of the game first. However, the game is a terribly glitchy beta version, and Gintoki starts off poisoned so he can't even walk to a shop to get an antidote without dying, and Hijikata starts with so little HP that he ends up killing himself by stubbing his toe on a sign accidentally. [[GagSeries Predictably]], their partners end up ditching them, and the two are forced to find loopholes in the RPG's mechanics to progress without them.
740* In ''Literature/SwordArtOnline'', it's not a bug, it's a ''feature''. The titular game's creator removed the ability for players to log out, then tweaked their Virtual Reality headgear to fry their brains if their characters died, forcing ten thousand people to WinToExit TheMostDangerousVideoGame.
741* In-universe example presented in ''Manga/TheWorldGodOnlyKnows'' anime. During episode 4, the main character, Keima, is obsessed with trying to beat a DatingSim game which is filled with bugs and glitches which causes a certain scene to replay over and over. Despite the game being very buggy and glitched, he vows to find a way to get out of that repeating scene bug via trying different options/selections. The game company released a lot of patches, but didn't fix anything, and eventually went bankrupt, so Keima feels that he's the only person left who can "save" her. He sort of manages to get past the repeating screen glitch, but then hilariously a bunch of random characters appear on the screen and the game freezes up. Despite that, he still vows to try to find a way to beat the game.
742[[/folder]]
743
744[[folder:Films -- Animation]]
745* ''Film/SpaceJamANewLegacy'': [=LeBron=] accidentally crashes his son's video game, ''Dom Ball'', when he makes a combo move that causes a glitch ("In-and-out, cross over, step back, let it go"). [[spoiler:Later, Dom realizes that the Tune Squad can [[ChekhovsGun do the "step-back" move to make the game glitch]], and therefore make [[BigBad Al G.]] lose control of it, but the one who does it will be deleted forever. [=LeBron=] offers to do the combo, but [[HeroicSacrifice Bugs is the one who does it]]]].
746* ''WesternAnimation/WreckItRalph'':
747** When Turbo left his own game and entered another, it caused a fatal glitch that crashed the game, leading to both games being removed from the arcade.
748** Later on, King Candy explains to Ralph that he doesn't want Vanellope to race because of this. He's afraid her glitching will make players think the game is broken, resulting in [[TheEndOfTheWorldAsWeKnowIt their plug being pulled]]. [[spoiler:[[BlatantLies Or so]] [[BigBad he says.]]]]
749[[/folder]]
750
751[[folder:Live-Action TV]]
752* One Bill Cullen-era episode of ''Series/{{Blockbusters}}'' had a [[BonusRound Gold Run]] playing became strange partway through, with the contestant unable to select three of the spaces — they had turned into "[[https://www.youtube.com/watch?v=I899Lhn3GJQ polka dot clown things]]". He still managed to win on his own, however. (It was otherwise averted, as the gameboard was designed so ties were impossible.)
753* There were a few instances where this happened in ''Series/LegendsOfTheHiddenTemple'', specifically when they reached the temple itself and the game was rendered UnintentionallyUnwinnable. A few teams lost time because they couldn't open the door despite completing the obstacle (sometimes it didn't register a button press). However, one of the absolute ''worst'' cases was in "The War Fan of the Forty-seven Ronin", wherein a temple door closed and re-locked behind one contestant, who subsequently got ejected from the temple. Their partner came into the temple next, and was stopped by a door that their partner ''just'' passed through.
754* On the ''Series/{{Pyramid}}'' game show franchise (e.g. ''The $25,000 Pyramid''), if both teams were tied after the usual six rounds (three 30-second rounds of 7 words each per team), each team would play a tiebreaker round. Whichever team created the tie would get to choose between one of two letters; their tiebreaker round would consist of 7 words all beginning with that letter, and the opposing team would get likewise for the other letter. Several times, the teams would get the same amount of points in each round, and ''still'' be tied after the tiebreaker. This has led to episodes where teams would be playing four or six rounds more than usual to decide who would play in the [[BonusRound Winner's Circle]]. Sometimes, however, the producers would fix this by having BOTH of the day's celebrities play for both the day's contestants at the end of the week (as opposed to one celebrity and one contestant).\
755This was later amended in the 1980s versions by changing the rules so that if the first team got all seven tiebreaker words, their second team had to do the same in a shorter time in order to win (so for instance, if the first team took 24 seconds to clear their words, the second team's timer would count down from :24 instead of :30). However, not even ''this'' was foolproof, as there was at least one instance of both teams completing their seventh word right on the buzzer, and another where the first ''two'' tiebreakers had both teams only get to 6 words before time expired.
