Follow TV Tropes


Game Breaker / Other

Go To

Game Breakers that don't fit into any of the other categories.

  • The cast of the webcomic Adventurers!, which is set in an RPG-Mechanics Verse, have found and exploited a few of these.
  • In the parodic Let's Play Sonic the Hedgehog 2: Special Edition, playing as Knuckles the Echidna makes any level a cakewalk. In addition to gliding and climbing walls, he can jump really high (as in, high enough to skip entire levels in a single bound or to almost leave Mobius' atmosphere) and he can summon artillery support to take out Robotnik in a single shot.
  • Advertisement:
  • In Armada, in the in-universe game Armada, the aliens start using Disrupters which are almost invincible. The people start complaining that this is a game breaker.
  • In Mythic Quest, the main character's Shadow Sword is so powerful it is often accused of being a hack in that video game by other characters. All the Shadow Spells fall under this, usually ending up in one hit KO territory.
  • Sports are not immune from their own game breakers. In baseball, the bunt used to be a game breaker as it allowed a hitter to take as many pitches as he wanted, able to stand there and bunt off every pitch until he saw one that he wanted to hit. As a result, the rules were changed so that a bunt foul with two strikes would count as a strike out, preventing the bunt from being abused.
  • Another famous baseball game breaker: since a batter's strike zone is dependent on his height, you might have wondered "so why don't they just send little people to hit?" In 1951, the St. Louis Browns (now Baltimore Orioles) did just that; they signed a little person to a contract and sent him to hit, and when he was (naturally) walked, removed him for a pinch runner. When the commissioner's office found out, they promptly invalidated the contract and mandated that all contracts in the future be approved by the league.
  • Basketball used to have a game breaker of its own. It used to be possible to get a lead in the game, then literally sit on the ball, forcing the other team to foul, hoping that the player would miss the free throws in order to get the ball back and have a chance of scoring. To solve this problem, Danny Biasone created the shot clock, requiring a team to take a shot within 24 seconds or lose possession of the ball. This addition radically changed the way that game was played, making old versions of the game almost unrecognizable today. Why 24 seconds? According to Biasone, "I looked at the box scores from the games I enjoyed, games where they didn't screw around and stall. I noticed each team took about 60 shots. That meant 120 shots per game. So I took 48 minutes – 2,880 seconds – and divided that by 120 shots. The result was 24 seconds per shot."
    • This still happens with a shot clock but is thankfully limited to the end of the game. When the game is close enough towards the end that the trailing team thinks they can come back to win they will foul the leading team whenever the leading team has the ball. The team that is leading when intentional fouling starts almost always wins. This strategy tends to annoy the fans of both teams.
    • On the flip side, when a game has already been effectively decided the coaches of both teams will pull their best players (to avoid risking injuries) and will play reserves play that fans would otherwise not be able to watch outside practice.
  • In (American) Football, the "Flying Wedge" is a very effective formation that tends to result in a lot of injuries, which is why it's been banned.
  • At the 1979 U.S. Open golf tournament Lon Hinkle was waiting at the eighth tee when he noticed an alternate route to the hole - hitting the ball through an opening in some trees and landing on the 17th fairway. He then shot from there to the green on 8 and birdied the hole. After the golfer he was paired with, Chi Chi Rodriguez, took the same route, USGA officials planted a tree overnight to block that approach. It's believed to be the only time a course in a major event ever had such an obstacle added during the competition. The tree is now known as the "Hinkle tree."
  • Advertisement:
  • Subverted in Magi-Nation. A power gem could be bought for 8 animite and sold for 12 animite. However, while animite is the currency of the realm, you never need to buy items, as you can recover health naturally, and you need infused animite anyways to forge rings. Basically, its a game breaker in the most technical sense that you need animite, but you don't need it that badly.
  • When Phineas and Ferb create a virtual reality game, Candace gets sucked in, with a Modesty Towel and more important to the trope a hairdryer reducing the use of "jumping and ducking."
