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Obvious Beta

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"Playing this game is like driving a beat up old car. You're always afraid it's going to break down."

Before releasing a product, it must be tested, and video games and computer programs are no different. Software is tested in stages; while the exact number and terminology varies between companies, they typically include two phases called "alpha" and "beta". Alpha testing is done by the developers themselves, while beta testing is done by a specific, outside quality assurance team. 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, testers seek out bugs, note them, 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 that it "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.

While the name "Obvious Beta" implies that the game has only undergone alpha testing, sometimes it might not ever have had even that.

Sometimes, this is just Executive Meddling; different people do marketing and development, after all. Other times, though, some companies may have no choice. Not all companies have enough time, discipline, or money to go through all the development stages for what they're planning, so they have to release the product and hope enough people will buy it that they'll have the resources to perfect the product later. The early access model is a way of doing this by essentially allowing any paying customer to be a "public beta" tester.


When reading outside sources, remember that different companies use different terms to refer to different stages of testing. What we're calling "beta" might be another company's "alpha" if they use the term to refer to a shippable product that's feature-complete but still has a lot of issues.

If a game's single-player mode is fine but the multiplayer isn't, please put the example under Misbegotten Multiplayer Mode. See Perpetual Beta for when the developers no longer have an excuse to update things (or no excuse not to have updated them, in some cases). This trope can also overlap with Porting Disaster if it occurs when software is converted to run on a different platform.


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  • It's a common sentiment among Apple loyalists that often the first iteration of a product, or the first major redesign, is somewhat of a public beta, and most of the bugs are ironed out for the next minor revision or x.1 release. Examples include the antenna issues of the iPhone 4, fixed for the 4S, and the WiFi issues in OS X 10.10, mostly fixed in 10.10.1.
  • Mac OS X spent years in development and missed numerous scheduled release dates to the point of being suspected as Vaporware, so when version 10.0 finally came out customers were disappointed with the slow interface, frequent kernel panics, lack of DVD playback and CD burning (present in Classic Mac OS), and spotty printer compatibility. Version 10.1 remedied many of the issues, but it wasn't until version 10.2 "Jaguar" that OS X was able to match the speed and stability of Mac OS 9 and Apple dropped development of Classic Mac OS.
  • iOS 6 Maps was Apple's attempt to create a native navigation app for iOS 6, replacing the venerable Google Maps. They created it and released it four months ahead of schedule, surprising even Google in the process. But the app didn't work like it should have: entire cities were renamed, called hospitals, or covered by clouds in satellite view. Its route planning was sketchy at best, it didn't have public transit routes, and it had minimal coverage outside the U.S. It was clearly rushed into production without a second look. Although it has since been improved tremendously, it remains one of Apple's most visible failures. Google showed how it should be done by making a freely downloadable app of its own for iOS 6 in response; iPhone users showed companies what they wanted by putting off updating their phones to give Google time to make it.
  • iOS 8.0.1 was pulled a mere half hour after going live. It was touted as a fix for, among other things, the Health app bugs that prevented HealthKit-enabled apps from going live on launch day. Instead, it broke several important features, including the phone itself.
  • Apple Music was the company's attempt at a music subscription service that would revolutionize the field in the same way that the iTunes Store had revolutionized the Digital Distribution of music over a decade earlier. As longtime Apple fan Jim Dalrymple enumerates, it came with a whole bunch of bugs and glitches. It would only add parts of albums to users' libraries when they requested the whole, randomly mixed up album and playlist contents, and had a poor and unintuitive music recommendation program. It had relatively few features compared to services like Spotify. And people who tried to quit the service reported that doing so deleted large chunks of the music that they outright owned, with no apparent method of recovering it. Apple didn't even offer a public beta of it like they did with the then-upcoming iOS 9 and OS X El Capitan.