756* ''Series/RetroGameMaster'': A barrier near the end of ''[[VideoGame/{{Bonk}} Bonk's Adventure]]'' fails to raise itself, and since there's no time limit or any way to kill himself at that point, Arino is forced to play the game from the beginning again.
757* On ''Series/SquareOneTV'', Mathman has a few. One time, both paths to a correct answer were barred by wrong answers; another time, the game missed that Mathman had eaten both correct answers and had him continue until he goofed; and the most dramatic example involved Mister Glitch eating Mathman before the game began.
758[[/folder]]
759
760[[folder:Pinball]]
761* Due to the code not being complete when it first came out, in ''Pinball/StarTrekStern'', any Level 2 mission, because of the code simply not being there, requires 65,535 shots to complete. This quantity is so high that the machine would more likely break down or overheat before you can accomplish it, provided you've got the world-class skill to get that many shots (or you remove the glass and roll the ball around with your hands instead of the flippers). It is possible that the designers ''wanted'' that unreasonable number, considering that there is no code whatsoever beyond that and thus the game will crash if you actually complete one of these missions. A later patch completed the code and brought the Level 2 missions down to a much more reasonable 10 shots to clear.
762* In ''Pinball/StarWarsDataEast'', shooting the ramp several times lights the Extra Ball shot. The default value was only five shots, but it would adjust over time based on how well players did, and eventually increased itself to an unobtainable amount. This was not fixed until a software update in December 2012.
763[[/folder]]
764
765[[folder:Tabletop Games]]
766* A few from ''TabletopGame/DungeonsAndDragons'':
767** The Truenamer class from the splat book ''Tome of Magic'' is infamous for being broken in the sense that the class is unplayable as written. One noted ability of the Truenamer is that its abilities get ''weaker'' and harder to use as it levels up (you need to meet a check that goes up by 2 each level, while you can only put 1 more point in a skill a level), assuming you can even meet the DC required for an utterance at a low level [[note]]This is unlikely, as due to another bad piece of writing the base is 15 vs. the lowest level foe you can fight, while the normal first level is +4 from skill ranks and a +3 from ability score plus the result of 1d20; yes, [[LuckBasedMission your main ability is effectively luck-based (need an 8 or higher, can't take ten) as to if it actually works]] against the least threatening foes.[[/note]]. Truenaming checks get ''harder'' to make as you attempt to do it more than once a day.
768*** As with much of the late 3.5 game, this is possibly a prototype for fourth edition. In 4E, all of your attack rolls increase by 1/2 per level while all of the defenses for any NPC go up by 1 per level (directly compared to your Truenamer skill going up by 1 per level and the DC going up by 2 per level); 4E "solves" this problem by mandating you gain magical items and increase your ability scores to make up for the difference. It was probably expected that any Truenamer will pick up a magical item that grants +15 to skill checks (the problem of course being that while the Truenamer scrambles to find magic items to not get weaker, other classes are getting magic items to become ''stronger'').
769*** The ''Tome of Magic'' also neglects to include the target number for an entire class of Truenamer Utterances. The [=DCs=] were later set by errata.
