Zeus Cannon Control:
Warning: System Overload. General Hein:
I know. Zeus Cannon Control:
Warning: System Overload. General Hein: I know! Zeus Cannon Control: Warning: System Overload. General Hein: I! KNOW!
Sometimes "normal" Over Drive
is not enough. Almost any piece of Applied Phlebotinum
can be made to work a little harder, at the cost of an increased risk (or certainty
) that it will eventually explode. A Necessary Drawback
to show why it shouldn't be used this way very often.
Your chief engineer will technobabble
some stuff about "bypassing the safety protocols", but this will not require laying new cables or replacing clock chips — it just requires a few pokes at the control console. This is often achieved by applying more power
It's even possible to do it by accident: give a computer a sufficiently hard math problem, and it will grind out an answer just before it overheats and expires from the effort. Also, being overclocked causes a system to work at increased efficiency and then stop dead — in real life, an overclocked computer will run faster, although noticeably hotter, and will have an increased chance of making (typically small) mathematical errors.
In general, overclocked phlebotinum will last exactly
long enough to solve your problem, exploding right after you've shot the big gun. Alternatively, it may solve or delay your immediate problem, then break down, leaving you stranded in space with a seized engine
Overclocking an Energy Weapon
(sometimes called "hotshotting") is a good way to create the equivalent of a One Bullet Left
scenario: "I can boost the power of your weapon, but it'll only last long enough to give you one shot."
The idea probably comes from the notion of red-lining a car engine, which will give you extra speed, but puts so much strain on the engine and produces so much heat that its weaker parts are liable to break (or in the literal overclocking of computer processors, see real life examples below). But in Science Fiction
, this ability is available to just about everything, without making massive time-consuming modifications to the equipment. (Go ahead, try to make your tablesaw run faster.)
One popular use of Explosive Overclocking is as a subversion of Tim Taylor Technology
It may also cause Explosive Instrumentation
, although enemy attack or Percussive Maintenance
will usually do the same thing. Especially if your vessel is not properly grounded
. It's usually safer to Reverse Polarities
, but that wouldn't result in a pretty fireball
from your automatic Self-Destruct Mechanism
, would it? Especially with No Plans, No Prototype, No Backup
Applied to The Hero
himself, Heroic RROD
may be an organic counterpart to this trope (usually due to excessive use of a Dangerous Forbidden Technique
or Super Mode
Compare Overclocking Attack
(you do this because you want
something to explode), Forbidden Chekhov's Gun
, Flawed Prototype
(which usually can be overclocked to match a "perfect" model), Cast from Hit Points
(instead of a chance of complete self-destruction there is a guarantee of partial self-destruction), Pent Up Power Peril
(when your power builds up in your body by itself and will overclock your body if you don't use it regularly), Awesomeness Is Volatile
Not to be confused with Ramping Slo-mo
in explosive action scenes.
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Anime and Manga
- Li Kohran in Sakura Taisen can do absolutely miraculous things with an iron/coal/steam technology base, but almost everything she makes beyond simple utilitarian items blows up after one incredibly successful use. Or during that use.
- In Blassreiter, Sasha dies shooting down nuclear missiles, firing the main cannon on Bow Rider long after the supplementary cooling systems failed, and long after she was informed that the heat would BURN HER ALIVE INSIDE.
- In Yu-Gi-Oh!, there is a card called "Limiter Removal" that will double the attack strength of all Machine-type monsters on the field, destroying them all at the end of the turn.
- Another such card called "Power Bond" is used as a substitute fusion card for Machine-type fusion monsters; it doubles the attack strength of the monster summoned by its effect, but the player of the card suffers damage equal to the original attack strength of the monster summoned after the next turn.
- Since the character who usually uses this card in the anime uses it for a Fusion monster whose base attack points equal the starting starting life points (this is only true in the anime; in the real-life game life points start at 8000 instead of 4000), he normally uses this combo as a One-Hit Kill. Since the duel ends there, the "next turn" never comes and he avoids the damage.
- Though you would still kill the opponent in one shot if you could get a direct attack in.
- The trap card "Overworked" (pictured above) takes this straight to its conclusion by destroying all monsters with increased ATK.
- As of the third season of Magical Girl Lyrical Nanoha, five simultaneous Starlight Breakers on Blaster Mode Level Max is Nanoha's most powerful attack. Unfortunately, it also puts enormous strain on both Raising Heart and herself, causing Raising Heart's entire frame to crack and damaging Nanoha's body from one use.
- Also the case with Excellion Mode in A's. Fate is also warned about similar upgrades, though she's more powerful and thus can handle it a lot better than Nanoha can.
- The last of the three Aces, Hayate, is so powerful, she destroyed eight Devices by simply channeling more than a fraction of her own energy through them. In other words, she has to underclock to avoid Explosive Overclocking in the Devices not specifically designed for her.
- Similarly, Rock Lee in Naruto uses a forbidden technique which involves essentially an "explosive overclocking" of his body by disabling its natural 'safety features'.
- Shockingly, this is the most realistic technique in the entire show: replace "heightened chakra flow" with "consciously controlled adrenaline output" and you've basically got someone with their Fight or Flight switch constantly stuck on Fight. See the "human body" listing down in Real Life.
- The highest-level form of this technique is described as providing power beyond what would otherwise be possible even the superhuman standards of the series, but only for a brief time. Then the user drops dead on the spot.. It's the only thing that actually hurts in Madara, even coming close to killing him, something that all 5 Kages couldn't do
- Wamuu, from Part 2 of JoJo's Bizarre Adventure, has a technique dubbed "Final Mode: Atmospheric Rift", where he draws an incredible amount of air into his body, compresses it, then fires it from his cranial horn as a highly destructive and focused cyclone. This ability is saved as a last resort, since the friction and heat it builds up in Wamuu's body causes it to gradually tear itself asunder.