  • The spartan from Deadliest Warrior the Deadliest Warrior video game is a bit of game breaker. His spear range attack flies at head level (and attacks to the head are almost always one hit kills), and can end a match within a second if the opponent doesn't move out of the way IMMEDIATELY.
  • Alluded to in the title of PC gaming site Rock Paper Shotgun.
  • In ReBoot Bob's Glitch lets him be a cheating bastard in every game he's in. Then there was the one time he (mistakenly) brings a bomb into a racing game, and the explosion crashes the game. And the one time Matrix pulled out his Gun, in a Golf Game.
  • The NES version of Monopoly allows the player to make offers on AI players' property, which the AI will accept a certain percent of the time depending on how high the offer is. However, since there's no limit to how many times an offer can be made per turn, the player can repeatedly offer an extremely low amount for a property and the AI will eventually agree. Effectively, this means the player can take over the entire board with ease.
    • In an old version of PC Monopoly that came on a 5 1/2" floppy, the limited AI meant that a player who made an offer to an AI then had to turn the machine over to the other human players, who would then vote in place of the AI making a decision. Needless to say, in a single player game, this could be abused relentlessly.
    • An early version of Monopoly for cellphones (in the pre-smartphone days) had incredibly stupid computer AI. When the computer offered a trade, you could modify the offer, asking the computer to add all its undeveloped properties to the trade (except for properties in the same colour group it wants to trade from you), and it would accept the trade no matter how bad a deal it was.
  • Throughout its history, Neopets has had several in various areas of the site.
    • In single-player Battledome matches, the Faerie abilities Lens Flare and Warlock's Rage, which have identical effects: they prevent the opponent from acting at all for that turn. Most matches require you to choose a balance between attack and defense. When this is in play, Dual Wielding is a viable option, and many single-player opponents go down in a One-Hit KO after that, especially if your pet is at a high enough level to learn Warlock's Rage in the first place—a minimum of 200. It's considerably less broken in Player Versus Player because opponents have the same abilities, but still considered essential.
    • Formerly, the weapon Shuriken in any Battledome matches, regardless of whether 1-player or Player Versus Player. It dealt damage comparable to the Hidden Tower's weapons and had a 50% chance of stopping the opponent from acting the following turn. To top it all off, it averted Power Equals Rarity, so it was virtually everywhere in the metagame. Since then, however, it's been hit with not only a severe Nerf but also a rarity hike, so while still powerful, it's no longer as devastating and can't usually be found for under one million neopoints on the user market anymore.
    • In 2014, the IP was sold from Viacom to JumpStart, and with the server migration that followed came a Game-Breaking Bug in late September and early October that allowed items to be duplicated. Naturally, a number of exceptionally rare and powerful items were duplicated en masse and flooded the market, including a number of weapons from the Smuggler's Cove. Those items weren't gamebreaking in themselves despite their power due to their extreme rarity, but when people started being able to Dual Wield them and doing 1024 HP of damage in a single turn...
    • Premium membership offers several very strong perks, including the ability for Premium members to change the species of a pet freely once every 365 days. The pet will stay the same color after changing species. There's a catch, though; not every pet is available in every color, so if you try to change a pet that has a color the new pet doesn't, you can freely select the color, preventing a Game-Breaking Bug but in exchange allowing a very quickly-discovered exploit: Magical Chia Pops. They change the pet to a fruit or vegetable Chia, and fruit and vegetable colors are only available on Chias. As a result, using one and then the species changing perk allows a user to get nearly any pet speciesnote  of nearly any color availablenote  without the need of a paint brush, morphing potion, or lucky Lab Ray zap. So when it was introduced, many users who had been trying and saving for a particular desired pet and color combination for years suddenly had a very easy way out.