  • The 4th-generation Apple TV and its new operating system, tvOS, lacked several capabilities of previous models. It didn't work with Apple's own Remote app, nor could it work with Bluetooth keyboards or iOS devices to enter text. There was no Podcast app, which was weird since virtually every Internet-connected Apple product since 2007 could natively play Podcasts, and Apple's commercials and in-store demo loops clearly showed one on the home screen. Siri worked for finding movies and TV shows, but not for music. Many users also weren't pleased Apple inverted the interface to black text on a light grey background with no dark mode option, a feature of older models and every other streaming player and TV interface, given that TVs are more often used in darkened rooms. Many of these shortcomings were fixed in the following months.
  • Early buyers of the Touch Bar MacBook Pro had to deal with a laundry list of issues: inconsistent battery life, glitchy graphics cards, unresponsive keyboards, drive failure, speaker crackles, thermal throttling, and display malfuctions. The battery issues caused Consumer Reports to decline recommending them, the first time it had done so for an Apple laptop.

  • 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, where 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. One song, the One More Extra Stage song "quasar", periodically crashed the entire game, forcing the player to get arcade staff's attention to reset the machine. 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.
  • The western version of Undercover Cops was blatantly unfinished compared to the Japanese release, lacking more than half the movelist (no alternate grabs, alternate combos or super-desesperation attacks), many graphical details and having much worse sound quality. In an interview with a French gamer in 2014, a designer on the game confirmed the western Undercover Cops was literally a beta version of the game and that he had no idea the game was released in that state outside Japan.

    Atari systems 
  • The Great Video Game Crash of 1983 is often traced back to two Obvious Betas for the Atari 2600:
    • E.T. the Extra-Terrestrial was made by a single developer who was given only five weeks to make it so that it would make it in time for Christmas. As such, it was an utter mess. It was a confusing, unintuitive, ugly-looking game that bore no resemblance to the movie it was based on. The backlash from this was so bad that a completely different version of this game planned for the Atari 5200 was aborted. Atari, figuring they had a license to print money, made more copies of this game than there were consoles. When the inevitable happened, the urban legend sprang up that Atari simply dumped millions of them in a landfill in New Mexico (and in 2014, it was proven to be true).
    • The 2600 port of Pac-Man was released as soon as Atari got their hands on the programmer's alpha version. This resulted in a game that couldn't even draw all the ghosts on screen at once. It also looked ugly, at least partly because Atari didn't want games to have black backgrounds unless they were set in space.
  • 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. It was 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. More here.

  • The sixth volume of the GrailQuest series, Realm of Chaos, appears to have suffered from a severe lack of playtesting before being released. Several paragraphs don't link together proprely, several characters give you clues and instructions that never come into play, and it's entirely possible to miss plot-relevant information by accidentally never encountering one character.
  • The same goes for the sixth book of The Way Of The Tiger, whose central part is a terrible twist of broken links and mismatched situations.
    • If we add that even the ending was somewhat ambiguous, it is no wonder that the authors eventually came around releasing an edited version, plus a seventh book.

  • One of the most notorious examples is Big Rigs: Over the Road Racing. Well beyond Obvious Beta, this is just some pre-alpha code that was hacked together into something they deemed "shippable". It's something akin to what what a game looks like in the first two weeks of development, when the team is expecting a two-year development cycle. So much is broken in this game:
    • It is impossible to actually lose in this game. There is no code describing what would happen if you did. The only way to lose is for the game to crash (which admittedly happens pretty frequently).
    • Although it's supposedly a racing game, there are no opponents. There are technically opponent cars, but they don't do anything other than sit at the starting line. There is a patch that will get them to move, but they will still stop right before crossing the finish line. Again, there is no code that describes what happens when you lose a race.
    • There is practically zero collision detection in this game; you can drive straight through buildings and trees. This means that if you drive over a bridge, you'll fall straight through it to the valley beneath. But that's okay, because you can drive straight up and down vertical cliffs without even slowing down. You can go off the side of the map at your leisure.
