"Playing this game is like driving a beat up old car: I'm always afraid it's going to break down."
Before bringing out a product—in this case, specifically a game or program—it must be tested. The stages of testing are typically called Alpha and Beta, but may include Gamma in some companies. Alpha testing is done by the developers themselves, while Beta testing is done by a specific, outside team called Quality Assurance. In late phases of beta testing (this phase rarely called "Gamma", "Open Beta", or "Release Candidate"), select members of the public are allowed to test the game. During Alpha and Beta tests, those doing the testing seek out bugs, note them down, and forward them to the parties responsible for fixing them. Those developers then either fix the bug, delay the fix due to whatever time or business constraints, or declare it as "will not be fixed". Ideally, testing will last long enough to fix the most noticeable bugs.
However, sometimes, this isn't the case. Software may be rushed for any number of reasons, which may include: a holiday release
, desire to compete with another company's product, a studio's closing
, or outright laziness
. When this happens testing can be shortened or outright skipped. This results in buggy, unstable programs that no one likes.
Companies take note: Spending time fixing any errors before
releasing a program is a lot easier than trying to fix them after
it's released. It results in fewer complaints, too! One of the problems is that marketing and development are done by different people and sometimes even different companies. Once the publisher starts to nag the developer, rushed games happen...
On the other hand, companies may have to do this, particularly small ones. Not all companies have enough time, discipline, or money to go through all the development stages for what they're planning, and so have to release in the hopes enough people will buy it to get them going to go through the rest of the stages for them to better perfect it and then get attention to those changes to make more buy it later.
The practice of selling preorders has been blamed for the problem of obvious betas. Since game companies know that their games will sell well even before people have had a chance to actually play them, they can release half-baked games and promise to patch them later. There has been a backlash against preorders in the gaming community to attempt to encourage them to release their games in a playable state.
Naturally, the Obvious Beta skips the regular testing to go straight to release. In extreme cases, games have gone straight to release before it even enters the testing stage at all. To add to some confusion, the current paradigm in mainstream development renames and redefines some testing stages. Alpha for instance can be (depending on the company) used to denote a technically finished product (it's feature complete and could theoretically ship though it's probably still got issues of varying degrees) while beta can be used to note the same only with far less game-breaking bugs. Thus when the players talk about betas and a finished product with a developer, it can often mean two dramatically different things. The early access
model of development muddies the waters further, basically extending the "public beta" privileges to any paying customer (even if functionally the game would still have been in the alpha stage under older development models).
If the single-player mode of a game is fine but the multiplayer isn't, please put the example under Misbegotten Multiplayer Mode
. See Beta Test
for more on the process and see Perpetual Beta
for when the developers no longer have an excuse to update things. This trope can also overlap with Porting Disaster
when it occurs in a particular port of the software to a certain platform.
open/close all folders
- The arcade version of Beatmania IIDX ran on a custom-made and very complicated PCB (it actually used a consumer DVD player controlled via a serial port to create video overlays, amongst other things), until the ninth version, whereupon it was dragged kicking and screaming onto a Windows XP based PC platform. The transition was anything but smooth; as well as the general bugginess of the code, the game's timing measurement and response speed were extremely bad, two things which are critical in a music-based video game. It wasn't until the 11th or 12th version that things were almost back to normal, though the home releases continue to exhibit smoother and more responsive gameplay than the arcade ones.
- Metal Slug 5. A lot things were Dummied Out from the game, making most of it What Could Have Been.
- E.T. The Extra-Terrestrial for the Atari 2600. The developer was given only five weeks to make it (in order to make it in time for Christmas), solo, and as a result it was an utter mess. Coincidentally, this also makes this trope at least Older Than the NES. The backlash from this was so bad that a planned 5200 version programmed by John Seghers (which was thankfully a completely different game) was aborted.
- The same applies to the 2600 port of Pac-Man, which Atari released as soon as they got their hands on the programmer's alpha version. The two games are often mentioned as single-handedly causing The Great Video Game Crash of 1983, which is probably an exaggeration... but Lord, they didn't help.
- Fight For Life for the Atari Jaguar was actually shaping up to be a good fighting game. But Atari had gotten into the bad habit of shafting their employees, so the programmer decided to withhold the game until he got paid. Atari said "fuck it" and released the latest build they had — perhaps 60% ready, slug-paced and unbalanced. Much later he let a Jaguar fansite have the final build, so they produced the vastly improved "Limited Edition" from it. But talk about limited: only 28 cartridges were produced, making it one of the rarest games ever.
- The sixth volume of the GrailQuest series, Realm of Chaos, appears to have suffered from a severe lack of playtesting before being released (see the page for details).
- Star Wars Trilogy has a couple of aspects in the game software that imply it was rushed out the door. For instance, the "Bounty Hunter" mode features an animated display of Boba Fett pointing to a random selection, but the result is always "Video Mode".
- Interplay's Star Trek Pinball was a rushed cash grab, filled with numerous bugs, a wildly unrealistic and inconsistent physics engine, and frequent game crashes. To add insult to injury, a note in the package mentions that the advertised network multiplayer feature was not completed in time for the game's release.
- Stern Pinball's Batman had several truncated modes which indicate the game was unfinished before it shipped. The most prominent example is "Final Challenge", the game's Wizard Mode... which was completely absent until a 2010 software update added one.
- Only one revision of the software was released for Bram Stoker's Dracula, because Bill Pfutzenreuter, the game's programmer, left Williams after the game's release.
- Jersey Jack Pinball's The Wizard of Oz has some clearly incomplete software features, most notably some missing bonuses and the absent Wizard Modes. Various software updates have addressed the issues, however.
PlayStation 3/Xbox 360/Wii
- Sonic the Hedgehog for Xbox 360 and PlayStation 3 featured poor controls, poor hit detection, graphical errors, framerate problems, placeholder graphics from the old Sega Dreamcast games and Loads and Loads of Loading, with a distinct possibility of spending more time loading the game than playing it. It ended up that way due to rushing for a Christmas release.
- Far Cry: Vengeance for the Wii was a mess of a game with laggy framerates, cut content, and sloppily-done visuals, obviously rushed out just to put a Far Cry game on the Wii for the sake of it.
- The in-game Loading Screen hints in Time Shift frequently refer to features that don't actually exist and the rewind function spends much of the game disabled because the developers didn't feel like resolving the minor issues that it could present. For example, if a character is scripted to open a door, then the player could have used the rewind function to be either inside the room before the door opened, or outside of the room after it closed.
- Haze at first was promoted as having a new task-based AI system which was licensed by Free Radical Design, then found not to work at all on the hardware they were designing for. The game slipped for over a year, with early trailers having nothing to do with the final plotline. The end result had obvious missing functions [the two rifles were clearly designed with underbarrel mounts], poor visuals, stodgy AI, ridiculously repeated samples and a disjointed, pretentious plotline. Since FRD had promoted all their other projects as using the distinctly unimpressive Haze engine, they duly lost all their custom and collapsed shortly afterwards.