  • The Porsche 917 was such a good race car that the Le Mans organizers rewrote the rules after the 1970 season to ban it. The primary reason why it destroyed the competition in any of the racing events it entered (especially the infamously loose Can-Am series) wasn't because of its well-designed aerodynamics and all-around performance but because of its ungodly powerful engine. Specifically the 917/30KL version mounted a monstrously powerful turbocharged engine that maxed out at 1580 HP, easily leaving any of the would-be supermachines in the dust without much effort.
  • Pog has two. One, Unoffical slammers were often larger and thicker than official Slammers, making it much easier to score if you were using then, for no real drawback. A much better one was to simply throw the slammer at the SIDE of the pile, which could often knock over more than half of the Pogs on turn one, rendering the game unwinnable for anyone else.
  • In Edward D. Hoch's short story "Centaur Fielder for the Yankees", the New York Yankees sign on a centaur. Think about that.
  • A parachute can turn an egg-drop competition into a joke: if it can handle a ten-foot drop, a parachute-equipped egg can survive being dropped from any altitude up to the point where you need to worry about surviving orbital re-entry. Consequently, many egg-drop competitions ban the use of parachutes.
  • In Wreck-It Ralph, Vanellope Von Schweetz is an In-Universe game breaker. She possess a glitching that allows her to suddenly appear in front of her opponents in the Random Roster Race, which is a very useful ability in a racing game. Even after crossing the finish line and resetting her game, she keeps this advantage.
  • The Order of the Stick (set in an RPG-Mechanics Verse based on 3rd Edition D&D) parodies this when Roy meets a half-ogre with a "perfect" character build. Due to his size, his wielding a spiked chain (a reach weapon), and his combat reflexes, he was able to score multiple attacks on Roy every time he approached by jumping backwards. After boasting about how invincible he was, he ended up jumping back a little too far and going off a cliff.
  • Thumb Wrestling Federation has several moves that could qualify, but what stands out is Senator Skull's "Super Skull", which results in both a pinned opponent & ''a wrecked arena". It is also so violent that it has to be censored, so we don't know exactly what happens when Senator Skull uses it.
  • In Fairy Tail, during the Magic Tournament arc, one game has a house with 100 monsters inside, whose strengths vary from scary (D class) to not even mentioned (S class). Each competitor picks the number that they want to fight at one time, but only gets 1 point per monster (regardless of class), and can't leave until either they or the monsters are dead. So Erza picks all of them. Even though she only needs 51. When she's done, the other 7 competitors are reduced to punching a device to measure their power level.
  • Not specific to any pinball machines are four techniques banned from all official tournaments (and nearly all unofficial ones too): The Shooter Lane Cradle, the Shooter Lane Juggle, the Death Save, and the Bang Back. The former two are banned because they allow the player to play multiballs with one or more balls resting by the plunger, making it impossible to actually lose. The latter two are banned because they are techniques that rescue a ball that should have otherwise drained and are easy enough to do that an experienced player can consistently rescue the ball until he or she tires out. All four techniques, however, are also banned because they can cause damage to the machine and/or the player.
    • The White Water pinball machine has a mode that makes everything worth 5 times as many points for the following 25 seconds or until the ball drains, whichever comes first. Whenever White Water shows up at a competition, it soon becomes a race to set up different features to yield as many points as possible, then activate that multiplier. It is not uncommon to see people doubling their score or more within those 25 seconds, and any competitor who fails to reach that multiplier is certain to lose.
    • Machines made by Gottlieb tend to have one or more things worth much more than anything else in the game, whether it be the multiball in Cue Ball Wizard and Tee'd Off, the Million Shot in Lights... Camera... Action!, or completing the grid of lights in Surf 'N' Safari. According to Jon Norris, who designed the playfields for most of Gottlieb's machines from the mid-80's and onwards (but not the rules), this was intentional: Gottlieb's machines were not designed with competition in mind, nor did they anticipate the machines' rules would get picked apart in the future, so one or more things were made more valuable than the others as a Comeback Mechanic to allow a less-skilled player to catch up by stumbling onto a high-scoring mode. This did not stop Gottlieb's machines from showing up in major competitions though—Surf 'N' Safari was a game used in the final rounds of PAPA World Championships 18 on March 2015, for instance, as completing the grid is considered no easy task, even by the best players.