    • You can accelerate almost infinitely fast in reverse: the maximum speed is 12.3 undecillion - that's 12.3 with 36 zeroes - miles per hour.
    • Sometimes the game's code has trouble distinguishing between starting and finishing a race, so you'd win the race immediately.
    • Only four of the game's five maps work, the fifth one always crashes the game when selected.
    • The only available race mode is the custom race mode. The promised main campaign as written on the box involves evading police on public highways; it does not exist.
    • In the earliest version sold, they couldn't even get the victory prompt right: "You're Winner !"
  • Infestation: Survivor Stories, originally called The War Z, touted itself as a MMO game pitting the players against each other (and the zombies) in a huge, detailed Wide Open Sandbox. The game at launch didn't contain most of the touted features, and it was riddled with bugs. The backlash was so great that not only was the game pulled from Steam, players also got refunds — which almost never happened back then. It's speculated that this game was a direct reason for the Steam Early Access program, Steam's "public beta" setup.
  • Test Drive Unlimited 2 suffered from a swarm of bugs and server issues when it was released on the PC. Since it had online activation and needed a connection to the game's master servers to play, the game would flat out refuse to let players start up the game, and it would often kick them out of the game without warning due to massive server overload. The day-one DLC was broken and would eat players' in-game money, and the game had several Game-Breaker promotional cars like the Bugatti Veyron SS.
  • The PC ports of Oddworld: Munch's Oddysee and Stranger's Wrath as part of the Oddboxx were more like obvious alphas. Despite being ports of games that had come out five to nine years prior on the original Xbox, released halfway through the next generation with no graphical upgrades, they performed terribly even on high-end computers. Graphical options were opaque and lacking (Stranger's Wrath infamously only had options for changing the resolution), you can't move with a gamepad in Munch's Oddysee, and there's an unchangeable Y-axis flip in Stranger's Wrath. On the upside, the developers promised - and actually delivered - patches to clean this all up, including one that fixed all performance issues, and for Stranger's Wrath a free update into what would have otherwise been a PlayStation 3-exclusive HD rerelease.
  • The delayed demo of indie 2-D fighting game Beast's Fury turned out to be an Obvious Beta, which was pretty upsetting to eagerly-waiting fans. There were control problems, graphical issues, and bugs galore, including one humorous glitch that an official tester stumbled across. The developer, Evil Dog Productions, placed little importance on updating the demo, and they would later pay for that choice when, in 2016, they would find themselves cancelling Beast's Fury. The rest of the game's Troubled Production — which is a story of its own — didn't make things any better.
  • Empire: Total War started out this way, but it was fixed (somewhat) with a lot of patching. If you want to see what it was like on release, fire up the Road to Independence scenario, which for some reason seems largely unaffected by the bug fixes. Marvel as your AI willfully ignores an order you've give dozens of times, and when it does listen, interprets your order to move 12 feet forward to mean go play grab-ass in a forest 5,000 miles away.
  • Muelsfell: Rise of the Golems: since coming out of "beta", there are just as many, if not more, bugs than there were in beta. The features and monsters added later are particularly bad.
  • Anarchy Online version 1.0 was an Obvious Beta, to the point where the original version would effectively force you to reinstall Windows.
  • Streets of SimCity is a 3D Wide Open Sandbox Driving Game spinoff of SimCity in which you can drive around cities. Unfortunately, it's riddled with tons of bugs. Likewise with SimCopter, except with a helicopter. Both are good games with a good-sized fanbase, they just happen to have a lot of bugs. You can play it just fine; it'll just crash every half hour or so.
  • SimCity (2013) was released in a miserable state, many of which stemmed from two really big issues, the traffic and the always-online requirements. The backlash was so bad, that when the community began toting its competitor Cities: Skylines as "the Simcity 5 that never was", EA had to sack everyone and ax the entire Maxis studio to prevent their shares from plummeting further.
    • Traffic was very poorly programmed. Drivers would always take the shortest route rather than the faster one, resulting in all the cars ignoring the highway to take a single-lane dirt road. Cars would sometimes go in endless loops. Public services tended to follow each other, meaning buses would make the traffic worse rather than better. Fire trucks couldn't handle more than one fire at a time. People can't cross a street to go shopping, leaving the stores empty (and residents mad because there's no shopping). Any city would grind to a complete halt.
    • Compounding that was that the game would withhold or outright misstate key information you needed to fix the problem. It would even show you a much higher population than your city really had, meaning that you wouldn't suspect anything was wrong until it ground to a halt from lack of manpower. The maximum city size was diminutive, and artificial — it was easy to build outside the borders by using an exploit, with no negative effects.
    • It was also possible to log in to your account and edit and control some features in someone else's city in the region. It was trivially easy this way to force other players to go broke and lose.
    • The servers just couldn't handle all the players. Wait times could exceed an hour, money would disappear when gifted to another city, and the game would just crash at points. EA had to remove some features (most notably "Cheetah Speed") just to prevent the servers from imploding. Although they never fixed the traffic bugs, they did fix this (or at least enough people stopped playing that the servers could handle it again). Early players even got access to a "Launch Park" for their trouble.
  • The PC version of Red Faction II had a multiplayer mode that didn't allow multiple players, and showed pickups as 2D sprites in spite of the working 3D models in the single-player campaign. The campaign itself was a veritable glitch-fest, and the best ending was essentially impossible to get legitimately due to a bug where some civilians whom you were supposed to save would chase the player's vehicle down so they could die on contact, which was completely unavoidable.
  • Disciples III: Renaissance. Its glitchiness was universally reviled. Lowlights include long load times, bad triggers, and an overly aggressive AI that is content to ambush the player from offscreen and destroy his essential party. For an added bonus, due to the way the game's autosave works, such an ambush requires loading from a manually created save, as the autosave triggers at the end of the player's turn—meaning they have no resources to prevent it, even if they know it's coming.
  • Sierra
    • Most of the later VGA adventure games suffer from a profound lack of testing and can crash randomly based upon any number of bugs. The worst example is probably Quest for Glory IV.
    • Police Quest: Open Season has countless bugs that randomly crash the game, corrupt saved games, or make the game unwinnable.
  • Ultima IX. The ending chapter of the Trilogy of Trilogies. The greatest RPG ever. And it was released as a mash of crap, unplayable on most hardware that was available at the time, and was a war crime against canon.
    Erik Wolpaw: [Ultima IX is] a game in which programming errors battle each other gladiator-style for the privilege of crashing my computer[.]
    • The original, unpatched version of Ultima VIII: Pagan is completely broken. What was released was basically an unfinished alpha version. Remember: Ultima VIII is the one where Electronic Arts wanted to turn it into an action RPG. Imagine a Mario game where it's impossible to estimate how far you need to jump and every gap has an instant-death pit. Unpatched Ultima VIII is like playing I Wanna Be the Guy blindfolded. With a mouse.
  • Though it had no real Game-Breaking Bugs, The Witcher was such a bad case that the developers took pains to make up for it by producing the Enhanced Edition (available separately or as a free update), which in addition to being "the game as it should have been released," also came with a host of bonus in-game content and eight complete language packages (audio and text). This all happened because the game was considered to be a niche product for a fantasy novel only really known in Poland at that time, so the international interest was a surprise and the localization rushed, resulting in sloppy English.
  • Egosoft has a history of releasing buggy games, releasing several minor patches to get rid of the serious show-stoppers, prevent people from returning the game, and then exactly one year later releasing a "2.0" super-patch that fixes and improves the game to "how it should have been". The new version might even have substantially more features than the original promised. Game reviewers have been known to re-review these games, and smart (and patient) customers know that the "real" release date is exactly a year after the official one. Their later games are buggy at release, but significantly less so compared to the disastrous Reunion launch.
    • This is a recurring problem in the X-Universe series of space sims. In X3: Reunion, the main plot had multiple unpassable stages.
    • X Rebirth which was critically panned at launch due to performance and stability issues, missing features (such as ship commands, radar, and piloting multiple ships, the latter of which was a staple of the series ever since the days of X-Tension), and a convoluted user interface which was even harder to use than the much-maligned ones in previous games. The huge 2.0, 2.5, and upcoming 3.0 updates have fixed most of the performance/stability issues and added features that were missing at release, but it's still not what you'd call stable, and you can still only control the one ship.
  • The expansion packs to Final Fantasy XI are egregious in this regard. If you buy them on their release date, you're not so much buying an expansion so much as access to a couple new areas without a whole lot to do in them and the promise that over the next eighteen months, they'll gradually let you access all the stuff they promised on the box.
  • Final Fantasy XIV was released lacking so many features, and with so many known serious game design problems (they infamously asked critics to not review the game for a month after release so they had time to try and fix things), that it was more of an obvious alpha; it was straight-up called "unfixable". Undaunted, Square Enix apologized and promised to fix it, replacing the lead developer, remaking it from scratch, providing story updates in the interim, and even waiving subscription fees until then. The result was FFXIV: A Realm Reborn, essentially a totally new game set in the same world five years later that has been received much better and lasted far longer than it could have in its original state.
  • EverQuest was terrible at release. Mobs randomly could or couldn't enter water and some areas they couldn't otherwise access, there was bad pathing, falling through the world, inaccessible zones, instant death drops from falling two inches, and the boats didn't work consistently for years.
  • Hellgate: London was released in a woefully buggy and unbalanced state, after a too-short beta period. It rapidly improved, but by that time, most people had already written it off.
  • The first two S.T.A.L.K.E.R. games, Shadow of Chernobyl and Clear Sky, shipped with a great many glitches and bugs. It took almost a decade of modders fiddling with the games to fix them into being stable and playable.
    • Clear Sky was especially bad, where the state of the game could change between quick saves.example  Its original unpatched version was also notorious for numerous Game Breaking Bugs that made the game Unwinnable by Mistake, one of the most notorious occurring during the final story mission.
    • Shadow of Chernobyl was also rushed in many other ways: translation errors in the English version meant a lot of confusion; NPCs (including vital quest givers) can die in random locations; it's possible to sequence-break to the point that the game takes ten minutes to finish; and there was enormous amounts of obviously cut content - fishing around in the game files showed entire missing levels, fully programmed weapons that never actually appeared, and camera settings for drivable cars and helicopters. Notable was the infamous "Singularity Car" glitch.
    • Both Shadow of Chernobyl and Clear Sky are near-legendary for crashing to desktop constantly (even patched versions), to the point where the infamous "X-Ray Engine has stopped working" Windows CTD message has become Memetic Mutation among the series' fans.
    • On the other hand, the third game Call of Pripyat was very stable and mostly bug-free at the release date. It helps that it was made on the same mold as Clear Sky and GSC's developers had more time to playtest and iron out most of the glitches. There's still a Game-Breaking Bug that impedes you from completing a quest or two, though, so at least an "unofficial patch" modpack is not a bad choice.
  • Evil Genius, though a perfectly playable and fun game, has some bugs that are unforgivable. Examples include the impassable Persian rug and the science henchmen who actually make your plans harder to complete. These bugs can be fixed with a simple edit of game files (conveniently stored in text form), but since the developer went belly-up shortly after the game was released, you have to do it yourself. Thankfully, the version released on Steam and comes with the majority of these bugs fixed.
  • Epic, a space flight sim on the Amiga, Atari ST, and DOS, shipped in a hideously unfinished state. The waypoint system would only point you to a single target even if you'd already destroyed it, the manual was confusingly written and incomplete (including a statement that an ion "is a particle of FILL IN LATER"), a cheat was printed on the control summary card, and early versions of the game crashed so often than many retailers returned their copies and refused to buy fixed ones. To make matters worse for buyers, the game received rave reviews in several magazines based on alpha code upwards of seven months before it was actually released.
  • The Fallout series has very persistent problems with this. Pretty much the majority of pages on The Fallout Wiki end with a list of bugs.
    • Fallout 2 shipped with some Game Breaking Bugs; for example, your car could vanish, or certain quests would would cause the game to crash if you tried to complete them. There was also quite a bit of missing content that left certain minor plotlines completely unresolved. Fan-made patches, such as the Fallout 2 Restoration Project, seek to restore the missing content to a playable state.
    • Fallout 3:
      • The game didn't have any obviously missing content, but it did have serious stability issues, with crashes still very common, even in patched versions. In addition, an entire new story branch was added after the original ending with DLC. The most blatant bugs were the glitches that occurred if you did certain missions in the wrong order that made the game Unwinnable by Mistake, such as starting "The American Dream" before finishing "Scientific Pursuits". The fact that the game allowed you to attempt this without compensating the programming for it nor letting you know about any of this was a major oversight on the developers' part.
      • It also has a bug that screws the Pip-Boy's ability to receive radio music if you're running the game on Windows Vista or newer. What happened was that DirectSound, which the game uses, doesn't work properly with Microsoft's new and shiny UAA driver architecture which is used by Windows Vista and newer. There is no explanation to this except laziness; Microsoft did announce it was killing DirectSound while Bethesda was still developing the game, so they had the chance to change to a different audio method.
    • Fallout: New Vegas has no blatant content removal unless you really look, but the bugs were out of control at release, even more so than Fallout 3, and often worse due to the complex storyline. Subsequent patches greatly increased stability and removed a plethora of bugs, though the process itself wasn't without its own bumps (a patch released a day after release rendered the game unplayable on some systems, requiring another patch the next day to correct it). Obsidian has been quite honest that the initial release was the beta build, because Bethesda told them to make the game in just 18 months. Not an easy task, especially when you consider that Fallout 3 was made in 24 months, and had almost another two full years of pre-production before that. Most likely, this was because Bethesda didn't want New Vegas competing with Skyrim, their big title for 2011, made by the same folks as Fallout 3. The DLCs, which recycle much less from Fallout 3 and had proper time to be beta tested, were of much higher quality and showed what the game could have looked like with a longer development cycle.
    • Fallout 4 doesn't have (as much) missing content, but it suffers from tremendous stability issues on different computers and wildly varying performance, with some people on weaker computers getting better performance than more powerful ones. Several quests are prone to glitching out, dialogue can sometimes either overlap or simply cut out entirely, and subtitles are often out of sync. By that time, the Internet has largely had enough.
      • The most easily noticeable example is the first expansion, Automatron, which adds the ability to create and customize robots. The Robot Workbench is unlocked near the beginning of the quest, and more modifications and robot types become available as the player completes quest stages (and later, Nuka-World). However, it the player chose to construct a Robot Workbench as soon as it becomes available, rather than waiting until the game specifically tells you to, said existing Workbench prevents quest progression, and you actually have to completely scrap it and build an identical one to continue. The implication here is that Bethesda's playtesters played the entire quest straight through, rather than focusing on testing the newly added mechanics (something one would expect players to do in an open-world sandbox game).
      • Likewise, even existing in the current, 2018 version of the game, is a bug wherein attempting to start the Brotherhood of Steel quest is simply not possible, as it's impossible to board the vertibird to meet with Elder Maxon. Even after this point, the vertibirds aboard the airship still like to glitch and not take you to the correct destinations.