- The Last Remnant for the Xbox 360 is plagued by massive slowdown during battles which, coupled with the amount of grinding that you have to do and Loads and Loads of Loading, makes the game drag to an infuriating extent. The PC version successfully fixed all of these problems and even included a Turbo Mode to make battles go faster. You'd think that they would be working on a patch to fix the graphical problems in the Xbox 360 version, but seems to have been abandoned entirely. The Playstation 3 version that was supposed to come out simultaneously with the 360 version has vanished entirely into the ether and Square refuses to speak of it.
- The King of Fighters XII has been accused of being an obvious beta. The playable character roster had been cut nearly in half between XI and XII (a few players have browsed through the index files of the Xbox 360 version and discovered files for several unused characters in the game such as Yuri and Takuma Sakazaki, fan-favorite Mai Shiranui, and even long-unused Fatal Fury Sub Boss Hwa Jai), the main arcade mode is little more than a glorified time trial with only five stages and no proper end boss (though given SNK's reputation for making extremely punishing bosses, this change would be a good thing), and until a version 1.02 patch fixed it, the netcode for online play was extremely unreliable, leaving some players stuck on the loading screen for minutes before even being able to select a character.
- Notoriously, the Xbox 360 version of Alone In The Dark 2008. The PlayStation 3 version fared better, but still had its issues.
- Another Centurys Episode R is, by direct admission, an Obvious Beta to allow the team behind the ACE trilogy to get adjusted to the Playstation 3 architecture. This entails rebuilding the game engine from the ground up and focusing on gameplay and graphics rather than Loads and Loads of Characters, as the previous two games did.
- Major League Baseball 2K 09 for the Xbox 360. This video sums it up pretty well. Not enough proof? Okay, one more.
The developers were surprisingly up-front about this in later interviews. Executive Meddling led to them having only 9 months to develop the game instead of the usual (for that series) 12 months.
- The 2010 reboot of Medal of Honor is a glitchfest riddled with game breaking bugs. Electronic Arts doesn't usually rush out games like this. What were they thinking? One level has a huge glitch that causes an entire section of the level to go missing, leaving only the bottomless void.
- If Harry Potter and the Deathly Hallows: Part One was ever tested, it wasn't done very thoroughly; the game's makers and testers never picked up on the fact that the invisibility cloak (when it actually works) breaks most levels wide open, causing event triggers to fail, enemies to simply stand stock still and, hilariously, putting it on while fighting the final boss causes you to win the entire game almost instantly.
- Kung Fu Panda 2 for the PS3. While the Xbox 360 version is sub-par in its own right, the PS3 version looks like a meeting pitch prototype that was shown to a publisher in order to get further development funds but got shoved out the door as a finished product instead.
- The original Wii version of Tales of Graces was recalled in 2010 due to the number of game-breaking bugs and glitches. It went alright on its first playthrough, but on repeat playthroughs the game just imploded on itself. Sometimes the music would glitch during fights, too.
- Tales of Vesperia for the X360 is perfectly playable, but a lot of content on the disk (like the entire character of Patty, several items, and more skills for Flynn) is never used in game and only saw the light of day in the PS3 version, which never made it outside Japan.
- Tales of Xillia is again, playable, but was Christmas Rushed for the 15th anniversary of the series, and it shows. All the port areas are laid out exactly the same to the point where the only differences are NPC dialogue, the endgame is very rushed, and the Co-Op Multiplayer was very poorly implemented (it is very easy to lock the other player out of the game completely simply by pushing the wrong button at the wrong time). Its sequel, Tales of Xillia 2, also has many complaints mostly boiling down to how short it is and how it feels more like DLC to the first game rather than a sequel in its own right.
- The Silent Hill HD Collection was made with incomplete versions of the games' source codes—because Konami had lost the complete codes—with predictable results. However, Konami is patching the PS3 version to correct the problems (sadly not the X360 version though), and the problems have been mitigated somewhat.
- Soul Calibur V was released with only 1/4 of its story mode completed due to the development team running out of time.
- Blacksite: Area 51 was released in an obviously unfinished state, to the point that project lead Harvey Smith admitted it went straight from alpha to gold. Among other things, visual glitches and oddities run rampant (intel and ammo frequently floats in midair, there's no animation for NPCs entering vehicles, so your teammates entering a Humvee is represented by them standing next to the vehicle and reappearing inside of it), the squad control and morale mechanics barely work, the game is short on content (short campaign, only 6 guns and a bare-bones multiplayer mode) and the final boss had no AI before patch, he simply stood still after the end of his short scripted behavior.
- The PS3 port of The Orange Box was handled by EA Games, with disastrous results. Team Fortress 2 got hit with this the hardest, it's near unplayable on the PS3.
- The Wii port of Sam & Max: Season 1 suffers from countless problems: The cursor getting permanently stuck in the lower-right corner of the screen, horrible texture compression (leaving several visual or text-based gags incomprehensible), random crashing, long loading times, the list goes on. Whatever you do, never, EVER buy the Wii port.
- Tony Hawk Pro Skater HD fell victim to Summer of Arcade. Summer of Arcade is a special event that Microsoft holds for Xbox Live Arcade every year. It's held because Microsoft wants to get some timed exclusives (or permanent exclusives) to the Xbox 360. Tony Hawk HD was one of them. As a result, one of the levels (Downhill Jam) is so glitchy it's borderline unplayable, the physics aren't polished, some of the tricks are glitched, and there's a huge glitch where you can't use tricks that you buy.
- Mercenaries 2: World In Flames was another EA victim, with not only glitches with terrain that would occasionally cause vehicles to act as if they'd run into solid walls while going across level surfaces, objects to spawn on top of buildings that had previously been destroyed so that they were just suspended in midair, and most glaringly, in-game tips to use Vehicle Repair Crates and Vehicle Ammo Crates to repair and reload your vehicles despite neither of these items actually being present in the game. These issues were especially problematic in light of the game's release having already been delayed for over a year by the time it came out.
- Sonic the Hedgehog 4 - Episode 1 was essentially an experiment, as its glitchy physics engine can attest to. Sega was depending on its reception to determine what should be improved in Episode 2, or whether there should even be one. It being downloadable and not actually a physical release gave them less to lose.
- Batman: Arkham Origins generally got good reviews but became rather famous for being A LOT more buggy than the other Batman Arkham Series titles. A couple of them were Game Breaking Bugs, preventing you from progressing through a story-relevant location and leaving you stuck. Others included enemies who were obviously incapacitated but still trying to hit you, getting stuck in a landing pose with your cape expanded, and sometimes just unrefined combat controls. The game was outsourced to WB Games Montreal with all the game programming Rocksteady made for the other games, leading to a lot of Only The Creator Does It Right. Although the management of WB Games did apologize for how glitchy it turned out, and released patches for all of the major issues..
- The console and PC versions of Prince of Persia: The Sands of Time have terrible issues with tracking NPCs data. If you happen to trigger certain events (such as a door unlocking after defeating all mobs, or just mob spawning), there's a chance that Farah or a mook will be stuck behind a gate that just closed up, forcing you to either suicide or reload your save.