    • "Run from Spike" from Junk Yard is the single highest scoring mode on this machine relative to effort and difficulty. In addition, all successful shots leading up to "Run from Spike" safely deposits the ball back onto a flipper. As a result, competitive play in Junk Yard mostly boils down to activating "Run from Spike," then playing it repeatedly until it awards the Hair Dryer, which changes the mode to "Shoot the Dog" (no relation to the trope of the same name), a mode that's harder to complete and awards half as many points. From then on, the game is played normally.
  • During both World Wars the British Royal, British Commonwealth, and American Navies had access to the then current uncensored editions of Jane's Fighting Ships. This might not seem like much of a game breaker until you realize that those books contain very detailed technical information about almost every major surface warship that was afloat during both of those wars. All of the following was contained in one easy to reference source:
    • Silhouette line drawings and/or photographs of almost every class of ocean going surface warship (including obsolete and minor ones) in the world.
    • Many of the silhouette line drawings tell you how thick the side armour was and how it was distributed.
    • The planview line drawings almost always showed the weapon layout and often included information about firing arcs.
    • Many entries include information about deck armour and underwater protection. Some have a thick line in the silhouette drawings indicating where, in elevation, the deck armour is located and/or vertical dashed lines showing the location of the watertight transverse bulkheads.
    • Information about things like fuel bunkerage, fuel consumption, fuel type (coal, oil, diesel, or mixed), engine horsepower, maximum speed, and cruising range is extensive.
    • The WWI editions had some fairly detailed information about individual models of naval artillery (shell weight, powder charge, muzzle velocity, range, and more), charts of major harbors with depth and tide information, and information about the size and number of the dry dock, floating dock, and refueling facilities available at those harbors.
    • This is the 1906 entry for the Japanese Battleship Mikasa. It is fairly representative of the typical capital ship entry.
  • In the game 100% Orange Juice , the character Suguri has a +2 bonus to evasion, making it pathetically easy to dodge most attacks. Also, she has a card (or rather, 2 copies of it) that allows you to roll 2 dice for every roll in a turn. Including rolls to gain stars, attack and dodge.
  • Ratings Games, the tightly-regulated arena combat Devils use to test each other in High School Dx D, ban the use of Balance Breakersnote  and certain other spells and abilities that have an unreasonable chance of killing the target outright before they could be retired to the holding area. Note that this only applies to Ratings Games, in life-or-death combat these abilities are used with wild abandon. At one point Rias demonstrates the power of a new spell by pointing out it would be illegal in Games.
    • Rias' Peerage is a collective Game-Breaker in ratings games. In theory every Devil in a peerage is attuned to a type of Chess piece, limiting the headcount and roles of stronger members by superior pieces, as well as the amount of grunts/cannon fodder pawns. A particularly adept Jack-of-All-Stats might take several pawns to reincarnate/sign up. Issei is eventually worth twelve pawns , plus her bishop Gaspar is another mutated (read: overpowered) piece, and both can be fielded without taking penalties elsewhere. The only thing balancing this story-breaking advantage is a serious manpower problem, as Ratings Games take place in large arenas where tactics matter and she's outnumbered nearly two-to-one, and the major villains have no interest whatsoever in playing Hell's internal power games.
  • A Song of Ice and Fire, the Targaryens are the only house in the known world to possess dragons, this made them unbeatable against everyone in Westeros.