770*** The section also features a number of utterances with exceptionally vague wording and ruling clashes. For instance, the Lexicon of the Perfected Map utterances reportedly all affect a twenty-foot radius around you, but [[RecycledScript half of them are stated to function exactly like spells]] that affect different areas or no areas at all, "unless noted otherwise", without explaining what takes precedence. For instance, Stone Tell [[EverythingTalks allows the caster to talk to stones]], so does Lore of the World allow just the truenamer to talk to stones, or allow everyone in the radius to talk to stones, or allow them to talk to stones inside the radius, or fail to target anyone and allow nobody to talk to stones? There's also a truenamer/monk combo class that both explicitly [[LogicBomb does and does not advance your flurry of blows progression]].
771** Also in 3.5, it's possible to get a sorcerer with Wish as a spell-like ability with no GP or XP cost at level 17. This ''technically'' allows you to get free rings of three wishes.
772** The DrunkenMaster PrestigeClass relies on getting drunk. The problem is the intended entry is Monk, which becomes immune to poison (and alcohol is classed as a poison in the rules) at level 11, and Drunken Master does not include wordings that overwrite this. Therefore, it's possible to make it impossible to use your class features. Later wordings of the rules stated that class features could be temporarily turned off at will, allowing a Monk to get wasted when necessary.
773** An Epic Destiny in 4th edition, the Archlich, was also broken: one of his class features (that whisks him away to his phylactery when he hits zero HP instead of going unconscious) made one of his other class features (stay alive and power up when killed... which happens ''after'' you get below zero hp) impossible to use. It was errataed later.
774** In 3E and 3.5, a rules clarification resulted in this for most prestige classes that transform you into something else. To put it simply, barring specifically mentioned exceptions in the prestige class' write-up, you have to keep fulfilling the requirements for the prestige class to keep the benefits of its special abilities. This would be fine, except there are prestige classes like Dragon Disciple, which requires that you aren't a half-dragon and culminates in making you a half-dragon. Since it doesn't say anywhere in the class that this ''doesn't'' count against the requirements, you'll lose all special class benefits from the prestige class the moment you hit level 10 in it, including the one that makes you a half-dragon and therefore ineligible for the class (so you'll gain the benefits back, which means you now don't fulfill the requirements again...).
775** One especially funny (but more misread than actually bugged) example is the warblade power "Iron Heart Surge" that lets you end a negative condition. It specifically says that it ends the effect ''on you'' rather than removing the ''source'' of the effect, but the very vague wording made players think that a warblade who suffers sunstrokecould use this to ''kill the sun''. It's obvious it was meant to act as a HeroicSecondWind, but because of how actions work you can't actually use it while stunned, restrained, unconscious, etc which is the iconic time for it to kick in.
776** Most versions of ''Dungeons & Dragons'' and its variants have a problem with having no explicit rules for the third dimension. This can cause confusion and make some battles easier than they should be; for example, if a party fighting Giants shoots a fireball into the air above themselves, which will burst above the heads of the [=PCs=] but catch the giants due to their height, the rules give no clear indication of how to deal with the situation; and it is not allowed for as a weakness for larger opponents. There are also no modifiers to account for angle and gravity in a ranged weapon's maximum range, meaning that, by the rules as written, a normal (10 strength) human could throw a javelin 150 feet straight up!
777* Most d20-based [=RPGs=] -- in fact most games with Initiative systems -- have a problem with the start of combat. The archetypal case is that a [=PC=] declares they're punching the King; initiative is rolled, and the King's bodyguard wins initiative. The problem is that the [=PC=] does not punch the King until their initiative; if the bodyguard does nothing on their turn, they will be unable to prevent the attack on the King, but if the bodyguard attacks the [=PC=] then the attack on the King hasn't happened yet and in-fiction the bodyguard attacked the character for no reason. Some systems have a "ready" action to prevent this, but the wording is extremely variable in this case and readying outside of combat is normally not permitted.
778* One of ''Literature/TheLordOfTheRings'' {{RPG}}s has modifiers for army combat based on the troop numbers, but they're based on the ''absolute'' difference, not the ''relative'' difference. So a thousand-man advantage might give an unbeatable bonus... meaning that 20,000 undead knights can't beat 21,000 hobbits with sticks.