- Speaking of save points, never EVER save near a death trap. Farah's stupidity will ensure you won't be able to continue from there.
- Darksiders II. The controls randomly stop working completely (at least in the PC version) whenever you exit the Chronicle and the game randomly crashes after certain cutscenes, most infamously the ones before and after the Lilith boss fight. In fact, that one crash can literally make the game Unwinnable since there is no solution to it other than completely starting the game over. And due to THQ going under, it is highly unlikely any of this will ever be fixed.
- Grand Theft Auto Online is considered to be this by a rather large portion of those who have played it. Over a year after its initial release, it's still filled with Game Breaking Bugs and exploits that have yet to be patched, grossly-overpowered vehicles and weapons that are still unbalanced, and the use of mods that can easily give one God Mode with no repercussions whatsoever still runs rampant. Most suspect this constant rebalancing and bug fixing is the #1 reason why heists, the most anticipated feature of Online, are still MIA after so long.
- The Xbox version of Supreme Commander would grind to a halt whenever battles got at all large despite having drastically reduced the graphics quality. Throw in a completely unintuitive control scheme and you have a clearly unfinished product.
PlayStation 4/Xbox One/Wii U
- Sonic Boom: Rise of Lyric for the Wii U took four years to make, yet looks like a beta version rushed to release thanks to a Troubled Production. It's possible to infinitely extend Knuckles' jump by pausing the game mid-jump; you can respawn outside arenas with forcefields that turn off only when you kill the enemies in them (making the level Unwinnable by Mistake); and it's far too easy to go out of bounds◊.
- ZombiU was clearly rushed to meet the Wii U's launch. It was absolutely chock full of game-breaking bugs, a startling number of which forced you to restart the entire game from scratch. They weren't patched until about half a year later.
- Assassin's Creed: Unity suffered horrendous bugs that, among other things, caused facial textures to disappear (only leaving eyeballs and teeth behind). It was so bad that Ubisoft nixed their Season Pass for the game and offered up paid Downloadable Content for free; anyone who did buy a Season Pass was given a free Ubisoft game.
- Halo: The Master Chief Collection has been plagued with a string of matchmaking issues from the day it launched (never connecting to other players, games being unevenly divided, etc.). 343 Industries has tried to patch the game but to no real avail (in some cases with players reporting a drop in matchmaking consistency). Add to that the already protracted installation times and a not-insignificant number of players turned to demanding refunds. Most infuriating is that the matchmaking is merely a port of the four existing games' matchmaking system, and was one of only three things that were "changed" about the games for the release of MCC (the other two being the audio/visual overlay for Halo 2 and the addition of 5 completely remade maps for "Halo 2 Anniversary" multiplayer). Meaning that this is a combination of Obvious Beta and Porting Disaster as they basically ported the four multiplayer systems from Halo PC, Halo 2 Vista, Halo 3 and Halo 4 and it still remains broken.
- Sonic The Hedgehog 1 Genesis for the Game Boy Advance, the port of the first game, was a failure of epic nature despite the GBA having over twice the processing power of the Sega Genesis. It was rushed to come out on Sonic's 15th Anniversary. The developers did a quick and dirty port job, inserting the Sonic 1 map data into the Sonic Advance engine. The problem was that the engine was designed to handle data created around the GBA's 240x160 screen resolution, while Sega Genesis games use a higher resolution, so the Sonic 1 data overloaded the engine, making it take up too much memory.
- Sonic the Hedgehog Chaos is essentially a beta version of Sonic The Hedgehog Triple Trouble. All the levels are very short and devoid of life, with little to no badniks around. The physics are also very clunky, and even though you can play as Sonic or Tails, there is only one available ending: Sonic's default ending. Beating the game as Tails or as Sonic with all emeralds will lead up to a generic "Congratulations" screen.
- Sonic Chronicles was released in the late beta phase. It's not unplayable by any means, and most of the fans enjoyed it, but it had an abnormal amount of cut-content (including pretty much the entire soundtrack, which was just fan remixes downloaded from the internet in Midi format). What evidently happened was that BioWare was acquired by EA and decided to work on Dragon Age, since they had already fulfilled their contract to Sega. This isn't so much of a case of "poorly-released game" as it is "Game could have been much better than it actually was."
- Mortal Kombat Advance in theory was to give a bone to MK fans wanting to play UMK 3 on the go with their Game Boy Advance back in 2002. Midway, however, handed the license to an outside third-party away from Ed Boon and his team and gave them four months to turn it out for a quick profit. Unsurprisingly, the game came rife with glitches, incomplete AI (either motionless or cheating), and unresponsive controls. The game proved to be a bit profitable for Midway, but this kind of practice foretold the future bankruptcy of the company.
- The original Pokémon games, especially the original Red and Green, released only in Japan (after five years of development!), were notorious for this. The updated Blue engine, despite fixing some of the more painful bugs, was still a mess, with the infamous Mew glitch, Glitch City, the old man exploit, as well as MissingNo, due to being a beta and because of some of the shortcuts taken to fit the game on the cartridge. Even the Updated Re-release Yellow didn't fix much. By Generation II, which uses an upgraded engine, most of the bugs were fixed, but exploits involving the PC boxes that had a similar effect to the Mew glitch (i.e. manipulating cloning and PC boxes to get any Pokémon) remained. Note that this isn't always a bad thing — the games were indeed playable (and many glitches you had to actually go out of your way to exploit) but it was one of those rare instances where they released a late beta and it actually worked.
- There were a couple glitches that did affect normal gameplay. Several moves did not work as intended Example , and Psychic-Types were immune to Ghost-Type attacks (not that it mattered anyway since the only damaging Ghost attack had one of the lowest Base Damages in the game).
- While not nearly as bugged as the Generation I games, Gold/Silver/Crystal have their fair share of glitches as well, such as the Celebi egg glitch and the Johto guard glitch. Furthermore, even without the Johto guard glitch (which uses the product of another glitch to bypass the protection against bringing Generation II exclusive moves or Pokémon into the time capsule), the methods used to prevent Generation II exclusives from being sent to Generation I proved incomplete, which is likely why all future intergenerational Pokémon transfer methods have been one-way going from the older generation to the newer one.*
- Soul Calibur: Broken Destiny for PSP was obviously rushed out for a Summer Holiday release. It is supposed to be a port of Soul Calibur IV with extra characters and modes...but to get it out in time, there is no story mode or proper arcade mode. The options mode doesn't let you adjust the difficulty or number of rounds, the create-a-character mode is very lacking, and there is no money system or internet play. The game's makers lampshade this by saying that it's a 'simpler Soul Calibur game for novice players'. Tekken: Dark Resurrection, which came out several years before, is not lacking in any of the modes its home version offers, and thus, Broken Destiny could have been much better.
- Shin Megami Tensei's Devil Survivor
- The original has a few lines left in Japanese. Considering how many lines there are, it's possible that the beta testers couldn't find them all... except that one of the lines has to be seen in order to get FIVE of the six Multiple Endings. Also, one of the skill descriptions is Blatant Lies, being the exact opposite of what the skill really does.