- Goku also did this in Dragon Ball Z with his Kaiō Ken overtaking his body limits when he used the multiplier effect way beyond King Kai recommendation against Vegeta and latter Frieza. His body is able to adapt to the degree of "overclocking" he used against Vegeta, so naturally Goku has to overclock himself even more just to keep up with Frieza. The Super Saiyan state is alluded to be this as both Goku and Vegeta note that it puts huge amounts of strain on their bodies and when preparing to fight Cell Goku focuses on reducing this strain as opposed to getting stronger like Vegeta did, allowing it to be used constantly and more effectively. SSJ 3 takes this Up to Eleven, burning through several hours worth of Goku's day on earth in just a few moments (and later he is unable to maintain the state for more than a few moments before it drains all his stamina) and shortens Goten and Trunks fusion from half an hour to five minutes (leaving them unable to even turn Super Saiyan afterwards)
- Guld Goa Bowman does this in Macross Plus when he disables the limiters of the YF-21 to be able to fight the Ghost on equal terms. He succeeds, but destroys his aircraft in the process and expires from the extreme G-forces involved.
- Done in Nausicaä of the Valley of the Wind (the movie) where Kushana, faced with an advancing horde of Ohmu, activates the nascent God Warrior prematurely and sends it into battle. It fires several rounds, then falls apart.
- The EMS-04 Zudah from Mobile Suit Gundam: MS IGLOO has a powerful new engine, called the 'Saturn Engine', which had substantial power and thruster output. The problem was, the engine heated up quickly at higher speeds and vibrated so much that the Zudah's frame couldn't take it, and it would blow up; this resulted in Zeon cancelling the Zudah in favor of its competition, the less powerful but much safer MS-05 Zaku I. One Zudah test pilot Red Shirt dies when he gets too cocky, redlines the engine and blows up during testing, and Jean Luc Duvall (who had a lot of pride in the Zudah's design) dies when he redlines the engine when he lures away a Federation MS team away from the Zeon forces fleeing back to space after Operation Odessa.
- The titular Super Prototype of Gundam 00 initially suffered from a design fault in that it couldn't go Trans-Am for more than a few seconds or its GN Drives will belch smoke and shut down with "Error S0557". It was eventually corrected by real-time fine-tuning of the drives from the 0-Raiser - and how.
- The Movie showed us that Trans-Am itself can be overclocked but doing so will detonate the GN Drive. It gets used several times against the ELS; most importantly, Tieria Erde's Raphael Gundam, Graham Aker's Brave Commander Test Type, and Andrei Smirnov's GN-XIV all check out this way.
- Gundam Wing gives us the Tallgeese, which is an honourary example on account of the weak point being the pilot; the thing was so ridiculously powerful that an inexperienced or careless pilot could do themselves serious injury from sheer G-forces. The standard Mook MS of the series, the Leo, was simply Tallgeese with its performance "underclocked" back down to what normal humans could handle.
- Sasorina in HeartCatch Pretty Cure! is given a three-jeweled Dark Bracelet in a desperate attempt to finish off the Cures or be subjected to You Have Outlived Your Usefulness. It makes the Desertian she fuses with much more stronger (strong enough to withstand three Forte Bursts and shatter Sunshine's Sunflower Aegis in one punch), but its power was too much and threatens to fry her. The girls realize what's going on and finally put her out of her misery.
Live Action TV
- Knight Rider: "Trust Doesn't Rust". Bonnie enhances KITT's X-ray laser to fight KARR, but the weapon will only be able to fire twice before KITT's batteries are drained.
- Stargate Atlantis: In order to relay a critical message to Atlantis, the Daedelus crew overdrive their engines, at the risk of burning them out.
- Another time, Rodney overclocked the alternate Daedelus' 'time reactor'. Though we never actually saw it explode, it was strongly implied that the jumps would happen faster and faster until it burnt itself out.
- Star Trek did this in all sorts of ways over the course of the franchise, overloading phasers, the engines, the main deflector, pretty much whatever.
- In Star Trek: The Next Generation, there's at least one instance of a handheld phaser being rigged to overload, basically turning it into a fairly powerful grenade. It was a Shout-Out to the same thing happening to phasers occasionally on Star Trek: The Original Series.
- Note that in the Star Trek universe in general, this seems to be an explicitly designed feature of energy weapons, given that triggering an overload takes only a few seconds using the built-in controls. This goes all the way back to the original Star Trek pilot where Number One intentionally sets her phaser to overload to prevent the away team's re-capture. In TNG's "The Next Phase" a Romulan disruptor is overloaded just as easily, showing the idea isn't limited to Federation weaponry.
- It would have to be a feature common to all self-contained hand-held energy weapons. Check out what can happen with existing batteries in the Real Life section. Take a look at the reasons why energy weapons suck compared to projectile weapons in Kinetic Weapons Are Just Better. Now imagine the power density of a battery required to operate a hand-held energy weapon worth using for any significant length of time. (Some Expanded Universe sources state that a hand phaser in the Next Generation period can be fired for several hours at maximum output before needing to be recharged.)
- One of the novels had a particularly unique use: Deep Space Nine is attacked by a bunch of aliens with reflective armor that renders them and their ships immune to phaser fire. They make do, running around with bags of phasers and using them as grenades, until someone finally thinks of replicating a good old fashioned gun.
- By which point all the damage from the fighting has made the replicators break down. So Everybody Dies. They Get Better.
- O'Brien once rigged a tricorder to explode upon command, making it a matter of MacGyvering to remove safety features preventing that type of thing from happening.
- At least one TNG episode implied that all Federation technology is designed to be overclocked to some extent. Which makes a certain degree of sense when one considers how often Federation characters have to jury-rig their tech into different configurations, realignments, polarizations, etc to solve the Space Wedgie of the week. This is practically the Federation's Hat.
- Averted in the TNG episode "Relics," Scotty chides Geordi for not padding his estimates, and later tells Geordi that he knows a particular component can take a lot more stress than the regulations say it can - because he wrote the regs, and "A good engineer is always a wee bit conservative...at least on paper."
- In Voyager episode "Year of Hell", the ship is attacked by the Krenim Weapon Ship. Seven theorizes that ship's mass prevents it from exceeding warp 6, so Voyager (which can travel at warp 9) can escape. But traveling too fast could tear parts of the heavily damaged hull off. Since its the only way for anyone to live Janeway orders them to do so, and as Voyager warps away we see pieces of the hull come flying off.
- Another Voyager episode "Fury". The Vidians have locked onto Voyager with a clamp and then try a tractor beam as well. In a possible nod to The Undiscovered Country above:
Chakotay: Reverse thrusters, full power!
Kim: That'll tear the hull apart.
Chakotay: Then tear it apart!
- Red Dwarf: "White Hole". The crew develops a technique which increases Holly's intelligence by several orders of magnitude, but they discover that this has reduced her lifespan to three minutes.
- In the start of the third season of Mighty Morphin' Power Rangers, the rangers were getting pounded by new foes, and tried this to give the Thunderzords more power to resist them. It fails, resulting in the Command Center's power going out, their Ranger powers irreparably damaged (not destroyed, as we see in later seasons), and their zords destroyed.
- Power Rangers in general does this quite a bit. Apparently, megazords have independent power supplies for each of their independent systems (weapons, shields, whatever "auxiliary power" is supposed to do). They often will talk about siphoning power from one system into their weapons systems for one final "fry all weapons systems" blast. Whether it's overclocking or simply filling one battery by draining another depends on circumstances.
- Suprisingly, shown to be (in extreme cases) as Truth in Television by the MythBusters in their attempts to duplicate the results of various myths. This includes such things as CD-ROM drives (to test whether CD-ROM disks can explode - they had to use a router motor for the spindle, but did indeed show that the disk COULD fragment when spun fast enough, with painful results from the shrapnel) to washing machines (the machine destroyed itself rather spectacularly on cue with Buster in it - the secondary explosion didn't happen though).
- The washing machine stopped looking like a washing machine long before- the outer panels had to be removed to A)Defeat all the safety features, and b) Provide sufficient power to spin Buster's weight by replacing the stock motor with one meant for an electric car.
- They didn't dub it "Franken-washer" for nothing.
- Home Improvement: Most examples of Tim Taylor Technology actualy made by Tim Taylor have this result in one way or another.
- Airwolf has an absolute top speed of around Mach 2.5. However, anything approaching Mach 2 is straining on the copter, so the computer auto-limits the turbos' power. In one episode, String has Dom "remove the cap", allowing Airwolf to reach her potential top speed.
- In one episode of Scrappy Races, the Barley Pickers' captain attempted to overclock their huge lorry / tractor hybrid. The nut he was adjusting came off in his hand, and the engine tore itself apart.
- Kamen Rider Double rarely uses the right sided memories for the Maximum Drives save for the Prism Bicker and the Memory Gadget, for it puts the user at risk. As seen in this fight against the Weather Dopant
- Although the overclocking attack isn't the using the right sided elemental memories for Maximum Drives (As shown later on), but using both memories for two Maximum Drives at the same time. The only exceptions to this are Kamen Rider Accel's Engine Memory which is said in supplimentary materials to use the power of the current memory and the Prisim Memory, which allows up to four to be used at the same time, although more may be possible
- In the live-action marionette show Fireball XL5, the titular spacecraft is actually Explosively Overclocked every time the main engines are run at full power. It's just that it takes some time for the engines to heat up to the point of exploding and the pilot knows how far he can push it before lowering the power. When he isn't around to shut down the engines, the engine explodes (non-fatally) and use of a manual fire extinguisher is required.
- Warhammer 40,000 does this multiple times, with both machines and living things - the Tyranids biologically "overclock" broods of monstrous mooks that are even more dangerous than normal, but die messily within minutes after being deployed, the Imperium's Eversor Assassin ramps up his metabolism to the point that his blood explodes if he dies. This is also represented in-game with "turbo-charged" Rhinos (which go faster, but may break), plasma weapons that can overheat (up to 4th Edition rules, they had a greater chance of overheating the more shots they fired), and in Dawn of War by supa-charging Ork Meganobz, making them go fasta but damaging them.
- The new Tau XV104 Riptide, which is basically a Crisis suit on crack and growth hormone, has novacharging. Basically, each Riptide is using an experimental nova reactor that is prone to dangerous malfunctions. The pilot can activate it at the beginning of your turn, and this has a two-in-three chance of enhancing speed, shield generator power, rate of fire or weapon power, your call. The downside is that one time in three it will take out one of the suit's wounds.
- And then, there's the Riptide's Heavy Burst Cannon option, which is a gatling plasma gun on the same kinds of steroids and growth hormones that the suit that carries it is on. Nova Charge it, and you've got a gun that fires twelve shots per turn, each of which has a 1/6 chance of overheating and causing damage to the suit. Using it in Nova Charge mode is pretty much suicide, but it will obliterate infantry units IF you somehow don't blow yourself up.
- Pretty much any Skaven "wonder weapon", as they tend to be souped-up equivalents of other races' weapons but with a higher chance to go wrong, but total embracing this trope with the ratling gun - a two (rat)man-portable multi-barreled rifle. You get as many shots as you roll on a dice and can either stop there, or roll again. And again. And again. But if at any time you roll the same number as one you rolled before then it has funny and most likely lethal consequences.
- BattleTech has its 'myomer accelerator signal circuitry' (MASC for short), which will allow a 'Mech equipped with it to run faster than it normally could at a risk of suffering critical leg hits that goes up the longer it is used. The Supercharger works similarly (and can stack its effects with that of the MASC), but risks damaging the engine instead. And of course, BattleMechs not generously supplied with 'heat sinks' risk building up significant internal heat levels from simply moving about and using their weapons too often, which progressively impedes their performance and can in extreme cases lead to automatic emergency shutdowns, ammunition explosions, or microfusion core meltdowns.
- There's also an optional rule that allows a player to overcharge a PPC. This gives them extra damage but instantly ruins the weapon, possibly causing it to explode as well. In the same vein, standard and light PPCs come with built-in field inhibitors that prevent feedback from the weapon, but impose a minimum range on the weapon. Disabling it ignores the to-hit modifier for minimum range, but brings the risk of feedback and weapon destruction if the target is too far away.
- In Genius The Transgression, a Genius can superchange any piece of technology, but doing so can result in heavy damage or even destroy it.
- In Dungeons & Dragons cosmology, "Positive Energy" makes the boo-boos go away—as long as you're not undead. However, on a Positive Energy Plane itself, unprotected living being first heals, then "heals" more, then overdoses and explodes like a firework, not even leaving any remnants to raise. Inert matter jumps right to the last stage, for that matter.
- In Paranoia, you can keep firing a laser pistol or rifle past its normal six-shots-per-barrel rating, but the chance of malfunction starts going up pretty quickly.
- In GURPS: Ultra-Tech beam weapons can be set to fire "hotshots" at the price of gaining a ridiculous Malfunction rating. In High-Tech loading early firearms or any automatic ones with Extra-Powerful ammunition increases the risk of failure.
- In Star Fleet Battles, one of the Hydrans' heavy weapons, the fusion beam, can be overloaded for 1.5x damage. It also is capable of a "Suicide" overload that doubles the damage to the target in exchange for destroying the weapon and scoring an additional point of damage on the firing ship. X-ships have a similar ability to fast-load heavy weapons, but this can destroy them.
- Also, Orion Pirate ships can temporarily double the power output of their warp engines, causing damage that reduces the engine power output afterwards.
- Fifth and Sixth Editions of the Hero System rules had the option of "Boostable Charges". You could pump extra power through a weapon (or any other power that could be bought with charges), but the more you did the greater the chance of burning it out.
- In the Halo series, the plasma pistol can be "overcharged." This will overheat the weapon and gulp a disproportionate amount of battery power, but will short out any energy shields it hits.
- And in the third game, holding it in overcharge slowly drains its battery.
- In the Marathon series, the fusion pistol can be overcharged similarly, but if it is overcharged for approx. one minute (only likely due to a stuck key as it beeps and shakes alarmingly for most of that time), it explodes, instantly killing the character regardless of health or invincibility. This was, however a very powerful and accurate attack if charged for 4-5 seconds, and can damage otherwise invincible enemies (in multiplayer).
- Usable on many FPS weapons, but the strangest occurrence is the Mag 60 from Turok 2 onwards, which uses its alt-fire instantly, blasting an oil drum-sized hole in the torso of the enemy soldier and using 15 shots automatically. Despite that, it looks like a typical automatic handgun (resembling the Time Crisis guns but realistically painted, even with the same gunfire motion) and you pick up small boxes of bullets. So...what the hell is it? Note that there's a recovery time afterwards, while you can fire all 60 shots without reloading normally, meaning they must all be loaded in at once. It's pretty much nonsensical on all fronts.
- In System Shock 2, The Argon Laser Pistol can be configured to fire in Overload mode. The same game also allows you to overload your brain when using the Psi Amp.
- In the original System Shock, all energy weapons feature an "Overload" option, with the realization that the weapon will instantly overheat when fired (requiring two to four seconds before it can be fired again) and that it will take a large amount of your global energy to fire. Still, using the powerful Ion Rifle on overload will kill almost anything in one shot.
- Also, in the game Blood and its sequel, there's a Tesla Gun you can Overclock to shoot a much more powerful and ammo consuming shot with alternate fire, but you can't shoot it again in a few seconds afterwards, while in the normal shoot mode it shoots at automatic rate. It is powerful enough to kill even some Bosses in a few shots.
- The best game example I can think of is Take No Prisoners. One of the last weapons is a Plasma Cannon that can be charged for more powerful shots at larger ammo costs. But if you charge it long enough, the gun explodes with you.
- EVE Online features a system called "Heat", whereby one can overload certain shipboard modules. The tradeoff for significantly improved performance is that the heat accumulation from running them like this for an extended period will damage the module and others adjacent to it, resulting in repair costs at the least, and inoperative modules if you overload it too long. Totally worth it if you know when to use it. This ability is made available by training the skill "Thermodynamics" which also reduces the heat produced by overloaded modules.
- A low-tech variant (albeit taking place in 2035): Dmitrii of Castlevania: Dawn of Sorrow uses his doppelgang-ing abilities to copy Soma's soul-absorption abilities. However, during the final showdown, his own soul is not strong enough to contain all of Soma's power and HIS HEAD A SPLODE!!!!!! Phlebotinum Breakdown ahoy!
- In Metroid Prime 3: Corruption, Samus's Phazon corruption and PED suit allow her to overclock herself by sending her into Hyper Mode whenever she wants, which uses health as ammo and causes total corruption if she stays in it for too long.
- Strangely enough, there are some enemies that will induce this mode in Samus as a form of attack. The logic behind it is essentially taking an enemy that can already overpower herself and pushing the berserk button, on the off chance she'll lose herself in rage before she can blow your face off.
- In Super Smash Bros. Brawl, Samus's Final Smash (while wearing her Power Armor) is "Zero Beam", which fires off a blast of energy powerful enough to destroy her suit afterwards. Instead of outright hurting her however, this just leaves Samus in her Zero suit.
- In Persona3 Aigis (a robot girl) can go into Orgia Mode (releases the limiters on her body) for three turns, but after the three turns she requires a cool down period before being able to do anything.
- In FES Metis (Aigis' robot sister) can stay in Orgia Mode for a significantly longer time.
- This is how Half-Life begins (We boosted the anti-mass spectrometer to 105% - bit of a gamble but we need the extra resolution...)
- Half-Life also has the Gauss Gun, a prototype weapon that you can charge up for a more powerful shot. Attempting to charge it past its maximum power will make it explode, reducing its hapless user to Ludicrous Gibs. The player first gains the weapon after a security guard accidentally demonstrates this rather glaring design flaw, though how the gun remains usable is never explained.
- In Command & Conquer: Generals the Chinese nuclear power plants can be forced to provide 50% more power, but you better get started building more because overloading the reactors leads to the building slowly destroying itself. This can even be used offensively, by hijacking opponents power plants and deliberately putting them into overload mode. When they blow, they'll contaminate a large area and damage any troops/vehicles in it.
- The BFG 9000 from Doom 3 is a chargeable weapon with five levels. Level 1 will take out any zombies and low level mooks (like imps, wraiths and maggots) in the area and cost one BFG unit. Level 2 will include Revenants and Commando Zombies and take two units. Level 3 will take out Mancubi and regular Hellknights and take three units. Level 4 will kill anything short of bosses and take four units. Level 5 will explode the gun and kill the user and anyone nearby.
- In Kid Icarus: Uprising, Pit can only fly with the aid of a goddess, and the goddess can only maintain the power for five minutes at a time. Any longer, and Pit's wings will burn off. In Chapter 21, we see the nasty result of Pit overusing the Power of Flight, his wings burnt to a couple of boney stubs.
- And then there's the high explosive bullets for your sniper rifle in Mass Effect. Sure, you only get one shot before it overheats, but that one shot is a 4m radius explosion with the animation of a 10cm explosion. Nothing like watching a itty-bitty explosion sending a geth trooper flying, while being incinerated.
- There's actually a couple more ways to overclock your weapons in Mass Effect, including installing a larger barrel in the gun. But the explosive rounds will make everything overheat almost instantly. Even the New Game+ ultimate sniper rifle will overload after its second shot with the explosive rounds.
- On the other hand, it finally means you have something close to Shepard's Cutscene Power to the Max Pistol Of Doom. Just pick your shots carefully.
- Legion claims that overclocking is the Geth equivalent of performance-enhancing drugs, boosting capability at the risk of long-term damage. He does however note synthetics can repair overclocking damage far more easily than organics can recuperate from performance-enhancing drugs.
- All Mechs in the MechWarrior game series have reactors that heat up as their capacity is used. If you overheat them a safety system will automatically shut them down, cooling them much faster than usual but disabling your Mech; after a few seconds, when the temperature is back to normal levels, the Mech powers up again and lets you keep going about your business. If you haven't been blown up yet, that is; as this usually happens in the middle of combat, a shutdown usually leaves you unable to move or attack right in front of your enemy, often with preditcably messy results. Which is why there's the option to override the shutdown procedure, and keep using the Mech - if nothing else to turn tail and run like hell - even as the reactor redlines. Overuse this option at your own risk, as severe abuse results in your Mech spontaneously blowing up from the inside.
- In Mech Warrior Online the override works slightly differently, as it damages your mech for as long as the heat gauge remains above 100%. Not a good idea unless you just need one last shot...
- Quake's Thunderbolt gun + water = full discharge of cells and instagibbing of everyone in the vicinity including you.
- In Dawn of War Chaos can make their heretics (worker unit) work themselves to death, they work faster but will die pretty quick, best to use lots of them, you can always get another one.
- Anybody that has played Descent knows that the Fusion cannon plays this one perfectly straight. While a decent if somewhat slow weapon normally, it can be charged for about 3 seconds for incredible damage; one ship can instakill anything with a fully charged fusion shot. Go beyond 3.5 seconds and you start taking damage, and the damage goes back to normal.
- Reisen Udongein Inaba can drink potions to increase her attack and defense in Scarlet Weather Rhapsody. The effects stack for each potion drunk, up to three. If she drinks a fourth one, however, she explodes; this doesn't harm her, but it can be devastating to her opponent. It's generally a really bad idea to do this since it makes her lose the effects of her Status Buff and the explosion is somewhat easy to avoid, but it could be useful as a surprise attack in the endgame when the loss of the buff won't make much of a difference.
- Overclocking the ARS in Vanquish by removing its limiters can have unpleasant effects on the user. In-game, if Sam takes too much fire from enemy troops, he passes out, and the suit's attempts to repair and compensate for the damage result in its engine overloading and exploding.
- In Freespace, the weapons on the GTVA Colossus are overcharged to the point that the beam emitters start melting in order to match the firepower of the Sathanas. As a result of both this and damage incurred to its armor, the ship was to spend the next few months drydocked for repairs (this was the ship the Alliance was hoping would Curb Stomp the opposing armies).
- Medicalat is based on absorbing enemy bullets or enemies themselves, but overdoing it will make the weapon explode, costing you a health point and all power.
- In Team Fortress 2, apparently the Medic's ubercharge requires the implant of a mega baboon's heart because trying to use it on a normal heart will cause it to explode from the voltage from the machine that allows the subject to undergo the ubercharge's effect.
- In Fate/stay night a Servant can overload their Noble Phantasm with prana and transform it into a Broken Phantasm, causing them to take a massive power hike in exchange for being Lost Forever. Given that most Servants only have between one to three Noble Phantasms (which are artifacts such as Excalibur), and Noble Phantasms represent the solidified history of each Servant the very idea is unthinkable. Archer cheats his way around this as his Noble Phantasm (Unlimited Blade Works) makes infinite copies of the Noble Phantasms of EVERY OTHER SERVANT, allowing him to use Explosive Overclocking with no real downside. It's one of the reasons most Servants would be terrified of him, if they found out.
- Shirou can do the same thing, by overloading his Magic Circuits. When he later gets Archer´s arm, he is able to flawlessly reproduce Noble Phantasms at the cost of nearly frying his brain every time. This is so powerful that he actually sucessfully replicates the Second freaking Magic by creating the Jeweled Sword of Zelretch out of thin air with nothing but a vague memory as source material.
- A literal case in Tron 2.0 where Jet overclocks an archaic Encom mainframe to upload Ma3a to it in order to get her to relative safety. Said ancient mainframe does not survive for very long after he does this, forcing him and Ma3a to retreat to the open Internet.
- Final Fantasy III: The Black Belt class has an ability to store energy For Massive Damage. You can do this twice, but if you try on the third time, the monk has a good chunk of his/her health taken off.
- Final Fantasy XII sees the Archadian Empire test the power of deifacted nethecite by putting it in a warship's boiler. It produces so much energy that not only does it blow out all the safety systems, they can't shut it off. A few minutes later, the warship blows up, taking the entire fleet surrounding it out with it.
- In Terminus, ships are given a rated maximum speed based on their relative hull strength. Smaller, sleeker ships can go faster, while the larger ships, with their heavier loadouts, are not nearly as quick. In an emergency, though, you can continue applying thrust, pushing your ship past its rated maximum. There's a marginal "safe" excess the ship can go, after which the hull stress will literally tear your ship apart. And don't even think about turning in this state, because trying to shift that excess momentum is deadly.
- In Robot Arena 2 you can attach motors to other motors to make weapons such as spinning blades spin faster. Due to a glitch with the physics engine (known as Havok Explosions), this can also result in the entire robot flying up into the air and bounce off of walls.
- Ikaruga: To defeat the Stone-Like, the Ikaruga deactivates its restraint devices to charge up a super-Beam Spam that will destroy the ship as well, and while it is charging, you are unable to fire and must dodge the boss's attacks for sixty seconds.
- Averted in Ghostbusters: The Video Game. Firing a Proton Pack causes heat to build up inside the particle accelerator. Too much heat, and the pack goes critical with the force of several megaton bombs. The original 'packs had this problem, but the new, 1990 pack—a consequence of the Ghostbusters' new contract with the city—has a cut-out feature that shuts the pack down, allows it to cool, and restarts it about ten seconds later. You can also manually dump the heat, which is far less dangerous in battle.
- Fallout: New Vegas has special ammunition for energy weapons that are called Overcharged: they do extra damage and ignore large amounts of enemy DT but they put added strain on your gun (meaning it can be used less until it breaks) and you need to use a couple of ordinary energy cells/electron charge packs/microfusion cells to make overcharged ammo. They're best used when dealing with Elite Mooks and even then sparingly unless you're willing to fork out the extra caps for repairs and more expensive ammo The guns category has this too in the form of hand load bullets which pack much more punch but suffer the same issues stated above: more components needed to craft them and they burn through guns quickly.
- Dave from Real Life Comics has a tendency to be overzealous with his overclocks as seen here.
- Largo from MegaTokyo is this trope personified. If he sees a computer, he will overclock it, and he will do it spectacularly. Even so, it should be noted that he takes measures to prevent it from exploding on its own: He wears "minimal clothing" while at the computer (if that), and he fills rooms with fans to prevent overheating. This may seem excessive, but his measures turn out to be Properly Paranoid: a single spark of static electricity has been shown to turn his systems into high-yield explosives.
- Piro: "Whenever you say that I end up having to hunt for fire extinguishers we haven't used up yet. Please tell me Ping isn't about to burst into flames." Largo: "Is bursting into flames the usual failure mode for one of these?" Piro: "No, but it's the usual failure mode for anything you touch."
- In Sequential Art Art manages to make his old computer explode by trying to run a game with too high minimum requirements here. Granted he's a Walking Techbane but he didn't know it back then.
- Girl Genius, surprisingly for comics about mad scientists, doesn't use this frequently, but Agatha was shown skipping warm-up mode and go for full power while reactivating decrepit machinery, with expectable (and desired) results.
- There's also the Smoke Knights' "Movit" potions. Movit #6 is the most potent one that your average schmuck can safely use; even Smoke Knights, whose training includes conditioning to be able to utilize the potions, tread carefully with the higher numbers. Zola (spoiler warning: not a Smoke Knight) somehow managed to steal a vial of Movit #11, the most potent one period; it gives her a massive energy boost, but Violetta explicitly says that it'll kill her in short order as her body burns up from within.
- Yehuda Moon And The Kickstand Cyclery has Arboritum, a super-light alloy that would be ideal for making bike frames if it didn't have a tendency to break under stress, normally resulting in severe injuries for the rider.
- Space Kid 's strength-enhancing 'exo-suit' can be turned up to Overdrive to give him super-strength — but doing so causes the suit to instantly overheat and burst into flames within seconds.
- In Second Empire, Anzollo all but smashes his ship's gravitic lens to rip apart a pursuing Dalek force in a gravity pulse.
- The ultimate real-life example of explosive overclocking (and possibly the original one) is the one machine/power supply that can be made to operate faster at increased risk of exploding, and even shakes, develops dangerous leaks, and sends dials into red zones as the danger point is reached: the steam engine, which makes this as close to Older Than Steam as possible without actually being so.
- The folks over at Project E.U.N.U.C.H. and their remarkable accomplishment in accidentally overclocking a 33MHz 486 chip to 247MHz. Such things happen when tequila, vodka, and other hard liquors are used as a coolant for both computers and humans at the same time. Yes, it melted down quite spectacularly after boiling off the entirety of the alcohol (to the dismay of the testers) in approximately three minutes.
- In fact, the main reason that PC hardware is less tightly coupled to clock speed these days than it was a few years ago is that continuing to increase chip clock frequency would eventually drive on-chip heat density higher than that of nuclear reactors, fusion warheads, and some lesser stars.
- A good example is the canceled Intel Tejas. Tejas was supposed to be built on the Pentium 4 Prescott, which was already melt-your-PC hot. The highest stock speed for a Prescott chip was 3.7 GHz, while Tejas was supposed to start at 7 GHz. Thankfully, saner minds prevailed, and chip manufacturers instead decided to focus on cores, cache and architecture. To put in perspective, the heat density produced by a processor can be hotter than that of a clothing iron, which already is meant to vaporize water.
- One computer-related real-life example of the "safety margin" effect is the RAID disk array: this model treats several discs as a single unit. A RAID can be configured to sacrifice disk space and performance to increase availability (by effectively storing a second copy of everything), or could be configured to improve performance, though in its highest-performance configuration, a failure on any drive could render the system unusable.
- Early attempts to use GSh-6-30 on aircraft (mainly MiG-27) suffered from the price of BFG's performance — vibrations caused by recoil, which proven to be too strong. This led to lots of various damages — from broken lights to breakages of various onboard devices to jammed gear doors to really wild cases, like failed locks causing spontaneous removal of the cockpit canopy or dash-board dropped right onto pilot's knees. In short, bursts longer than half-second shook planes so hard they just gradually fell apart, until either they were out of ammo, failed to shoot any more or gun overheat exploded ammo. It Got Better in CIWS, of course. Oddly enough, ships weighing thousands of tons are able to absorb the vibrations with no difficulty.
- The M61 Vulcan, its nearest US equivalent, caused similar problems when first fitted to the F-4 Phantom. That wasn't really the gun's fault though, as the Phantom was originally designed at a time when aircraft designers were convinced that guided missiles would render cannon obsolete for air-to-air combat. Vietnam proved them wrong at considerable cost and a crash program to retrofit them was ordered. It surely cannot have helped that the only place anyone could think of to mount the gun was directly under the cockpit, separated from lots of delicate instrumentation and sensors by not much more than a few layers of hull plating.
- Any pulse power device that can survive it at all. For instance, the "100 Tesla Multi-shot Magnet" at Los Alamos Pulsed Field Facility can produce a 100 Tesla field... "although the equipment is only rated for a 85 Tesla safe user operation". And when such powers are considered, "above safe limit" usually means "you want to stand behind a really good concrete wall".
- The more energy a chemical battery can store, the more energy it can release... sometimes explosively. Exploding lithium ion laptop batteries got a lot of press in 2006; the cause in most of those cases was metal impurities inside the batteries causing a short circuit.
- Lead-acid batteries can explode when overcharged; overcharging electrolyzes the water inside them, creating free hydrogen. All you need then is a spark... and it is a battery, after all. Many other battery types, including lithium-ion, can also explode due to overcharging, although they commonly incorporate safety features (or "smart chargers") to prevent this.
- Metal-cased lithium-ion cells are relatively tame. You can get them to blow if you really try (by, say, puncturing them), but they have passive internal protection that'll kill them harmlessly if excessive pressure forms inside them. In contrast, lithium-polymer cells meant for radio-control models are insanely dangerous, not having any safety whatsoever. Shorting, overcharging, overdischarging, puncturing, bending... all activities that can cause them to emit a foot-long jet of flame that you can't extinguish with water or normal fire extinguishers (the only good ways of killing a lithium fire is to smother it with dry sand or using a Class C fire extinguisher).
- While probably not creating a higher risk of explosion than normal, a MiG-25's engines could be convinced to propel the plane to Mach 3.2, which is and was comfortably higher than any combat plane field save for the YF-12. The downside? This would bypass the fuel pumps, resulting in the loss of any throttle control, and would also more than likely start expelling important bits of engine, rendering it an "Oh, Crap" contingency rather than a viable tactic. It was, however, sufficient to convince NATO that the Soviets had produced some sort of superpowered fighter jet, rather than a really heavy plane with really big engines.
- War emergency power was like this, though its short duration made it work more similar to a Nitro Boost, unless you really wanted to damage the engine. The modern equivalent, afterburners, also merit a mention here as well as under Nitro Boost; they use several times as much fuel as full military power and paint the infrared equivalent of a bullseye on the aircraft in return for a large burst of extra thrust.
- Water-Methanol Injection on supercharged engines. They add up speed momentarily when needed - such as for a heavily loaded van when overtaking a semi on the road - but when used continuously, will damage the pistons.
- The amateur car tuning scene is all about this trope. You can significantly increase the horsepower of your ride if you're willing to spend a good deal of money and risk voiding the warranty. Performance tuning can be as simple as hacking into the engine CPU (e.g. to force an increase in the amount of fuel injected into the cylinders during each cycle) or as complicated as replacing pistons, installing ram air vents or even tossing in a nitrous oxide injection system. As can be expected, this significantly increases the temperatures and pressures involved - and not every engine is capable of functioning so far beyond its design specs, which is where the term explosive comes into play...note
- Boost controllers are notorious for this. These simple, cheap devices allow one to adjust the maximum boost of a turbocharger by turning a knob. As these can be used without upgrading engine internals to handle this extra pressure, it's very tempting and easy to increase boost pressure to a point well above what the engine can handle resulting in catastrophic failure.
- In motorsports, an engine that sacrifices reliability for extra power, like the above example, is called a "hand-grenade engine" due to their likelihood of exploding into any number of pieces from the excessive pressure. The kings of these were Formula One engines in the 1980s: for qualifying, they would ramp the boost up to ridiculous levels on sacrificial engines, often getting twice the horsepower they would normally make during a race. The price for this kind of power? An engine with a lifespan of something like four laps, which averages out to between eight or ten minutes of driving.
- Tractor Pulling is a very specialized form of drag racing where the goal is to get as much torque as possible, resulting in very large, very powerful engines, and many explosions.
- Regular drag racing isn't far behind. At the top-tier levels, a race can be over in as little as 4 seconds. This means there's no need to try and build an engine for longevity. Dragster engines are intended to put out as much power as they can as fast as possible, and many are literally flying apart from the stress as they're crossing the finish line, if not sooner.
- Well known by mechanical engineers, but usually disregarded by common people: increasing the rpm of a given engine is always much more dangerous than increasing the power by turbocharging or supercharging. If the amount of air and fuel sucked by the engine each cycle is increased, it only increases the compressive load on the piston and con rod by a tolerable amount, while giving horsepower. On the other side, increasing the engine rpm would result in a gigantic inertial load on the piston and con rod and break them explosively when a certain threshold is attained.
- Oliver Ackermann of the guitar effect pedal company Death by Audio got his start trying to upgrade distortion pedals he felt weren't "extreme" enough, and ended up designing pedals with radically different circuitries from typical mainstream manufacturers. Said distortion pedals can, if you're not careful, actually blow out and damage your amplifier, fulfilling both Overdrive and Explosive Overclocking simultaneously.
- The human body itself has this in a fashion; when the "fight or flight" instinct kicks in, the body releases massive amounts of adrenaline. This allows ordinary schlubs to pace Olympic sprinters, lift/push something a dozen times their own weight, keep running from something chasing them long past when they should have collapsed from exhaustion, and in some rare cases even see things in slow motion and high detail that would make Hollywood special effects artists faint. Of course, the body isn't like this all the time because it tends to tear muscle and sinew, break bones, dislocate joints, cause heart attacks, etc. Similarly, cortisol, the other fight-or-flight hormone, is necessary to aid in metabolism when under short-term stress, but chronic elevation causes muscle wasting, osteoporosis, immune suppression, and cancer.
- An old programmer's joke: the "HCF" machine-language instruction causes a computer to Halt and Catch Fire. Never intentionally designed into any real CPU, but has been known to appear as a consequence of insufficiently defensive hardware design and/or abuse of factory test mechanisms.
- This was a design flaw in the RBMK Nuclear Reactor. When the control rods, used to slow the reaction down, were inserted, it had the effect of slowing down neutrons, increasing the chances of fission. This means that for a brief moment, control rods would increase the output power of the reactor. When Chernobyl operators running a test saw the reactor producing too much power, they inserted the control rods thinking it would slow the reaction down. Only, this increased the power output to explosive levels.
- The Chernobyl reactor also had a construction defect in this system. To prevent the channels for the emergency shut down rods being full of water (light water dampens this type of reactor) the portions of the rods in the reactor during normal operation were graphite, with the damping material above that to be pushed in. The construction flaw was that the graphite portion was too short, leaving a foot of water at the bottom. Inserting the rods actually made the bottom of the reactor hotter for the ten seconds it took to get them in, and the reactor was already boiling at this point.
- In a normal immune system reaction, cytokines signal T cells and macrophages to attack an infection and produce more cytokines in a controlled manner. In a cytokine storm, that control fails and your immune system goes berserk, producing and signalling more and more cells, causing damage to healthy tissue in the process. It can kill otherwise healthy individuals, which is believed to be why such people died in the 1918 Spanish flu pandemic.
- Most turbine engine systems have governors that control the maximum speed they can be pushed to; this reduces wear and tear and allows them to be reliable over the long term. In military ones, such as aboard a gas turbine or nuclear steam turbine warship, these governors can be disabled, resulting in a setting called "War Short". War Short provides greatly increased power at the cost of the turbine accruing hundreds of hours of normal wear and tear per minute. Most engines will tear themselves apart within twenty minutes.
- This is possible to pull off in Airsoft, with both AEGs and gas powered systems. With AEGs, you can increase the rate of fire to ridiculous levels through various means, from swapping over to a higher-voltage battery, to actively opening up the gearbox and tinkering. In both cases, increasing rate of fire also decreases the lifespan of the gearbox, and if you overdo it, you could potentially cause one of numerous failures: burning out the motor, stripping either the gears or piston teeth, shattering the piston head or even breaking the gearbox frame. With gas powered systems, using different gases at different pressures, and adjusting the cycle rate, can increase power and rate of fire, but unlike AEGs, which again, mostly shortens the lifespan, screwing around with gas powered systems can result in everything from busted seals, to ruined reservoirs, and even the thing shattering under the pressure. Using CO 2 in a gun designed for HFC is probably going to blow up in your face. Possibly in a much more literal manner than you'd like. Old KSC submachine guns like the Ingram M11 and Steyr TMP are particularly notorious for this reason.