  • Economy is not immune to this either. There is The Pyramid Scheme, something that if allowed would turn our capitalistic economy into a monarchistic one. The basic principle is simple. There is one guy offering a job to you. You offer him a part of your money to do the job, which is to recruit people doing a job for you in exchange of a part of their money that is partially for you and partially for your boss. The job this guy is going you do is to recruit people to do a job in exchange for a share of their revenue which is going to get shared with you and your boss and the guy recruited for the job has as a job to... I think you get the point by now. As you can imagine, the fact that the system seldom if ever sells goods or services to customers leads plenty of governments to do everything in their power to forbid those systems from being in circulation in their country.
  • In Star Trek: The Next Generation episode "Elementary Dear Data", Data has a simple one for the Sherlock Holmes simulations he tries on the holodeck- as the simulations were meant to follow the plots of Conan Doyle's original stories, simply having committed the stories word-for word to memory (possible for Data's android brain) makes him able to "solve" the mystery without playing through the game and picking up the clues. The other characters have to explain to him this is missing the point (the challenge of solving the mystery being what makes the game fun) and set about reprogramming the simulations to provide Data with an actual challenge. (It backfires in the shape of the Moriarty character gaining sapience and trying to take over the ship.)
  • Kiratto Kaiketsu: 64 Tanteidan has a spell that allows you to knock an opponent out for several turns, for a measly four Kiratto points. Not helped by the fact that everyone recovers some points every four turns.
    • Another spell allows you to teleport someone to another part of the board for just eight points. What that means is, the moment someone gets inconveniently close to finishing the game (or delivering something to someone), you can stop them without little trouble at all, and the game can go on and on (especially if more than one person has the spell in question).
  • The Ballad of Edgardo. An underpowered PC in a online roleplay manages to reach the top by proper exploitation of a Game Breaker. One of the in-universe locations would instantly refill the Mana Meter of any player who visited it, up to the maximum allowed Cap. One of the abilities available to first-level characters removed the mana cap. Cue the character walking around with literally infinite power. And just when he thinks he found a snag when infinite power doesn't last long enough after visiting, he learns teleportation, with its distance powered by the same infinite power. He promptly used to teleport-gank the strongest player in the setting.
  • In many virtual reality games that make use of real space tracking, such as the HTC Vive, the player can 'cheat' by simply reaching or stepping into/through physical objects within the virtual space, since it's impossible for the game's programming to physically restrict the player's hands or body. While it's possible to program games to detect this sort of behavior, most games don't, as the technology is still relatively new and VR gaming is an experimental field.
    • In Job Simulator, the play area is locked to coordinates in virtual space, meaning it's possible to reach through virtual obstructions to pick up dropped or thrown items as long as they're still within your play area. Of course, the dropped item itself can still be blocked by other virtual objects, but that doesn't prevent you from phasing through a counter to pick up dropped money, for example.
    • Spell Fighter averts this by relocating the play space within virtual space if you intersect with a solid object. For example, if an in-game table is in the center of your real-world play space and you step forward into it, your virtual position will remain the same, but your physical position (obviously) won't, meaning all you've done is effectively push the table's location closer to the edge of your real-world play space.
    • VRPorize takes no measures to prevent this, meaning you can teleport next to a wall and then physically step inside of the wall as long as there's real-life space to do so, effectively making you unreachable by enemies.
  • Odds are that if you can name a Super Mode in any Heisei/Neo Heisei era Kamen Rider series, it qualifies as this - notable examples include PuToTyranote , which had the ability to freeze opponents in place and could even destroy core medals; Kiwami Arms, which can summon any of the lockseed weapons, and eventually turns its user into a god; King Form, which was similar to the Kiwami Arms, except with all Rouze Cards of it's user's suitenote ; and Ultimate Kuuganote  which is so powerful that, if it's Rider Kick was used, it would break the planet in half.
    • Kamen Rider Ex-Aid Big Bad Kamen Rider Chronus is basically Game-Beaker in human form, and entirely by design. It was created to be the reward for the player who could defeat all twelve of the bosses in Kamen Rider Chronicle, which unlocked the Final Boss Gamedeus, who's so powerful that Chronus is said to be the only thing that could possibly defeat it. When Chronus falls into the hands of Masamune Dan, he starts with the power to "Pause" time and develops several more powers that allow him to completely dominate the rest of the cast for the final third of the series.