- The Updated Re-release Devil Survivor Overclocked could actually be considered WORSE than the original. Lag is everywhere, and grinding is bad when the game's form of Inexplicable Treasure Chests can randomly freeze your game.
- While fun to play, the two Prince of Persia sidescrollers for the Nintendo DS (The Fallen King and The Forgotten Sands) are so glitchy and unpolished that it's obvious they were rush jobs. The Boss Battles are particularly embarrassing.
- While it's playable; Tales of the Tempest feels like this. It seems almost like it was an attempt to get used to the relatively new (at the time) DS hardware. Compare Tales of the Tempest to even Tales of Innocence and you can notice a pretty big difference between the two (in areas outside of soundtracks)
- The DLC for the North American version of Disgaea 2: Dark Hero Days had so many bugs and glitches that the developers actually had to pull them from PSN so they could work on fixing them. When first released, they had no voice, but random noises played whenever the characters would say something during battle, such as menu scrolling and selecting sounds, and their attacks were completely messed up in area and damage (to the point that Sapphire's Ultimate move did reverse damage, thus healing enemies). The DLC was later put on back on sale with the attack glitches fixed, but the random noises still play up when they are fighting.
- Call of Duty: Black Ops: Declassified for the Play Station Vita. The graphics aren't up to PS Vita standards. The enemy AI is abysmal. The single-player campaign can be finished in less than an hour. Multiplayer is very hard to get working properly, and the maps are small. Oh, and Nazi Zombies is conspicuously absent.
- Action 52 was, at its most generous, an obvious alpha. In fact, it was pure incompetence. For example, while any competent NES game would switch levels by swapping out the bank that holds the level data, Cheetahmen (and other Action 52 games with more than one level) accomplished it by swapping out the entire PRG ROM. The net result is that every level is in fact a different game, which is why bugs can occur in some levels but not in others, why each Cheetahman's level set has different sound effects, animations, etc., and why the end result cost $200. Some of the different levels in games have the same level number.
- The NES version of Strider looks like a late-beta, due to things like uneven collisions, odd borders for platforms and walls, enemies and NPCs that appear and disappear at weird times or don't disappear when they should, and a poor translation. The third-to-last boss does not disappear or change in any way after his defeat, and the final boss simply does not appear in his room for several seconds. When he does, he just pops into the middle of the room as if by a glitch. The first Data Disk you analyze unlocks Australia as a stage, even though the actual clue in the disk refers to the location of the Attack Boots you get at China. Not only that, there's no reason to go Australia until very late in the game (it's the final area you need to explore before visiting the Red Dragon). Further credence to this theory is the fact that the Japanese version was canceled before the release of the arcade version, even though a tie-in manga adaptation was already published for it.
- The port of Battletoads in Battlemaniacs for the Sega Master System, which only saw release in Brazil but was intended to be released in Europe as well. The most obvious signs of the unfinished port are the missing, misplaced and incomplete cutscenes and music.
- Maka Maka: An obscure Japanese-exclusive RPG had several obviously unfinished parts and many bugs, some of which are game breaking. In fact, word has it that the game was released in its prototype form due to time constraints.
- Lufia II: Rise of the Sinistrals: The Dual Blade Shrine is garbled in the North American version, making navigation through the dungeon difficult. There are also places where dungeon names are untranslated, being in gibberish with the Japanese font removed, and enemies bear Engrish names such as "Hidora" and "Gorem".
- Star Ocean - The original SFC version came with several crashing bugs, an item creation system whose success rate in some circumstances was so low it almost wasn't worth trying, items that were obviously meant to exist (and referenced in places) but couldn't be found, and a final dungeon that (story-wise) came out of nowhere on a planet you couldn't explore. The enhanced remake for the PSP corrected most of these issues.
- Super Double Dragon, which was Christmas Rushed in North America by its publisher Tradewest. It's impossible to catch your own boomerangs, knives do far too much damage, you can't switch weapons once you pick one up... The Japanese version, Return of Double Dragon, which came out a few months later, is more complete than the American version (it even has an additional level, albeit a rather glitchy unfinished one), but is obviously far from finished (the game still lacks any sort of plot or even a proper ending).
- Annet Futatabi (Annet Again) - A somewhat obscure Japanese Sega Mega CD sequel to the Genesis semi-classic El Viento that was released in a very unfinished state. The protagonist's flashy spells are all unfinished, usually resulting in just a single animation frame blinking in and out. Basic combat controls work correctly, but enemies swarm you any time you get knocked down, effectively making getting up an impossibility. Enemies and even bosses will occasionally wander off screen and not return for anywhere between 1-5 minutes... or never, making the game randomly unwinnable. It is little surprise that the game was never released outside Japan.
- Jurassic Park:
- While not buggy, this game was released in a very unfinished state. Velociraptors, for instance, were the scariest and deadliest dinosaurs in the film, but here became slow, lumbering idiots who basically farted about the levels waiting to get shot, and the mighty T-Rex can be thwarted as easily as chucking a single grenade at her and strolling by as she's stunned. Two things support the theory that it was a rushed project: the first being that the actual beta ROM is almost identical to the finished product, and the second is that developer Blue Sky software later released a loose sequel Jurassic Park: Rampage Edition which ratcheted up the action and made all the dinosaurs significantly more dangerous enemies (for instance, Velociraptor encounters are now downright terrifying because of their aggressiveness, and the T-Rex still only appears from the shoulders up, but now she chases you). While the original was still an okay game, it's pretty obvious that Rampage Edition was the version Blue Sky meant to make the first time.
- Sonic the Hedgehog 3 - The initial release, while nowhere near as bad as other examples on this page, did have a load of glitches (such as getting stuck in the walls in Carnival Night Zone), but most of these were fixed when locked onto Sonic & Knuckles.
- The game, despite its excellent regard in the community, is very clearly rushed (and when the game was explicitly divided into two parts so it could meet the deadline, that should be obvious). Particularly pairing Sonic and Tails together then using a second controller to have Tails lift Sonic while he's looking up can cause an almost innumerable amount of glitches and odd effects (this could easily have been solved by having the screen re-center when Tails is lifting Sonic, but instead it stays in the same state as when Sonic is looking up, which can cause collision errors with things that are just outside the screen).
- A number of other glitches, however, are only possible in the locked-on game—namely, those revolving around the Hyper Sonic transformation unlocked after upgrading all seven Chaos Emeralds to Super Emeralds. Hyper Sonic moves insanely fast and can do a double jump similar to that of the Lightning Shield, which put together can cause enough speed to actually briefly wind up off-screen—resulting in the same collision errors as mentioned above with Tails, especially if the offscreen barrier is to the left rather than the right. (Though it's still possible to phase past some barriers on the right side.) Generally this means that it's usually possible for Sonic to reach parts of levels that were only meant to be accessed with Knuckles; the opposite is sometimes true, but usually more convoluted. On one particular level, however, an oversight made it possible to reach Sonic's boss arena with Knuckles without any glitching at all if you're a skilled enough gamer.
- Mega Man X6 has shades of this, what with its rushed localization, resulting in incredibly sloppy translation and leaving the original Japanese voices in the cutscenes, the lazy level design, and a sound test which is missing several tracks. This shouldn't come as a surprise when you realize that not only was the game assembled in less than a year, it was never supposed to be made to begin with.
- Space Station Silicon Valley famously shipped with no collision detection enabled on one of the souvenir objects, making it impossible to pick up.
- The North American release of Suikoden II has several places where dialogue simply wasn't translated at all. And because Konami also removed the Japanese font, the result is characters who speak indecipherable gibberish (see the second screenshot.)
- The German version also has untranslated dialogues, like Lorelei, Gordon and almost the entire Rokkaku Village speaking in french.
- The N64 port of Indiana Jones And The Infernal Machine was so full of Game Breaking Bugs that it was only released as a Blockbuster rental (or a direct purchase from LucasArts). One of the most memorable glitches had to be the fact that in one level, when you tried to drop into a cave since access seemed impossible, when Indy fell in the water and you tried to resurface, he just swam through the air. Effective for getting in the cave, but he just drowned.
- Star Ocean: The Second Story has a game crasher that would "randomly" occur after completing a battle, the overworld/dungeon screen would fail to load, leaving just a black screen and no music, forcing a reset. The game crashes if you push any button while the screen is black. It's not black for long, but if you happen to do it by accident, especially in the Cave of Trials, it'll be a hard moment. Furthermore, when leveling up, Claude sometimes says "Crawd has advanced forward!", with Crawd being his Japanese name, an indicator the voicework was done before the script was translated, and Lena's voice clip for the Tractor Beam spell remains in Japanese.
- Superman 64 has insane glitches, horrible controls, awkward animations, a very short draw distance, largely nondescript textures, a telling lack of content (well, unless overuse of Pass Through the Rings counts as content), two years in development and not much to show for it... it's basically unrefined in nearly every aspect. Where it gets REALLY interesting is the actual beta release was BETTER than the finished product... apparently due to Executive Meddling, the company was forced to change a lot, as they began to run out of time...
- WWF Smackdown! for the PS1 is clearly an Obvious Beta of WWF Smackdown!2: Know Your Role. They were both made in the same year and built on the same engine, with many things being left over from the first game in the second. The oddness about the first game is as follows:
- The menu descriptions are written in sloppy English, including a Create A PPV mode called 'Match Making'.
- The season mode is limited: hardly any backstage story, no feuds, the ability to skip matches, and the ability to be eligible for pretty much any title at the same time with little reason.
- The create a character mode is limited with the only parts you can select being head, upper body and lower body. In the sequel, the same parts return as 'standard' parts, individual parts now are under 'advanced'.
- Instead of unlocking characters, you unlock their parts.
- The original copies of Spyro: Year of the Dragon were very glitchy due to being rushed for release before the Year of the Dragon ended. However, the Greatest Hits and Platinum releases fixed these problems and this game is regarded by many as one of the best games released on the PlayStation.
- The PlayStation version of Tactics Ogre has a major bug: sometimes your save file will fail to load.
- In the American version of Arc The Lad II, completing the pyramid dungeon takes the player back to the nearby town, where all character sprites, including that representing the player's party, are invisible, with only their shadows showing. Exiting the town will cause an error message to pop up, but the game continues normally afterward.
- The second disc of Xenogears feels this way, given the altered method of storytelling and lack of access to the overworld until late in the disc.
- In a subversion, the Dual Analog Controller has quite the feature set over the later released Dual Shock (which may even make it better than the Dual Shock). However, it was probably a rushed release to compete with the Nintendo64 and its Rumble Pack since later hardware doesn't know what to do with it.
- Formula 1 '98 on the PlayStation was developed in 6 months by a new developer, Visual Science, after Bizarre Creations (and the intended replacement, Reflections) opted not to work on the sequel to the very popular Formula 1 '97. Whilst the Arcade mode is somewhat polished and playable, Grand Prix mode (which most people would have been buying the game to play) was an unfinished, buggy mess. Amongst the many problems were cars turning into what resembled Atari 2600-style Pole Position cars when too many of them were on screen, a motion captured pit crew which did nothing but crouch beside the car for a few seconds, very poor handling, almost non-existant crash physics (You would simply stop on the spot with the other car getting a bump-boost), distorted commentary and a game-breaking bug in which you would be disqualified after making a pit-stop if you chose to run with the flags on. Amazingly, the same developer were recruited by EA to make the console versions of their F1 series and were able to prove that with a little more time ('98 had been rushed out to coincide with the final race that season) they could make a decent racing game.
- Tomb Raider
- Tomb Raider: The Angel of Darkness was released in an infamously unfinished state and garnered many comments from reviewers along the lines of "it might be good when it's finished". Problems included the inability to dual-wield weapons despite Lara's twin holsters, the sea monster with an un-textured belly, Lara's ability to beat a timed door puzzle without the allegedly necessary jumping upgrade and Lara's clothes miraculously changing themselves.
- While far more solid than Angel (outside the PS2 version), Tomb Raider: Underworld is also quite buggy, with various rough edges and some Gamebreaking Bugs.
- Spyro: Enter the Dragonfly. You can swim in the air if you get through a certain gap in the net in a pond, allowing you to swim to later levels and do the boss battle early. If you're directly above or below something but actually far away from it, it sounds close. Spyro sometimes freezes and slides around like he's ice-skating. Visual effects go wrong a lot. Sometimes you arrive in a level and have to wait for it to appear. NPCs twitch and bounce like spastic jello molds for no good reason. Sometimes the dang thing just freezes. When you press "Look", occasionally Spyro would headbutt instead of looking. There are copious spelling errors. The gateway to the second world sometimes doesn't work.
- A Hero's Tail on PS2 was glitchy and the camera sucked, but it wasn't as completely disgraceful as Enter the Dragonfly.
- Nippon Ichi also ran into this problem with the US version of Ar tonelico 2, which has a Game-Breaking Bug around the endgame, a badly translated fourth Cosmosphere, and even spots where there's still kanji floating around.
- Grandia III is a case of this. The whole bit about airplanes and flying that the game makes a big deal about early on in the story is almost completely abandoned once you actually get a plane, the second disc is very rushed, and one of the main villains is Put on a Bus, never to be seen again.
- Vexx is complete from a gameplay perspective, and everything works. But the story is rather skeletal (with tons of hints that it was supposed to be much grander), a number of power-ups/game aspects pop up all of once and are never referenced again, and certain things in the main game hint at a multiplayer mode that simply never happened.
- The Dreamcast port of Slave Zero, which was one of the few games released in the first year of the system. All of the ingame music is removed with only the intro and ending themes remaining, the menus in languages other than English are glitched and not fully translated, the framerate is far lower than the PC version and dips inexplicably during the cutscenes and the game is filled with all manner of bizarre bugs, such as falling infinitely off a Bottomless Pit or getting killed by the checkpoint transition and becoming invincible as a result. It's still playable enough to narrowly avoid Porting Disaster status, but superior PC-to-Dreamcast ports showed Infogrames plainly didn't care and rushed the game to get a quick buck.
- The Japanese release for Tales of the Abyss was actually an Obvious Beta. There were several items that were Dummied Out (Hi-Ougis and cut-ins that weren't accessible in-game, a potential part in which VAN was playable) as well as several bad bugs (Tear and Jade freezing while casting in overlimit) and plenty of Good Bad Bugs (being able to go anywhere on the world map, perfect because there are parts that can be Lost Forever). What appears to be a Regional Bonus for North America was actually more of a completion, despite several bugs that weren't removed (Luke has an extension to his Mystic Arte if Ion is in the party; Guy and Natalia have two Mystic Artes; Fortunes Arc has an extension; the final boss has a second Mystic Arte; Nebilim had around SEVEN Mystic Artes added; the cameo bosses not only have their cut-ins, but Phila and Rid actually had two).
- Crash Twinsanity: There are certain cinematics in the game that lack appropriate sound effects (in a couple cases, music), which makes it seem like parts of the game were rushed before release... and they very well were, considering the sheer amount of cut content that one of the developers of the game decided to share on a Crash forum...
You also have the cutscenes and world layout. After you complete certain cutscenes and the stages with it, you go back to the world map, giving you some kind of free roaming until the next cutscene continues the game. Although this free roaming zone tends to be really linear, you could go back to previous part of the world map, even though you were not meant to do so. Literally. Doing so means that all the cutscenes and stages get reset, meaning that you would have to play all of them again until you reached the point where you screwed up. The game just treats you as it was your first time reaching each zone. This can be seen after you complete Cavern Catastrophe, where you can find a tunnel that will get you back to N.Sanity Island.
- It's hard to tell if Drake Of The 99 Dragons was ever beta tested at all, or if it just sucked. If anyone had played it before release, it would have been obvious that the controls were absolutely miserable and impossible to use.
- Red Ninja End Of Honor, or Kurenai Ninja: Kekka no Mai (Dance of Blood) in Japan by Vivendi Universal Games. On paper, it is very much a potential Tenchu-killer, with its wire-based action, greater emphasis on platforming and maneuvers, Seduction mechanic, and artwork done by D.K who later did the art for NieR. On implementation, the game, while not exactly buggy, is completely unrefined. The wire combat, despite having a versatile potential, is often too situational (for a main weapon, being situational is not good). Camera controls were atrocious, and poor camera with platforming is a recipe for disaster. Level designs can only be described as malicious, relying too much on Bottomless Pits and other frustrating design choices. Platforming elements were consequently also harsh, with one level segment entirely relying on it. Items were often of no importance or too much importance, with no happy medium in-between. While the controls work for most times, the "wall run" mechanic relies on dashing, which is accomplished by pressing forward long enough. In a stealth game that rewards precision, that is a very vague input design, causing tremendous frustration. Despite controlling a lethal Ms. Fanservice, the vaunted Seduction mechanic is too randomly-determined to be of any practical use. The use of CG animation in the ending is downright atrocious, and the soundtrack is very much below-par. The most griping point is that, with a few more playtesting and refinement, the game could have been much better, especially with a camera fix.
- The Korean release of The Legend of Zelda: Four Swords Adventures includes the elusive Navi Trackers mode. This mode is an Obvious Beta in the Korean release - nothing, I repeat nothing is translated even though the rest of Four Swords Adventures is. Even after almost six years of waiting (FSA was originally released in 2004 in other regions and in Korea in 2010), Koreans still don't get Navi Trackers in their own language.
- Even the game packaging is an Obvious Beta. Although the game's logo is translated on the title screen, the logo on the outer box is not, despite the fact that the rest of the outer box is translated. The inner box (containing the game disc) the game manual, and even the game disc itself (containing the Korean edition) aren't translated - they seem to be surplus from unsold Japanese editions. The inner box even has a CERO rating instead of a Game Rating Board rating. At least the game software itself is in Korean...
- The rushed PAL release of Metropolis Street Racer for the Dreamcast was riddled with game-breaking, save-corrupting bugs. Sega quickly recalled it, but the second version was still somewhat buggy. The third PAL release, as well as the NTSC release, were more solid.
- Dual Hearts feels this way at times, given the constant fuzziness of one world's graphics and the choppiness of the storybook stage.
- Sensible Soccer 2006 was rushed through development so that its release could coincide with the World Cup. The many glitches included teleporting goalkeepers and frequent crashes.
- The original, PS2 North American version of ICO. Yorda's AI is almost entirely unresponsive, puzzles were completely different and too easy, and several bonuses were missing. Fortunately, the HD version released for PS3 in NA is based on the more polished Japanese/PAL version.
- Even systems often count as an Obvious Beta. Consoles and handhelds, especially the latter, often have an Updated Re-release/Updated model released a couple years later that addresses several bugs/design quirks. This can sometimes lead to the original models seeming a bit odd to play after you got spoiled by the newer ones. The Sega Genesis alone had a lot of models (some of the later ones came with the add-ons built in) and Nintendo's handheld systems generally have at least two models.
- The Game Boy Advance had gone through many redesigns, many of which were fixes for obvious flaws in older versions. The original GBA had no form of lighting on the screen, which meant playing without an adequate light source was a huge hassle. The GBA SP fixed the lighting issue by having a frontlight and the handheld got redesigned by being smaller, having a flip screen, and having a rechargeable battery. The GBA SP got another redesign by making the frontlight into a backlight instead so the colors looked more vibrant instead of washed out.
- Many cell phone models often fall into this trope, considering how many updated models come around that improve bugs and complaints about the previous models.
Nokia's 3600/3650, for one, was the butt of numerous complaints due to its unique circular keypad layout. Some people actually found the keypad easier to use, though. Nevertheless, an updated variant of the phone, the 3620 (3660 for the Eurasian market) was released with a conventional layout, and a 16-bit, 65K colour screen compared to the 3600's 4096-colour display.
- The Sony PSP models, although the PSP GO was often considered a downgrade by fans - and it's also an Obvious Beta for the Sony Ericsson Xperia Play, affectionately dubbed the PlayStation Phone.
- The infamous toilet bowl-shaped Atari Jaguar CD addon, which, due to faulty connections, rarely worked at all.
Spoony (as Dr. Insano), who struggled to get one working to review a game
: [N]ot only is it prone to hardware failures, it's prone to about five different ways it can fail. It can fail if [it] isn't perfectly placed on the [Jaguar]. It can fail if the contacts aren't clean. It can fail if the Memory Track cartridge isn't perfectly set, and it can easily fail because the laser itself or the motor mechanism are defective, and they often are, and in [Spoony's] case, it would often fail because the lid is so poorly designed that, when closed, it actually closes too tightly and mashes the CD against the inside of the drive, preventing it from spinning, and that could easily cause additional internal damage[...E]ven when I did get it to work [it] still froze all the time, and I do mean all the damn time!
- When the same was attempted by The Angry Video Game Nerd, he couldn't get it working either, and so handed off his Jaguar and CD addon to his repairman Richard DaLuz, creator of the NinToaster and Super Genintari (a NES, Super NES, Genesis, and Atari 2600 in the same box). It seemed like if anyone had the skillset to get such things working, it would be him. Even after he soldered the CD addon to the console, thus eliminating any possibility of a connection problem, it refused to work.
- Early adopters of the Xbox 360 found themselves acting as beta testers for the machine's cooling system. Then as beta testers for the various fixes for this. Depending on who you believe and which motherboard variants you include, the failure rate within 3 years was anywhere between 30 and 70%, with many customers requiring multiple replacements. These issues were only finally fixed * with the release of the slim redesign 5 years after the original launch.
- OCZ's "Agility 3" series of SSD hard drives featured a controller that was prone to failure, which was fixed in the next generation.
- AMD's "Bulldozer" series of CP Us, known as the FX series, serve as an example. AMD introduced a new process with the Bulldozer, which involved pairing every two integer cores with a single floating-point core, and using an extended pipeline for instruction execution in order to ramp up the clock speed (a technique known as "hyperpipelining", which Intel had previously experimented with in the Pentium 4 and Pentium D processors). Unfortunately, these new techniques failed to boost the new chip to Intel's performance standards, and in some applications, they actually performed worse than AMD's previous-generation Phenom II chips (mostly due to the large penalty for branch prediction failures introduced by the extended pipeline).note The second generation core developed with this process, "Piledriver", may not have quite caught up to Intel's performance levels, but it did fix many of the mistakes of Bulldozer and represents an objective improvement over AMD's older chips.
- The first version of Amazon's Kindle Fire tablet. It had a slow screen refresh rate; the device was too heavy to hold comfortably for any length of time; the web browser was clunky at best; and items on the screen were so small it was easy to accidentally select something you didn't want, to the point that one could struggle to log onto a website with two text fields and a button.
- When NVIDIA released the GeForce 8 series and ATi released the Radeon X2000 series, there was some excitement over the new architecture topology. Except in both cases, only the flagship, high-end card and the one below it performed convincingly well against the previous generation. Everything below it couldn't really perform any better than previous generation cards that dropped to a similar price value. It took another spin of the GPU to get it right, which NVIDIA did at least with the well remembered G92 GPU debuted as the GeForce 8800GT and 8800GTS 512MB. ATi's next generation, the HD 3000 series, also pulled off a similar feat.
- When the GeForce 400 series was released, the high end card, the GTX 480, ran really hot, loud, and it was actually defective from a manufacturing standpoint, containing about 15 of the 16 shader clusters from the original design. In the next generation, the GTX 580 was a fully implemented version of the GPU design and this time had a better cooling solution.
- While not as bad, NVIDIA's GeForce 600 series was also "release defective chip first, release fully implemented when refined later". The GTX 680 (which was a good performer in its own right) is a defective version of the later released GTX Titan.
- Invoked with the GeForce GTX 750 Ti, which is based on NVIDIA's upcoming Maxwell architecture. Rather than wait for the new 22nm process to be refined for full scale production, NVIDIA built the GPU using the tried and true 28nm process. This way, any design issues either on the hardware or software side can be stamped out when the 22nm version (and presumably the GeForce 800 series) is ready to go.
- The Atari 5200 itself, especially its controller, designed by someone who had never played a video game before. The controller was the first to feature a pause button and the analog joystick was ahead of its time, but it didn't center itself and was prone to breakage. Working controllers are incredibly rare in the wild, though you can buy a special mod kit that makes the controller much more reliable if you're willing to shell out big bucks for it.
Rumors are that, despite knowing about its numerous flaws, a senior engineer at Atari mandated the use of the 5200 controller because he owned the patent for it and would collect royalties for each one sold.
- After the whole Siri-released-in-beta thing, Apple would have learned their lessons... right? Nope. Presenting iOS 6 Maps. Where to begin... The whole mess started when Apple chose to remove Google Maps as a native app in iOS 6, replacing it with their own 4 months ahead of schedule (even Google was surprised by how sudden it was launched.) The result? Something that would make Steve Jobs hang his already dead self in shame. Entire cities have been renamed, designated as hospitals, or covered by clouds in satellite view. The general consensus was that the product was something that seemed to have been thrown together without a second look. It got even worse as the new iOS Maps had no public transit routes and route planning was sketchy at best, and God help you if you even thought about trying maps anywhere other than US. It has since been improved tremendously, but it remains one of Apple's only visible failures in a long time.
- Google's response was of course to make a freely downloadable iOS Google Maps app as soon as possible (it took a few weeks). Some with iPhone 4 actually delayed updating to iOS 6 to give Google time to put up its app, and once it was up updated and replaced the Apple app with the Google one. While you cannot remove iOS 6 Maps, you can banish it to a lonely screen you never look at.
- iOS 8.0.1 was pulled a mere HALF HOUR after going live. Touted as a fix for, among other things, the bugs in the Health app that prevented Health Kit-enabled apps from going live on launch day, the update actually BROKE two very important features, namely giving the player no cellular data, thus cutting out the whole point of having a phone: The ability to make calls.
- This was how many computer professionals who worked with mainframe and minicomputer operating systems like VMS saw Unix in The Seventies and The Eighties. (It was originally a research project designed for internal use, after all.) Unix was a much simpler system back then. The Unix Hater's Handbook gives a good overview of many of the complaints. A lot of BSD people see Linux as an Obvious Beta today.
- Microsoft have a bad reputation for this; Vista is the most notorious and damaging example but it stretches back at least as far as Windows 95. The plug and play functionality was nicknamed "plug and pray" because it was that unreliable. To their credit, it's usually sorted out after the first few months, but upgrading to the new OS before at least Service Pack 1 is a bit of a gamble.
- The non-LTS versions of Ubuntu are notorious for this, as Canonical tends to make major changes without adequate testing.
- Avalon Hill's board game Assassin was shipped with rules that clearly had not been properly playtested, making legitimate moves ridiculously rare. The game's designer blames Executive Meddling (it was a localization of a game originally titled Eurohit).
- Dungeons & Dragons Third Edition was laden with this stuff; it was pretty obvious that the designers were still trying to work out the kinks of the new system. A lot of it resulted from things that had been retained from AD&D but now didn't work, including a major problem with Empty Levels and a lot of Game Breakers. This lasted until around when 3.5 showed up, by which point the designers had (generally) figured out what worked and what didn't.
- Recreating every NPC in the Forgotten Realms Campaign Setting from scratch would have taken a lot of time, so most NPCs were run through a fairly basic conversion guide and then shipped out the door. Of course, given that AD&D and 3rd Edition have very different mechanics, this led to a lot of NPCs having bizarre builds, too-high stats, and often vestigial abilities. For instance, Elminister retains his immunity to Time Stop, even though the 3rd Edition Time Stop is a burst of Super Speed and not anything that affects other individuals, and Drizzt has taken five levels of Ranger despite the fact that he gets almost nothing out of them (unless he went eleven levels before taking two-weapon fighting).