779* ''TabletopGame/{{Pathfinder}}'':
780** One errata made it possible for a character to die in character creation. Aasimar, Tieflings, Dhampir, and various other HalfHumanHybrids gained aging tables similar to Humans for determining what age a character of those races dies at. However, their official starting ages were not altered to match those of Humans, meaning that, under a strict interpretation of the rules, it's possible for your Planetouched to die during character creation, and Dhampir are literally unplayable, as their minimum starting age is greater than their maximum age.
781** The book ''Sargava, The Lost Colony'' for First Edition is notorious for several badly written character options. Chief among them is the feat [[https://www.aonprd.com/FeatDisplay.aspx?ItemName=Monkey%20Lunge "Monkey Lunge"]], which is literally impossible to use as written in the normal action economy: it requires a standard action to prepare, and only lasts one round. The attack roll you would use to execute it is also a standard action. '''You can only make one standard action per turn.'''
782* ''TabletopGame/RacialHolyWar'' is unplayable not just figuratively (it's exactly as xenophobic as the name makes it sound) but literally as well. The combat rules don't work at all (modifiers are listed, but not the basic chance they modify, making it impossible to actually attack anything), and the outnumbering system (if a party is outnumbered by a given amount, they flee) doesn't take any account of ''what'' is outnumbering them, meaning the supposedly heroic white warriors might conceivably run screaming from a mob of babies and pensioners. There's some debate as to whether the game is a [[StealthParody parody]] or just that dumb.
783* The ''[[Series/{{Firefly}} Serenity]]'' RPG forgot to include damage values for unarmed attacks. Since the game placed a great deal of emphasis on the importance of unarmed combat due to how lethal fighting with weapons was, this made playing the game quite difficult.
784* ''TabletopGame/Warhammer40000'':
785** In 4th edition the Tau have an APC called the Devilfish. As they are flying tanks the rules allow everyone to see (and therefore shoot) through them, but you can't move under them or assault through them because they're low to the ground. Tau players would move two Devilfish into a V-shaped wedge, and then disembark troops inside, creating an assault-proof bunker for troops with powerful guns and horrible skill in close combat. Furthermore -- the if the tanks moved over 6" to get into position, they could not be penetrated by attacks, only glanced, which gave a much lower chance to eliminate them. Also, any troops that did not auto-pass Leadership tests had to test to see if they freaked out and shot at the Devilfish instead of the troops behind it, as the Devilfish would invariably be the closest enemy unit -- even units without any weapons actually able to hurt the tank could be forced into wasting fire at it. The rules were later changed to eliminate Target Priority (removing the need to HAVE to shoot at the tank on a failed check), change how Line Of Sight is dealt with (removing the ability to see under them with no penalty) and adding in the 'Run' ability, which makes assault troops at least have an option when confronted with something they cannot get to in one turn.
786** In 7th edition several Formations and Armies can be deployed via deepstrike entirely, allowing them to appear anywhere on the battlefield in an instant and rain down unholy fire on the enemy. However, a lot of these armies don't come in until the second turn, and if you have no models on the board at the end of any of your turns (first included), this results in a game over. What's worse, a lot of these formations and armies are forced to deepstrike as part of their perk. This is OK for formations that were meant to be supplementary to your army, but for ones that are supposedly standalone armies, this literally makes the game unplayable. The worst of the armies hit by this is the Deathwing army (both the formation version and the full army version), which prior to its 7th edition update could deepstrike on turn 1 but for some reason cannot do so now. It is still possible to play a pure Deathwing Army, but it requires you to buy at least 1 Dreadnought and throw it into a Drop Pod, which can still deepstrike on turn 1 by its own rules, and hope it doesn't get shot to death before turn 2.
787** Due to poor proofreading, GW has put out a lot of formations, units and special rules that are flat out unplayable if taken at face value. Space Marine Combat Squads break any detachment they're in if you have more than half the maximum amount of one type of squads combat squading[[note]]Combat Squads lets a full 10-man squad break down into 2 5-man squads just before deployment. However, nothing in the rules says they stay as one "choice", just that they're treated as one squad for transport purposes. This means that if you have 2 full Sternguard squads combat squading, you technically now have 4 Sternguard squads. If your detachment or formation only allows two Sternguard squads, congrats, you just invalidated your own army since you took more units than allowed. Most players generally understand the spirit of the rule, and won't actually call you on it.[[/note]]. The Psykana Division from Mont'Ka is illegal because Commissars must be attached to a unit before deployment, but the only units in the formation are not legal for the commissar to attach to, and the formation makes no provisions for the commissar to be attached to them. Finally, before the FAQ, the Ravenwing Detachment had 3 HQ Choices, but only 1 actual valid unit could be taken in it (every unit had to have the Ravenwing Special Rule, but only one HQ unit in the entire game has that rule) and said unit happens to be a special character, meaning duplicates aren't allowed.
788[[/folder]]
789
790[[folder:Web Comics]]
791* ''Webcomic/{{Homestuck}}'' has three.
792** The first is prototyping a First Guardian, which will result in every enemy the heroes face having First Guardian powers. And unfortunately, the most powerful enemy of all has no interest in following the rules of the game.
793** The second is Lord English's [[spoiler:"glitch", which will make an affected session impossible to win. Both of these can only be fixed by causing The Scratch, which is essentially a ResetButton of reality. However, the Scratch is not without consequences. Lord English utilizes his "glitch" as a calling card, and he will appear in the reset universe. His appearance on the Scratched Earth made it a VillainWorld. Specifically, Lord English's "session glitch" causes the ectobiology equipment that the players use to create themselves and their guardians to appear in the post-Scratch session rather than the pre-Scratch session. Not Scratching the session would thus cause a paradox, since the players would never have been created in the first place.]]
794** The third is attempting to enter a single-player SBURB session. The game was not intended to be played alone, and creates a supposedly-doomed session in which the player has only a few seconds to complete their chosen tasks before they fail. However, [[spoiler:Caliborn]], a Time player, was able to succeed regardless due to his extremely powerful classpect and [[spoiler:Gamzee's help]], eventually becoming Lord English. [[spoiler:Calliope also succeeded at this impossible task in a Doomed timeline due to having a similarly unbalanced Space aspect.]]
795* ''Webcomic/KidRadd'' has a major one at the climax. [[spoiler:The Seer attempts to exploit the fact that a "video game death" is not permanent, but unfortunately at this point he is made up of a selection of completely different sprites all fused together, all of which have different programming on death. Because of the conflicting death parameters, the chimerized sprite of the Seer crashes for good when the heroes kill him. A rare case of such a bug working in the ''heroes[='=]'' favor.]]
796[[/folder]]
797
798
799[[folder:Web Videos]]
800* ''WebVideo/CorridorDigital'': In "[[https://www.youtube.com/watch?v=8Q2P4LjuVA8 The Glitch]]", multiple video game characters (such as [[Franchise/SuperMarioBros Mario]] and [[VideoGame/{{Minecraft}} Steve]] suffer through a glitch so bad that destroys everything it touches.
801* ''WebVideo/GameGrumps'' have encountered their fair share of these, owing to the sheer and utter diversity and amount of games they play for a living. The first truly game-breaking glitch (not counting the ''many'' glitches they trundled through in ''VideoGame/SonicTheHedgehog2006'') was [[https://www.youtube.com/watch?v=YL0qbAB56Po Chester Cheetah: Too Cool To Fool]] where, during a MiniBoss battle, they get trapped in a CycleOfHurting that somehow sends them perpetually falling through level architecture. ''Half'' of the video is spent in this weird glitched state where all they can do is drift back and forth with only Chester's shadow left on the ground. After a good five minutes of this, they positioned Chester's shadow under a guitar and declared the game won.
802* ''WebVideo/LetsGameItOut'': Breaking games is Josh's shtick. He is ''very'' good at it. Which can, if Josh abuses the game too much, lead to the entire game shutting down due to this or frame-rate suffering too much. After a while you start to suspect that the reason so many developers send him keys to alpha builds and early access releases is so he'll find these.
803* LetsPlay/PartyCrashers: At one point during their ''VideoGame/MarioKartDoubleDash'' [[https://www.youtube.com/watch?v=Ia-trYpqY9s video]], [[ButtMonkey Nick]] ends up clipping through the ground on Yoshi Circuit, after which he respawns right in front of the finish line and [[YankTheDogsChain doesn't move on to the next lap after crossing it]].
804* LetsPlay/ProtonJon bills himself as the "best bug tester you never paid for" on his Twitter profile, and is just as good at breaking games as Josh directly above. Except, unlike Josh, he never does so intentionally. The game breaking bugs find ''him''. It's just part and parcel of his [[BornUnlucky utterly abysmal luck in general]].
805* The LetsPlay/MarioPartyTV group discovered a glitch within ''[[https://www.youtube.com/watch?v=19S8f_bnW5M Crazy Cutter]]''. The second you move whenever the glitch occurs, the game counts your movement as a small circle, causing you to fail the minigame with 0 points.
806* ''WebVideo/SwordArtOnlineAbridged'' portrays the titular game as having a ''lot'' of these. Minor examples include a certain area trading out the "teleport" animation for the "death" animation when it thinks the teleporting character is in free-fall, and an error in one of the first-floor boss's minions missing its voice file. Major glitches include being able to kidnap [=NPCs=] by never finishing their quests (up to and including the tutorial NPC), pathing issues where [=NPCs=] could also get stuck in doorframes leaving players unable to get through, teleporter crystals not working half the time (and [[TeleporterAccident mangling their users]] if they're unlucky). Real game-breakers include features that weren't supposed to be a part of the live version of the game being unlocked at random (Kiritos' DualWielding was unlocked when he fought another player that also unlocked Dual-Wielding), and the 75th floor boss [[UnintentionallyUnwinnable glitching out and dying without opening up the exit doors]] (trapping the clearing team indefinitely). [[spoiler:And then there's players dying when their avatars did or when their nerve gear was removed (which was on purpose in the original), which resulted in the game's developer, in a delusional panic brought on by sleep deprivation ([[ChristmasRushed he had to rush the hell out of the game]], and didn't sleep for ''three weeks straight''), locking the players in the game in a desperate attempt to play it off as being AllAccordingToPlan with him trying to come up with some way to keep the Feds off his back by using the players as hostages. In that same sentence he blames his game producers for causing all of these issues to happen in the first place: ''{{Creator/Bethesda}}''.]]
807[[/folder]]
808
809[[folder:Real Life]]
810* As CPU designs got more complicated during the 80s and 90s, it wasn't unheard of that doing a certain sequence of instructions or using an instruction in a manner that it's not intended to be used would cause the CPU to essential lock up and nothing short of a power cycle will recover from it. Most of these issues were the result of the CPU disabling something (such as locking the data base or ignoring interrupts) and doing something that requires what was just disabled. A straightforward example would be a "Disable interrupts" instruction, followed by a "Sleep until interrupted."
811* Logicians operate in "formal axiomatic systems"; in plain English, they begin with a list of assumed truths known as axioms, and then must use those axioms (and only those axioms) to prove their assertions. In any such system, if it is possible to prove two contradictory assertions, it suddenly becomes possible to prove ''literally any statement'' you can make in that system. So every statement is provable, but so is its opposite. This is called the principle of explosion, and it means that any system containing a contradiction is essentially useless.
812** Since mathematics is built on a formal axiomatic system (specifically, Zermelo-Fraenkel set theory,) this idea is of paramount importance to mathematicians. ZF set theory was developed after it was shown that an earlier candidate for an axiomatic system (known as naïve set theory due to its more loosey-goosey nature) contained a contradiction.
813* {{VMWare}}'s virtual machine software comes with a rather frustrating bug that causes guest machines to freeze for 2 minutes. You can't suspend, restart or shutdown machines while they're frozen to the point they ''return an error''. This makes VMWare bad enough for using productivity tools and utilities, but it makes videogames unplayable.
814[[/folder]]

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