  • TierZoo, which treats real life animals and how well they survive as Character Tiers in a "game", has a few:
    • Pack hunting. Since Conservation of Ninjutsu does not apply here, it means that a pack hunter can overwhelm bigger classes and thus get a lot more Exp. It also opens up several effective tactics that cannot be used otherwise.
    • Eusocialism for insects. Like pack hunting, it allows effective communication techniques and tactics as well as the ability to overwhelm bigger classes and thus get a lot more Exp.
    • Long lifespans with high intellect. As a class' wisdom increases based on both intelligence and lifespan, having both means that they'll end up extremely wise and be capable of learning several skills.
    • Orcas have been repeatedly refered to as "Overpowered" across various videos. In the Cetacean Tier List, they're considered the second-most powerful build right under Humans thanks to high intelligence (slightly below a Dolphin's) allowing them to bait enemies or work together to generate a wave. They're even smart enough to avoid attacking humans. However, they cannot get close to a human's level of overpoweredness because they lack opposing thumbs to manipulate and craft objects, and even if they did they would be unable to create fire that is necessary for advancement due to living in an aquatic environment.
    • Humans are the best "class"/"build" in the game bar none. Their extremely high intelligence allows them to build inventions that massively raise all their other stats except base health, turning them into a Master of All. Of note is that, if you could take away all of a human's inventions and nerfed their intelligence, they'd still be overpowered thanks to rapid stamina gain, superb throwing distance and accuracy, and ability to get more experience from eating food thanks to gut flora. Their lack of thick fur gives weaknesses in low defence and vulnerability to flying eusocial stinging insects, but their inventiveness, equipment and capability of teaching remedies even that.
  • In the beat-em-up Asterix & Obelix XXL, while it will take quite some time to unlock, once you do, the Tornado combo skill and it's upgraded version Tornado Fusion will almost completely trivialize most encounters. Once activated, it will cover a huge area of the field and almost no enemies can even get close before being sent flying. Oh, and due to a case of Good Bad Bugs, if the player is really quick on the input, they can set it off without it draining the combo meter allowing them to use it immediately again once it wears off. (It normally drains almost the entire meter on use).
  • In the panel show The Unbelievable Truth, four comedians each give a lecture that is entirely false save for five truths which they must try and smuggle past the others. In one episode Henning Wehn realises that a great way of ensuring victory is to simply not say anything when it's not your turn.
  • Kinuba in Alita: Battle Angel is a motorball player armed with the ultra-deadly Grind Cutters, which turn his fingers on one hand into chainsaw-like whips that can shred through almost anything. Since they’re pretty much the closest thing to projectile weapons as you can get in a setting where projectile weapons are banned, he’s effectively unstoppable on the track and begins rising up the ladder far quicker than everybody else. So Vector kills him for screwing up the carefully rigged odds and breaking the game, stealing his weapons to use them against Alita off the track.
  • Yakuza 0 has two general purpose ones for Majima. The first is the Slugger style, which gives him a weapon with infinite durability, a Heat Action he can use any time whenever he has meter instead of having to set up a situation for it to be available, and a lengthy bat nunchaku combo that gets in a ton of hits. The second is a certain finishing move for the Breaker style where Majima begins spin-kicking low to the ground, which not only makes him difficult to hit, but he can trip up enemies and then hit them multiple times on the ground. The only downside is that the attack is at the end of a lengthy combo.
    • The Slime Gun is the perfect anti-Mr. Shakedown weapon. Mr. Shakedown normally has a lot of durability against bullets, but for some reason the Slime Gun bypasses this, allowing you to shave a ton of health off a max-level Mr. Shakedown before you run out of ammo.


How well does it match the trope?

Example of:


Media sources: