%% Image kept on page per Image Pickin' thread: http://tvtropes.org/pmwiki/posts.php?discussion=1353184253098040100
%% Please do not change or remove without starting a new thread.
%% Also, do not remove the permission notice.
[[quoteright:350:[[VideoGame/PokemonRedAndBlue http://static.tvtropes.org/pmwiki/pub/images/rsz_some_things_4603.jpg]]]]
[[caption-width-right:350:[[http://lparchive.org/Pokemon-Blue/Update%2015/ You cannot escape.]]]]
[-[[caption-width-right:350:[[http://spookydoom.deviantart.com/art/Some-Things-Just-Should-Not-Be-157497842 Image]] courtesy of [[http://spookydoom.deviantart.com/ spookydoom]]. Used with permission.]]-]

->''"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."''
-->-- '''William Cassidy''' of [=GameSpy=] on the Atari 7800 port of ''VideoGame/ImpossibleMission''

The dark side of GoodBadBugs (though not necessarily 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.

Game-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.

In 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).

The 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.

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 UnwinnableByMistake no matter what the player does (except, possibly through a counteracting Good Bad Bug). Bugs 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...

When something simple in a story causes the end of everything, it's a RealityBreakingParadox.
!!Video Game Examples

* GameBreakingBug/FirstPersonShooter
* GameBreakingBug/PlatformGame
* GameBreakingBug/RolePlayingGame


[[folder:Action Adventure]]
* ''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.
* ''Franchise/TheLegendOfZelda Series''
** ''[[{{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.
*** 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.
*** 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.
*** 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.
** In ''[[{{Videogame/ZeldaIITheAdventureOfLink}} The Adventure Of Link]]'', 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 [[{{UnwinnablebyInsanity}} doing the palaces out of order, using the glitch, and then saving your game]].
** 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. The ''[[VideoGame/TheLegendOfZeldaOracleGames Oracle]]'' games, which play very similarly to ''Link's Awakening'', including having an item system that works about the same way, avert this by seemingly having been made with the staff aware of this bug; this pair of games actually has enough spaces that several will ''never'' be filled, even when no items are equipped and everything is filling a slot.
*** 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.
** ''[[{{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.
*** Also in ''Ocarina'', you can freeze the game in the Gerudo's Fortress if you push the Ocarina button right when they spot you.
** ''Majora's Mask'' has a few other examples as well:
*** 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.
*** 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.
*** 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.
** ''[[VideoGame/TheLegendOfZeldaSkywardSword Skyward Sword]]'' features a game breaker of its own--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 originally could not be completed until in early 2012 when Nintendo released a patching program on the Wii that downloads the patch and fixes save files.
*** 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!
*** 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 whith the clawshots in the wrong place.
** In ''[[VideoGame/TheLegendOfZeldaTheWindWaker The Wind Waker]]'', if you jump slash on top of the chest in one of the ghost ships, the game freezes.
* ''[[VideoGame/BubbleBobble Bubble Bobble Revolution]]'' for the UsefulNotes/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.
** 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.
* ''VideoGame/{{Psychonauts}}'': 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 Point of No Return (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 PointOfNoReturn. Of course, you still have to fight against the same boss again.
** 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.
* 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.
* ''Franchise/{{Castlevania}}''
** 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 PAL version of the game.
** 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...[[UnwinnableByMistake whoops!]]
* ''VideoGame/MetroidFusion'' has relatively few glitches, but one of them is severe: 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.
** It's also possible at one point to get yourself stuck by [[http://www.metroid2002.com/fusion/other_the_tro_trap.php sequence breaking too hard]]. Fortunately, [[UnwinnableByInsanity you really have to go out of your way to do this]].
* 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.
** Similarly, the first North American version of ''VideoGame/MetroidPrime'' got careless with one of its Chozo Artifacts: you get the Artifact of Warrior by beating the Phazon Elite, but the door doesn't lock to make sure you do so. If you leave, save, and come back, the Elite and Artifact are gone for good, and you need all twelve Artifacts to win.
*** Metroid Prime also had a rather nasty bug unless you frequently saved your game. Sometimes when approaching a door, the game would just simply freeze and forced you to reset. If you hadn't saved a long time, sucks to be you. Luckily, the freezing bug was quite rare to the point where it wouldn't happen twice in the same play through.
* There is a bug in ''VideoGame/MetroidOtherM'' as stated [[http://www.nintendo.com/consumer/systems/wii/en_na/ts/metroid-other-m.jsp here]], where a door becomes locked and unopenable after you get the ice beam. Nintendo is accepting mail-ins for save files.
* ''VideoGame/TombRaiderLegend'' had one of these in the England stage of the game. Activating the levers in the boss room of the stage, whilst passing through earlier on, will render the later boss fight {{unwinnable}}. The only choice at this point is to either hope you have a secondary save (unlikely), use a save game pack if playing the PC version, or start the game from scratch. This last choice is particularly annoying, since England is one of the last stages in the game.
** 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.
** ''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 [[http://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.
** 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.
* ''[[VideoGame/LegacyOfKain Soul Reaver]] 2'' 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.
* The developers of ''[[VideoGame/StarControl Star Control 2]]'' had [[DevelopersForesight considered the possibility]] of someone [[SequenceBreaking completely ignoring the Earth Starbase]] and trying to complete the game without ever visiting there. Their response was to [[FakeDifficulty jack up the number of]] [[GoddamnedBats Slylandro Probes]] until you visited the starbase, which allows certain key variables to be set. Over 10 years after the game was released, someone almost managed to do such a run...[[{{Unwinnable}} until a certain event caused the game to freeze/hang/otherwise become unwinnable]] because another event (visiting Earth's starbase) didn't happen. It's fixed in the source port, fortunately.
* The retail version of ''VideoGame/{{Overlord}}'' 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.
** There was also 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.
* In ''VideoGame/DivineDivinity'' when one of the bosses died, the staff they're supposed to drop could 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 load and earlier save and ensure the boss wasn't near a wall when they died.
* 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.
* The PC version of ''VideoGame/LEGOHarryPotter: Years 1-4''
** 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.
** 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.
* 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.
* ''VideoGame/LEGOStarWars: 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.
* ''VideoGame/AssassinsCreedBrotherhood'' is an incredibly buggy game. Falling through the scenery is very possible and the only way out is to restart the game.
** On release, the game had 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 once. Players had to hope the bug didn't occur at that point. This bug however, was patched.
** 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.
** Saving and exiting while playing as Desmond outside the Animus would result in being unable to reenter the Animus. Fortunately, this was also patched.
* ''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.
** The UsefulNotes/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.
** ''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.
* ''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.
* ''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.
* ''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]].
* ''VideoGame/RatchetAndClankFutureACrackInTime'' 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 in the Battleplex Arena fights, especially the ones that have re-spawning ammo crates. It can lead to crashing your [=PS3=]'s operating system and causing a player to have to factory reset.
** Also, unfortunately, 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.
** 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 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.
* ''[[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!
* The ''VideoGame/LaMulana'' remake is notorious among {{Speed Run}}ners for randomly crashing on the last stage of the FinalBoss.
* ''VideoGame/LuigisMansion'' 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.
* 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]].