- The board game Betrayal at House on the Hill originally shipped with several errors in the instructions — particularly in the game's various Scenarios. (For example, the Underground Lake is on an Upstairs tile.) This obviously could cause gameplay to grind to a halt as the confused players tried to sort things out... which was made much harder by the game's primary conceit: that one or more of the players pulls a Face-Heel Turn and starts actively working against the group. Errata for the game can now be found online.
- The second edition of Exalted was so buggy that the Scroll of Errata has more pages of rules than any given Splatbook - and that's not a joke, the Scroll of Errata weighs in at 205 pages while the rules sections of Manual of Exalted Power: Dragon-Blooded are only about 120 pages long. In brief, when you take a cluster of freelancers, don't require them to communicate, don't have enough good crunch writers to keep up with your schedule, and care more about the release date than whether something is in a releasable state, you get a desperate need for errata (some of it going down to the most basic functional elements, like the combat system).
Robert "The Demented One" Vance: On page 49 of Scroll of Fallen Races, right under that big sidebar, there's a paragraph detailing the Leadership keyword. It's something that exists to tag effects that effect groups of Jadeborn based on their caste. Seems like a cool, thematic mechanic you could structure some of the Enlightened Pattern stuff around, sure.
Now, try to find a Leadership Charm in SoFR. Try to find one in any of the books. You won't, because there are none. I think that's fairly indicative of the kinds of problems you're going to see in the Mountain Folk mechanics.
- Clive Sinclair, head of Sinclair Radionics and later of Sinclair Research, which brought the ZX Spectrum to Britain and helped kickstart its home computer market, valued minimalist designs that the British public could afford, at the cost of neglecting to have his creations properly tested and polished. By far the most infamous example is the Sinclair Black Watch, an early digital watch that used an LED and sold for either Ł17.95 or Ł24.95 depending on whether you got it in a do-it-yourself kit (like most home electronics of the time) or preassembled. The kit was notoriously difficult to assemble; it had a battery life of only ten days (resulting in many preassembled watches arriving already dead) and its batteries were just as difficult to replace; its integrated chip could be destroyed by static from nylon clothing; and most damning of all, it was unreliable in keeping time because it ran at different speeds depending on the weather. Oh, and just for kicks, it could explode if you left it powered on for too long. The product was such a gigantic flop that Sinclair Radionics would've gone bankrupt if the British government hadn't stepped in to provide subsidies.
- Early versions of Sinclair's 1984 QL computer had bug-ridden firmware, which also spilled out into an external donglenote . In addition, there were reliability problems with the microdrives. While all these were later fixed, they probably contributed to its commercial failure. Even at the time Your Computer magazine said "I sense that the time for foisting unproven products on the marketplace has gone [..] The QL may have been announced six months too soon."
- YouTube (After Google purchased it) is so full of issues, including:
- Bad gateways and terrible excuse of auto caption - just imagine it, you go there to watch a video, it shifts through all qualities because of some error in their server and then prints out the video could not be loaded and next thing you know is that it also froze your sound driver, forcing you to reboot to get your sound driver back to normal.
- Try to report a playback issue. It either refreshes the Report Playback Issue page or says an error occured when sending a request.
- You might choose to upload a video only to find out that the file does not process, or doesn't even cue for uploading despite a reliable internet connection. This is likely a drawback of now being able to upload multiple videos at once, itself a questionable idea to begin with compared to uploading one video at a time quickly.
- As of August 2013, uploading videos in WMV format now causes hideous artifacts on any color flashes or fadeouts.
- Their "Content Identification" system could be considered an obvious alpha. Since about 2009, any video that is only believed to have copyrighted material is automatically considered a match, even resulting in complete false positives (including to third-party content that was created after the video upload). This doesn't even take into account when Google turned up the heat in late 2013.
- The Boeing 787 Dreamliner, including its notorious battery fires.
- Similarly, the Boeing B-29 Superfortress suffered from numerous reliability problems, most famously the overtaxed engines that would sometimes set themselves on fire in flight. In this case the problems due to the need to rush the new bomber into production during the height of World War II, and they were ironed out by the time the B-29D was designed (and re-christened as the B-50A Superfortress in 1948, just in time for WWII to end three years beforehand).
- The very complicated nature and large scale involved in building ships means that a "Shakedown Cruise" is a routine step in any ship's construction whereby they spend time figuring out all of the things that are wrong with the ship for them to fix or correct back in port. During the Battle of Denmark Strait, HMS Prince of Wales suffered numerous problems while fighting the Bismark because she was pressed into service before she could do her shakedown cruise.
- The video game database MobyGames's 2013 redesign was practically unusable, as glitches greatly complicated or prevented contributing any new info. There were also errors visible to regular visitors, such as screenshots which never loaded (apparently, in order to display an ordinary image, you needed a complex, failure-prone script). What made this even more ridiculous is that the redesign was presented months prior to the users, who proceeded to give their feedback and report the numerous bugs—and all of it was promptly ignored. Tellingly, when GameFly sold the site to Blue Flame Labs on December 20 of the same year, the very first thing the new owner did was to revert the site design back to the previous one.
- Wikia, a wiki hoster, did the same as Moby Games. Not only did they introduce a new page skin that simply does not work the way it is supposed to while also managing to cut the usable page in half (the other half permanently displaying useless information that cannot be minimized to give space), they ALSO ignored hundreds thousands user complains against the new skin. Worst of all, not only did they force the skin as the default so that not logged in users are enforced to use it, they also removed the much more popular and infinitely more functional skin "Monaco".
- The Healthcare.gov website has numerous bugs and issues, which has caused a great deal of controversy.
- TV Tropes's reworked design in 2015 was initially released with a number of errors and bugs, before being recalled and returned to the previous site design and working on those errors.
Anime and Manga
- The World God Only Knows has an early story where Dating Sim Otaku Keima Katsuragi struggles to get through one of these. Filled with just about every bug imaginable, the biggest one he has to overcome is getting stuck in a loop that prevents him from reaching the ending. Not only that, but trying to save the game will fry his PFP, so in order to find a way around the loop, he has to try every single route. And when he finally does manage to get past the loop, the result is corrupted graphics and text that make it completely unplayable.
- In episode 5 of Boku wa Tomodachi ga Sukunai, the characters play an MMO game using virtual reality headsets. The game is in a playable state, but the first enemies they encounter haven't even been programmed with attacks yet, nor does the main character Kodaka have any abilities to use despite being a "wizard". There are also balancing issues as the boss they fight is a bit too tough, though to be fair their healer was taking a nap (since she's only a 10 year old) and they weren't coordinating their moves very well either.
- Kenneth the Page of 30 Rock once invented a game show similar to Deal or No Deal in which contestants had to choose which model was holding a case full of solid gold. They caught on in no time that it was always the model struggling with a case full of heavy gold bricks.
- "Mad Snacks, Yo!" in Homestuck is a skateboard game riddled with glitches that get the Player Character stuck in walls or other decor elements, assuming the game doesn't crash first.
- In this strip of The Trenches, after Quentin wows the staff with "in-game" footage, they discover that most of the game is so thoroughly Beta that it doesn't know where the ground is. The actual development state of the "game" is this article's page image.