[[folder:Action Game]]
* 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.
** 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.
** If you ran out of ammunition, you ''fell through the ground''.
** 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.
* The UsefulNotes/GameBoyAdvance version of ''VideoGame/TheFellowshipOfTheRing'' was plagued with bugs. Most of them were merely agonizing, but there was one place where, in order to progress, you need to save the game during the FadeOut between scenes. If you time it wrong, you lose the save file.
* ''VideoGame/XMenLegends II:'' Too many items in your Hero Stash and it'll freeze upon taking out any GiantMook. Keep it below 20.
* ''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.
** 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.
* ''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.
* ''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.
* 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.
* ''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.

[[folder:Adventure Game]]
* In ''VideoGame/KingsQuestVII'' 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.
* ''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.
* 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.
* ''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.
* 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:
** 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.
** 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.
*** 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 paused 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 [[http://www.youtube.com/watch?v=tdsI51v1zLc&feature=plcp here]].
** Yet another ''QFG IV'' bug is the disappearance of the Domovoi after Day 5.
** 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''.
* ''VideoGame/QuestForGloryIII'' doesn't have quite as many, but a few irritants still show up.
** 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.
** In the same line as Error 52, there's '''Error 4''' that crashes your game during the Simbani initiation.
* ''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.
* 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.
* A devious glitch with the TextParser in ''VideoGame/LeisureSuitLarry 2: Looking For Love (In Several Wrong Places)'' 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).
* ''VideoGame/LeisureSuitLarry 3: Passionate Patti in Pursuit of the Pulsating Pectorals'' is notorious for its speed bug. The faster the CPU cycle, the longer you have to endure some sequences.
** 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.
** Waiting for the damn elevator to get to the penthouse. It will never come.
* 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 sccessfully use the SCUMM-style interface to "Give to " despite not being in your inventory. This skips a large chunk of game and messes up many dependencies.
* 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.]]
** 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.
** ''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.
** 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.
** 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.
* 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.
* ''VideoGame/GrimFandango'' has an elevator which the player needs to stop at a certain point. However, if you had az 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.
* 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.
* 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.
* 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, a 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.
* ''Rex Nebular and the Cosmic Gender Bender'' 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.
* Remember that part about physics engines messing you up by sending important things flying where they're not supposed to go? ''VideoGame/{{Jazzpunk}}'' ([[WidgetSeries guess it fits here]]) 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://www.youtube.com/watch?v=etnvVyiX7nQ 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.
* 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.
** 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.
* 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.

[[folder:Beat 'Em Up]]
* ''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.

[[folder:Card Battle Game]]
* The initial release of ''[[VideoGame/CapcomVsWhatever SNK vs. Capcom]] Card Fighters 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.
* 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.
** Likewise, if a certain percentage of your duels in ''Franchise/YuGiOh: The Eternal Duelist Soul'' end in losses, [[spoiler:[[BonusBoss 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.
* ''TabletopGame/MagicTheGathering'' occasionally releases a card that has to be reworded after printing because they either cause infinite loops or don't work for whatever reason.
** There was even one card ([[http://www.magiccards.info/mi/en/36.html 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.
** [[http://magiccards.info/lg/en/101.html 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?

[[folder:Driving Game]]
* ''VideoGame/ForzaMotorsport 4'' had a bug in online player where players may hang up in 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 get booted out by the game. This was patched in the March 23rd update, which then introduced...
** 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.
* In the American version of ''VideoGame/TokyoXtremeRacer 3'', the game's money system is deflated hundredfold (you earn 1% as much money as in the Japanese version, and everything costs 1% as much), likely to [[CulturalTranslation reflect US dollars rather than Japanese yen]]. Unfortunately, the money requirements to encounter two particular opponents were not adjusted; as a result, one of these opponents, Whirlwind Fanfare, requires more money than you are allowed to hold--you can hold up to 99,999,990 credits, she requires 100 million. Since you need to beat the first 599 opponents, including her, to challenge the GiantSpaceFleaFromNowhere FinalBoss, it's impossible to beat the game without an Action Replay.
* ''VideoGame/MarioKart'':
** In ''VideoGame/MarioKartDS'', the game can be completely frozen simply by holding A and B together and turning on the steps of the Luigi's Mansion track.
** ''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.
* The arcade game ''VideoGame/WanganMidnight'' has a card cloning trick that doubles as a [[GoodBadBugs Good Bag Bug]] ''and'' this. Doing said trick is highly frowned upon because ''it literally breaks the game''--specifically, the card reader. If you know what the trick is, [[DontTryThisAtHome please don't do it]].
* 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.
* 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.
* In ''[[VideoGame/SegaSuperstars Sonic & All-Stars Racing Transformed]]'', the first-day UsefulNotes/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.]]
** 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]].
* The Japanese and early American copies of ''VideoGame/GranTurismo 2'' have some bugs in it due to ExecutiveMeddling leading to [[ChristmasRushed the game 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, US players could contact SCEA for a replacement copy, while the PAL version fixed it from start.
** It also has a bug where some cars that should not appear on certain races appear anyway. An example is in 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 on the race. There's others, such as the [=RedRock=] Valley race on the MR Challenge where the sane Vector M12 Race Car appears on the race. Have fun trying to win because it's completely unwinnable if it happens.
* The "Over Achiever!" achievement in ''WesternAnimation/{{Cars}} Race-o-Rama'' for the UsefulNotes/Xbox360 won't unlock after meeting the criteria of earning all the other achievements due to a bug.
* ''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.

[[folder:Fighting Game]]
* 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.
* ''VideoGame/SoulCalibur III'' has one of these; Website/GameFAQs has 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.
** 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.
* The initial version of ''VideoGame/MortalKombat4'', 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.
** Revision 3.0 has a bug where performing Reptile's Acid Spit fatality on Scorpion will crash the game.
* ''VideoGame/WWFNoMercy'' on the UsefulNotes/{{Nintendo 64}} will, without any explanation or warning, delete all saved data on the cartridge. This stems from a faulty battery.
** This is true of any game which has a battery save system. The second the battery fails, the save is lost. Some games are able to recharge the battery with regular play, so that as long as a game is played regularly, the player shouldn't notice any lost data. Of course if you lose the data, you have to start the game over. Even worse, however, is that if the battery does completely go and cannot be recharged, the game can never be saved and turned off, meaning that the only way to get to the end would be in one sitting. Playing an old 100+ hour game that ran on an internal clock to do everything, such as [[VideoGame/PokemonGoldAndSilver Pokémon Gold]]? Better have a plug for your Game Boy, or sucks to be you.
** This was quite a common problem with ''Pokémon Yellow'' due to cheap parts being used because of the demand.
* ''VideoGame/MarvelVsCapcom3'' has the [[VideoGame/MegaManX Zero]] [[http://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.
** [[Franchise/DevilMayCry Dante]] has the [[http://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]]''.
** 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 [[http://www.youtube.com/watch?v=7Im5HpUD06c here]].
* A [[http://www.youtube.com/watch?v=CsowWUfMMWk glitch]] that ends the round in a similar way exists in the early arcade version of ''VideoGame/BlazBlueCalamityTrigger''. 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.
* 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.
* 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.
** Another early glitch in the [=PlayStation=] 3 version causes Mega Man, under certain conditions, to endlessly float upwards and out of reach.
* ''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.
* ''VideoGame/JojosBizarreAdventureAllStarBattle''
** 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.
** Not quite a bug, per se (closer to poor coding), but the game's online multiplayer has bad netcode, and as a result matches are rife with lag.
* 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.
** While ''XII'' is widely considered to be an ObviousBeta of the game that would become ''XIII'', the first version of the latter game 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.
* 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.
* 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 [[http://www.youtube.com/watch?v=d20afKJPVjc here]]
* 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.
* The [=PS3=] and Xbox 360 versions of ''[[VideoGame/WWEVideoGames WWE 2K16]]'', and ''2K17'', as it turns out, have a potential '''''system breaking bug.''''' Earlier titles have a tendency to glitch or crash, [[TheComputerIsACheatingBastard especially if you're winning.]] However, were this to happen in ''2K16'' or ''2K17'', it can result in your hard drive being corrupted ala 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.
* 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.

* 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.
** A similar bug existed 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.
** 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.
* 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''. It meant even [[MightyGlacier Tankers]] and [[TheBrute Brutes]] could very, ''very'' easily be killed very quickly by any enemy, even standard [[{{Mooks}} minions]], that had the powerset.\\
Let's not forget that 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.
* ''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'' [[http://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.
* ''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'' [[YouFailEconomicsForever 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.
* ''VideoGame/{{Meridian 59}}'': WordOfGod says that one of the early expansions had a new zone that required a special spell to access. However, the components to cast the new spell were exclusive to the new area, producing a kind of key-locked-in-chest scenario. The developers caught it and swiftly threw in a GiantSpaceFleaFromNowhere guarding enough of the components to cast the spell.
* ''VideoGame/WorldOfWarcraft''
** 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).
** 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...
** 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.
** 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.
* ''VideoGame/RuneScape'' experienced 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.
** Even worse than that is the infamous [[http://runescape.wikia.com/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 to 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.
* ''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]].
* 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.

[[folder:Puzzle Game]]
* ''VideoGame/{{Antichamber}}'':
** 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.
** 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.
** 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.
* ''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.

[[folder:Real Time Strategy]]
* An insidious bug in the ''[[VideoGame/DawnOfWar Warhammer 40000: Dawn of War: 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.
** 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.
** 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.
* The ''VideoGame/TotalWar'' franchise:
** The unpatched version of the expansion for ''VideoGame/ShogunTotalWar'' 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.
** In ''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.
** ''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.
* ''VideoGame/TheHorde'' for the [[UsefulNotes/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''.
* ''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.
** 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.
* 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.
** ''Aftershock'' can also uninstall anything that runs in the background.
* 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.
* The first ''VideoGame/{{Pikmin}}'' game 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.
* 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.
* ''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.

[[folder:Rhythm Game]]
In general, any time a song or the entire game itself has off-sync timing windows or incorrect tempo for the chart. Even if not playing for score, the timing windows being off can greatly hurt one's enjoyment of the game due to being forced to adapt to the incorrect timing instead of just playing the chart "by ear".

* ''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.
* The arcade version of ''VideoGame/BeatmaniaIIDX 9th Style'' has a bug in which starting up the song "Quasar" will sometimes cause the game to freeze, forcing a reboot. Additionally, after rebooting, selecting a certain song as the first song since the machine's reboot will trigger a hilarious bug in which [[http://www.youtube.com/watch?v=xpUX-Dq7K78 you cannot get any note judgments other than POOR]], making the song {{unwinnable}}. To be fair, 9th Style was the first version of the game to run on a PC-based system with Windows XP Professional instead of their legacy "Twinkle" hardware. Later versions (which also soon switched operating systems to Windows XP Embedded) have fewer of these glitches...except for one:
** The song "GAMBOL" has a history of having completely broken timing windows. On 12th Style (Happy Sky), this was finally fixed by putting a fixed chart on the Normal difficulty and keeping the broken version as an AscendedGlitch on Hyper. The joke gets taken UpToEleven on the console version of, well, 11th Style, by making an even ''more'' broken version on Another.
* ''[[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.
* 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).
* 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.
* ''VideoGame/DanceDanceRevolution 2014''[='=]s Replicant-D-ignition event features a song called EGOISM 440. Picking this song as the R-D-I extra stage has a random chance to crash the entire machine.
* 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.
* 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".
* ''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.

[[folder:Shoot Em Ups]]
* The Prismriver sisters' glitch in ''[[VideoGame/{{Touhou}} Perfect Cherry Blossom]]''. Occasionally at the end of the girls' final spellcard, Merlin (the white-haired trumpet player) [[http://www.youtube.com/watch?v=CU2Z6VobIvc&feature=related will fail to transition properly into it]] 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.
** Also the One-Billion-Bug from ''Undefined Fantastic Object'', that would crash the game if you reach one billion points. Thankfully, ZUN released a patch for it.
** Scene 12-6 in ''Double Spoiler'' 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. [[http://www.youtube.com/watch?v=JY-LbqHSzZ0 Seen here.]]
** The Extra Stage in ''Ten Desires'' 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.
** Many of the ''Touhou Project'' 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.
* ''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.
* ''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 [[http://www.youtube.com/watch?v=r0o3h6Moi0k here.]] Round and round we go!
* ''VideoGame/{{Gradius}} Gaiden'''s 7th stage, a [[NostalgiaLevel volcano stage]] [[SubvertedTrope that gets sucked into a black hole]], slows down horribly on a [=PS2=]. Hope you have a [=PS1=] lying around somewhere...
* The UsefulNotes/Commodore64 port of ''VideoGame/RType'' has a bug that makes the first boss [[UnwinnableByMistake unbeatable]].
* 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.
* ''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.
* ''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 [[ObviousBeta 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.
* ''Zynaps'' is unfinishable on the UsefulNotes/AmstradCPC because faulty collision detection makes a gap in the last stage too narrow to clear.
* 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.
* 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.

[[folder:Simulation Game]]
* ''Franchise/StarWars: The Gungan Frontier'', an otherwise extremely fun ecosystem game, has a glitch where creatures that are paralyzed by an in-game item will occasionally grow in size. The creature itself will stay the same size, but its graphic will expand. If the player doesn't notice this (which is very easy) and lets the creature continue this way, the graphic will eventually fill up a large portion of the map and continue to grow, causing the player to have to either exit the game, or trudge through oversized pixels to find the exact spot that the creature is standing on and use a capture tool to remove it from the map, removing the graphic. It even occasionally happens to creatures who aren't paralyzed, though in this case, it's easy to notice a creature who is suddenly frozen for no reason.
* In a series known for glitches and bugs of various levels of usefulness and/or annoyance, the original PAL 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.
** 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.
** 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.
** 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.
*** ''[[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}}.
* ''VideoGame/TheSims 2'' 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.
** 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.
** 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.
** One particularly infamous glitch is born alongside the Ottomas twins. The premade Sim Samantha Ottomas comes pregnant, but her twins might not recognise (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.
* ''VideoGame/TheSims3'' is overflowing with 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 major) bugs [[SerialEscalation introduced by new expansion packs and patches]], playing, even with fixes by modders, has become more of a hassle than it's worth to some fans of the series. Lag and memory issues can reach a point where the entire town is stuck standing outside restaurants, peeing themselves and starving to death. A comprehensive list of bugs in The Sims 3 can be found [[http://sims3.crinrict.com/en/category/bugs here]].
** 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.
** 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.
** Though the school buildings have multiple doors, sims will only head through the middle one. Cue children and those in the education career missing work, dropping their actions, and having their performance go down.
** 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]].
** Reposims will repossess anything, including objects that a sim is currently using. The sim will often be left inaccessible and must be reset.
** The Ambitions expansion pack and its patch leave most excavation sites in World Adventures inaccessible.
** 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.
** 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.
*** The UI is modified in non-English versions of the game to accommodate more text. Sometimes the localisation breaks the code and leads to certain interfaces simply not showing up.
** 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.
** 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 neighbourhood 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.
** Adult sims taken to jail can go missing, but baby and toddler sims are the ones that are most susceptible to disappearing.
*** The most common cause of baby disappearance is [[AdultFear kidnapping by a baby-sitter]]. The baby-sitters are oblivious to the fact that they're taking them, though.
*** 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.
*** 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.
** 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.
** 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.
** The travelling system in World Adventures is bugged to the point people don't recommend buying the expansion pack, or at least to never vacation. Sims travelling to another country may not actually arrive, leaving the player with no active household to control and stuck in that neighbourhood 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.
*** 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. ''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.
*** Simply travelling can actually corrupt your save, leading to issues like a missing user interface and invisible, underground sims.
** 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.
** Most of the careers in the game involve a sim reporting to work and disappearing into non-customisable 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.
*** 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.
*** 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 finalise 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.
*** 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.
** 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.
** 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.
** [[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.
** 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.
** 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.
** 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.
** The Seasons expansion pack introduces a bevy of issues, including:
*** 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.
*** Sims participating in the eating contests can die of starvation, trapped in an infinite loop of "eating" without actually eating.
*** 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.
*** 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 bug that prevents Sims from noticing that they're getting too hot or cold.
* ''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.
* ''VideoGame/AnimalCrossing'', of all games, has some in ''Wild World''. Most notable is 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.
** Also from ''Wild World'', one can obtain broken items that, if dropped, can never be picked back up, can create buildings, change the terrain, or ''prevent the game from loading past the title screen''. Needless to say, [[JerkAss 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.
* ''[[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.
* 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.
* ''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.
* In ''VideoGame/TraumaCenter'', if the first slice is sutured too quickly, Mature Kyriaki fails to spawn, making the operation unwinnable.
* 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.
** ''[[VideoGame/{{Creatures}} 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.
* ''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 also fixed in the {{UsefulNotes/Steam}} version of the game.
* ''[[VideoGame/{{X}} X3: Albion Prelude]]'' had an issue turn up after a patch that came to be known as the [[FanNickname "Billion Barracuda Bug,"]] 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.
** ''Videogame/XRebirth'' was an ''extremely'' [[ObviousBeta buggy game at release]], with bugs ranging from hilarious (Teladi [[EyeScream eyes would detach from their skull]] in conversations, ships would spaz 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.
* ''Videogame/MechWarrior 2'' was never exactly bug free, but some of the worst bugs make entire lines of weapons useless.
** 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 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...
** 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.
** [=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.
** 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.
* ''[[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]].
** 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.
** [[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]].
** 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.
** 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]].
* 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.
* ''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.

[[folder:Sports Game]]
* 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.
* The UsefulNotes/{{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]].
* ''NFL Head Coach 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.
** 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.
* 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.
* ''NCAA Football 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.
** ''NCAA Football 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.
* 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.
* The original PC release of ''VideoGame/MaddenNFL 07'' 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.
* Continuing with the theme of EA games having horrible bugs, we have ''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.
* ''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.
** ''Tony Hawk's Underground 2'' 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.
*** It seems that the game always freezes, without fail, when attempting to save a file while in the New Orleans level on Sick difficulty.
*** 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.
* The 1990s UsefulNotes/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.
* ''[[http://www.intellivisionlives.com/bluesky/games/credits/intv0.shtml#wc_baseball World Championship Baseball]]'' for the UsefulNotes/{{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.

[[folder:Stealth Based Game]]
* 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.
** 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.
* 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.
* The UsefulNotes/PlayStation3 remake of ''VideoGame/MetalGearSolid2'', when played at standard definition in PAL regions, 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.
* 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.
* 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).
** There's an alternative, but much more common and just as annoying bug related to those trucks. They're constantly moving, being stopped at checkpoints, inspected by guards, and moving on. Trouble is that sometimes, the trucks won't slow down fast enough, they'll run over and kill the guard trying to stop them. The other guards at that checkpoint will then notice the dead body and call an alarm. Getting a Silent Assassin rating on the level is a LuckBasedMission at best with the odds stacked against you thanks to this.

[[folder:Survival Horror]]
* 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}}.
** 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.
* In ''VideoGame/ClockTower: The First Fear'', 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 corner 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.
** 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).
* 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.
** 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.
** 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.
** Abusing speed boosters to max out your momentum can cause your player to suddenly die when they touch a wall. 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.[[note]]The cause: the game's engine does not measure falling distance when determining if a fall is fatal or not, but rather the ''speed'', which at fatal distance is slightly higher than the assumed peak running speed. Result: when boosted past the assumed max, the game assumes you're falling to your death, and when you reach a solid surface it kills you.[[/note]]
* In ''VideoGame/ResidentEvilOutbreak'', occasionally a player using Alyssa's ad-libs during the very first scenario will cause the game to hang. Thankfully averted when an AI-controlled Alyssa uses them...which is [[MostAnnoyingSound all the time]].

[[folder:Third Person Shooter]]
* The Dreamcast version of ''VideoGame/FurFighters'' is rather buggy. One of the worst occurrs 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.
* 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.
* 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.
* 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. Every version of the game is buggy enough that a unified "glitch guide" was uploaded to Website/GameFAQs to track these problems.
* In ''VideoGame/StarWarsBattlefront II'', you can randomly fall through the ground. It's rare, and you can respawn, but you lose a soldier/reinforcement point on your side every time you respawn. Granted, it doesn't ''really'' break the game, but it's supremely annoying.
** A particularly annoying one pops up on occasion when using Han Solo, if you have the points for or have permanently unlocked the [[SniperPistol precision pistol]]: you switch from his pistol to his repair gear, and ''cannot switch back''. This leaves you with no damage-dealing capacity beyond five remote-detonate bombs until you die.
* ''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.
* 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).
* 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.
* ''VideoGame/GhostbustersTheVideoGame'' for both the 360 and the [=PS3=] had glitch(es) that made two of the multiplayer achievements/trophies impossible to get. It was finally patched, ''18 months later''! And the real kicker is the patch only works if the player hadn't already met the requirements for the achievements/trophies. Which meant practically '''everyone''' was screwed. And did I mention it's not possible to delete games in which you already have achievements?
** 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.
* 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.
* ''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.
** The classic falling-through-the-floor glitch is also present, and can happen apparently at random.

[[folder:Turn Based Strategy]]
* 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''.
* ''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]].
* ''VideoGame/FireEmblemTheSacredStones'' has a frustrating one that involves Wyvern Knights' ability Pierce ([[BadExportForYou introduced in the NTSC 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]]).
** 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.
** ''[[VideoGame/FireEmblemJugdral Fire Emblem: Genealogy of Holy War]]'' has a nasty bug that can happen ([[UnwinnableByInsanity though the chances of it happening without your intervention are vanishingly small]])-- if Ethilin and Cuan 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.
*** A chapter before that, Mahnya and the other loyal Pegasus Knights of Silesia 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 Mahnya survives, you won't be able to continue any further.
*** 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}}.
** The American version of ''[[VideoGame/FireEmblemElibe Rekka no Ken]]'' is just...buggy. Among the ways it can be crashed:
*** 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.
*** 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 the battle to never end.
*** 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.
* In its initial release, ''[[VideoGame/{{Civilization}} Civilization V]]'' suffers 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.
* 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.
* ''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!
* 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.
* ''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.
* ''VideoGame/ValkyriaChronicles'' has one during the Citadel Ghirlandio mission in the PC version. The final stretch of the mission has you sending soldiers to the top of a fortified wall so they can destroy some gatling turrets and allow your other soldiers to reach and activate a switch that will allow an explosives-filled train to destroy the wall.\\
There are two enemy camps set up in front of the wall, and the intended way to go is to capture these camps and climb the ladders next to them to reach the turrets. However, climbing these ladders places the unit you're controlling slightly lower than they were supposed to, which causes them to clip through the floor and fall endlessly into a void. Now you wasted one CP so you could take control of the soldier, and if you don't want to lose access to this soldier for the rest of the mission (and also waste one of your 10 maximum soldiers deployed at once), you'll need to use one more CP so you can use the "retreat" order and remove the soldier from the field. \\
You can work around this bug by using the right-most ladder to get to the top of the wall, but this method is slower than the intended one.
* {{VideoGame/XCOM2}} has a tendency to hang (freeze) on enemy turns; in some cases, it never unfreezes, forcing you to reload an earlier save. And if it doesn't unfreeze from that...

[[folder:Wide Open Sandbox]]
* Some people who bought the Steam version of ''VideoGame/{{Prototype 2}}'' have found that it ''will not launch.'' At all. It's also an example of IdiotProgramming, given that it can be solved in some cases by ''unplugging the mouse or keyboard'', which should not even matter at all.
* 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.
** 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.
** ''VideoGame/SaintsRow2'' has a ''terrifying'' example. The game has a minigame called Zombie Uprising, which is a minigame where the game turns into a survival horror game where you survive waves of zombies coming to get you, taking place in an underground area of the game. The terrifying part comes once you glitch out of that underground area and realize that the real threat is not the zombies, but a being nicknamed "The Freezer". The Freezer is a glitch that appears in the form of a blue shadow once the player glitches 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''.
*** So far, there's only been reports of him crashing the game on Zombie Uprising and multiplayer (which is now defunct). But hey...there's nothing holding him back from [[ParanoiaFuel popping up in singleplayer sometime, is there?]]
* In ''VideoGame/DwarfFortress'', 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)
** 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.
*** 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 uselesness, killing even {{Blob Monster}}s (though steel blobs would still likely end your fort).
** Another bug caused rain to [[ImMelting melt]] creatures caught in it, including dwarves.
** 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.
** 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''.
** 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.
* 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}}.
** Saving the game at the ice cream factory in ''Vice City'' has been known to corrupt many a gamer's save file.
** 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.
** 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."
* The infamous Mad 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 Dog'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.
** 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.
** 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.
** 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.
** 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.
* 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.
** Also in ''GTAIV'' 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.
** The PC port of ''GTAIV'' 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 to 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 a FPS limiter in the background in order to continue.
* Creator/AchievementHunter's ''[[LetsPlay/AchievementHunterGrandTheftAutoSeries Let's Play Grand Theft Auto V]]'' accidentally discovered one for ''VideoGame/GrandTheftAutoV'' in that if you hook six tow trucks together in a circle, the physics engine spazzes out if you get it moving. This also has the chance of ''crashing your game''.
* ''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.
** 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.
* 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.
-->"Hostage dead, mission failed, [[VoiceWithAnInternetConnection support character]] [[AnnoyingVideoGameHelper gets sarcastic]], broken game gets to '''fuck off'''".
** 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.
* ''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''.
** 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...
** 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.
** 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 hafta start the entire mission all over again. At least doing so from the main menu doesn't count as a fail.
** ''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.
** A few gamers complained that the Galactic Adventures Planet Editor crashed their computer. Completely. Every time they tried to use it.
** 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.
** If you have the [[GameMods 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. [[IdiotProgramming 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.
** 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.
* The US 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 Favourite 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.
** 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.
* ''[[VideoGame/{{Driver}} Driv3r]]'' is full of these, due to being [[ObviousBeta rushed for release]].
* 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.
** 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.
** 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)
* ''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 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 and the key she gaves you disappears, then you have no choice but to start the game over. Fortunately this is relatively early in the game and you can get back to this point quickly enough (if it happens in Chapter 23, [[OhCrap on the other hand]]...) if you speed through the chapters and save the side activities until after you complete said chapter, but it still sucks to have to collect those trading cards and do those sidequests all over again. Thankfully, the Director's Cut fixes this glitch.
* 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.
** 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.
* 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.

[[folder:Miscellaneous Games]]
* Indie puzzle game ''VideoGame/ChromaShift'' has two game-breaking bugs:
** Playing with the mouse instead of the keyboard prevents the game from satisfying the conditions to unlock Lenore as a playable character.
** High scores will refuse to save on some computers, and since the point of most puzzle games is to rack up a high score...
* 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.
** ''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.
** 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.''
* 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! [[http://eternaldarkness.wikia.com/wiki/Sanity_Effects See them here.]]
* The [[UsefulNotes/AdobeFlash Flash]] version of Creator/NinjaKiwi's ''[[ExcitedShowTitle Hungry Sumo!]]'' has a bug where the game [[UnwinnableByDesign 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.
* 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 [[ShowWithinAShow game-within-the-game]].
* 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.
** 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.
** 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.
* ''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.
** 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.]]
** ''Alfredo'' and ''Jigsaw'' completely fail to load most of the time, even on emulators.
* In the Wii version of ''Rayman VideoGame/RavingRabbids'', one minigame requires you to find a hidden Rabbid using the sound coming out of your Wiimote's speaker. However, there's a bug that happens 9 times out of 10 where all you'll hear coming out of the Wiimote's speaker is static.
** 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.
* ''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.
* 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 an incomplete pass. Then you have to start the season game all over again.
* ''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.
* The UsefulNotes/{{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.
* ''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.
* ''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.
** ''VideoGame/{{Portal 2}}'' 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).
** 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]].
* ''VideoGame/TheOregonTrail 4th'' and ''5th Edition'' have a lot of these, especially crashing bugs, as well as compatibility issues with Windows 2000 and XP.
* In the old PC Point-And-Click adventure game ''WesternAnimation/PinkPanther: Hokus Pokus Pink'' skipping through the cutscene where the "Star's Bite" collection is unveiled makes the camera un aquireable, thus making the Greek Mythology chapter {{unwinnable}}.
* ''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.)
* 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).
* Hasbro's computer verion 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.
* 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!
* 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.
* ''VideoGame/LeagueOfLegends'' had 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 a match against Anivia essentially unplayable, and it was fixed very fast.
** 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 spectre 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.
* In the UsefulNotes/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.
* ''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.
* In the UsefulNotes/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.
* 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]].]]
* 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.
* 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.
* 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.]]
* Summoning a bunny in the first ''VideoGame/{{Scribblenauts}}'' 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.
** Selecting the Ollar Store in the first game at any time will also crash the game. This feature would have had additional levels in it, but the fact it can't be accessed shows this game is an ObviousBeta.
* 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.
* In ''VideoGame/{{Reunion}}'', 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.
* 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.

!!Non-Video Game Examples:

[[folder:Anime and Manga]]
* 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.
* 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.
* In ''LightNovel/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.

* ''Disney/WreckItRalph'':
** 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.
** Later on, King Candy 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.]]]]

[[folder:Live-Action TV]]
* ''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.
* 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).\\
This 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.
* There were a few instances where this happened in ''Series/LegendsOfTheHiddenTemple'', specifically when they reached the temple itself and the game was rendered UnwinnableByMistake. 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.

* ''VideoGame/{{Raiden}} IV'' on UsefulNotes/Xbox360 comes with the soundtrack. All of the in-game tracks each loop twice, which is standard for video game music, and then the track fades out and ends...except for "Tragedy Flame", the stage 4 track that is a rearrangement of ''Raiden II''[='=]s stage 2 and 8 track. "Tragedy Flame" only lasts a little over one loop and, to add insult to injury, the track ends abruptly instead of with a fade-out.

* 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.
* Due to [[ObviousBeta 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.

[[folder:Tabletop Games]]
* A few from ''TabletopGame/DungeonsAndDragons'':
** 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.
*** 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'').
*** 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.
*** Due to [[ObviousBeta poor editing,]] 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]].
** 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.
** 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.
** 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 unconsious) 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.
** 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 meant you now don't fulfil the requirements again...).
** One especially funny one is the warblade power that lets you end a negative condition. Due to the wording being exceptionally vague as to what counts, a warblade who suffers negative consequences from sunlight can technically use it to ''kill the sun'' (assuming the GM doesn't pick up your copy of the book it's in and beat you over the head with it, anyway). Said ability, "Iron Heart Surge", has the literal wording of "if your character is experiencing a negative effect, end it". It's obvious it was meant to act as a Heroic Second Wind, but because of how actions work you can't actually use it while stunned, restrained, unconscious, etc. So instead, as written, you can use it to end negative effects on your character like ''pregnancy''.
* Yes-it-exists-and-the-world-is-stupider-for-it RPG ''Racial Holy War'' is not just unplayable for the reasons you'd expect something with that title to be; 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 [[DesignatedHero 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.
** Amusingly enough, one of the ''Literature/TheLordOfTheRings'' {{RPG}}s has a similar issue; in army combat, there are modifiers 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.
* As written in the core book, there's no way to use skils in ''{{TabletopGame/Rifts}}'', because there's no way to resolve skill checks.
* In the board game ''Hero Quest'', it is entirely possible to lock the game into an unwinnable state by making either the Elf or the Wizard use the spell "Pass Through Rock" then passing through one of the many boulders that are used specifically to stop you from going to rooms to have no way in and nothing of interest thus trapping you on one side of the board with no way out.
** "Empty" rooms in the board are considered to be solid rock. That being said, there are a couple of passages that close behind you in the game and which can be screwed by use of this spell.
** Also, due to the game being translated into multiple different languages and having different people translate some of the quests, there are a few doors that lead nowhere and one case where a quest can be unwinnable since the players are prohibited from recovering the item they were sent to recover due to poorly worded rules.
* ''TabletopGame/{{Warhammer 40000}}'':
** 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.
** 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.
** 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.
* One ''Pathfinder'' 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.

* ''Webcomic/{{Homestuck}}'' has two. 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. The second is [[BiggerBad 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.]]
** [[spoiler: 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.]]
* ''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.]]

[[folder:Web Original]]
* Google Street View, as of 22 Apr 2013, gets the locations '''completely wrong''', as there as no such place as Wigan District, etc. and sometimes misses out locations (e.g. 4851 American Blvd West United States), with the part about Minnesota being missing.
* 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.

[[folder:Web Video]]
* [[http://www.youtube.com/watch?v=8Q2P4LjuVA8 "The Glitch"]] by ''WebVideo/CorridorDigital''.
* The LetsPlay/MarioPartyTV group discovers a glitch within [[http://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.
* ''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. Major glitches include being able to kidnap NPCs by never finishing their quests (up to and including the tutorial NPC), teleporter crystals not working half the time (and [[TeleporterAccident mangling their users]] if they're unlucky). Real game-breakers include the 75th floor boss 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, locking the players in the game in a desperate attempt to play it off as being AllAccordingToPlan.]]

* In some older versions of the sheet music program Finale Notepad, placing an extremely high note on the field can potentially hang up the entire computer, forcing you to hit the power-button on the computer.