      • Speaking of Nuka-World, it's difficult to tell if this is a matter of an unfinished DLC shipping or said DLC just being that bad, but one of the expansion's many criticisms is its complete lack of a "good" resolution. This, however, isn't strictly speaking true, as the "good" path essentially just means you massacre the three raider tribes, for virtually non-existent rewards, which locks you out of most of the DLC's added content (i.e., the reason you probably bought the expansion). Taken further, Nuka-World makes it possible to lock yourself out of the Minutemen questline, which in-turn makes it possible to lock yourself out of any main questline ending, as the Nuka Raiders themselves have no particular interest in taking down the Institute, and all four other factions can now be alienated.
    • Fallout 76 was a mess of bugs at launch, despite a day one patch that was bigger than the game itself, to the point where Kotaku reviewer Ethan Gach had spent weeks being unable to quit the game because the game always crashed first. It has its own Internet Backdraft page for a reason.
  • The English version of Princess Maker 2 was never finished before it was scrapped and subsequently leaked. Several endings lack text, and there's a hidden "Beta Shop" that lets the player fiddle with stats and trigger any ending they want (or an instant Game Over).
  • World of Warcraft suffered from this for quite some time, though it has (mostly) stopped doing so. It helps that content patches are regularly available for testing on the "Public Test Realm" for anyone interested.
    • In the early days of Burning Crusade, the final bosses in the two main dungeons were not only horribly unbalanced to the point of being effectively undefeatable, but the first time that any guild managed to kill Lady Vashj, she instantly respawned and killed the entire raid.[[note]]This was made more infamous by the controversy of two guilds competing for the "world first". Since both kills were bugged, they were dubbed the "world's first second" and the "world's second first". Blizzard also badly underestimated the number of people on the servers, all of whom crowded the same quests for the first few days, which is rather inexplicable as they were ready for this sort of thing before.
    • Before any of the expansions came out, most final raid bosses were rendered unkillable or unreachable by Game Breaking Bugs. Some of it was on purpose; they didn't want players getting too far, running out of content, and complaining about it on the Internet. But others were just not properly done. Ragnaros would never come out of submerge and just keep throwing Sons until you ran out of mana and died. C'thun would Eye Beam you while you were in the stomach. And nobody really knows about Naxxramas, because you can probably count how many guilds entered Naxxramas on just your hands. The most amusing one was Chromaggus, who was overscaled on purpose to prevent players from reaching Nefarian because the Nefarian encounter wasn't fully coded.
    • Silithus in general was an Obvious Beta zone. It was this little corner in Kalimdor that, for some reason, wasn't covered in the guide, but there were actually a few quest chains in there. When you entered, you found this wall that you couldn't get past; literally half the map of Silithus was unfinished. It also became an Obvious Beta (along with Eastern Plaguelands) for an attempt at creating world PvP. It was later finished in patch 1.8. It's still plagued with mob-density problems, but that has been improved in other patches.
    • The high-level neutral zone Azshara, while not quite as bad as very early Silithus, was generally something of a dead end zone until Cataclysm. There weren't many questlines in the zone, and most of those that did essentially had No Ending and would just cut off at seemingly random points. This huge zone had many areas the player never needs to go to for any reason. There were no checkpoints or friendly/neutral settlements beyond the western edge of the zone. A big reason was likely an entire PVP battleground that this zone was supposed to host being Dummied Out, meaning the zone was practically empty until it was revamped into a low-level Horde zone in Cataclysm.
    • Expansions typically have growing pains and players expect it, but Cataclysm was notoriously buggy at launch, largely due to the sheer amount of content Blizzard crammed into it with a relatively short beta testing period. Numerous quests were glitchy or outright broken (Vashj'ir being the biggest culprit), mob spawning was out of control, phasing caused any number of headaches, achievements were busted, you name it and it was screwed up. Loads of hotfixes were a daily occurrence for weeks, and even after the first major patch (4.1), there were still lingering issues.
    • The introduction of certain trinkets in the Siege of Orgrimmar with effects that Blizzard was planning to implement as regular stats in the next expansion, such as Multistrike (a new form of Critical Hit, basically) and Readiness (lowering the cooldown of certain abilities), had numerous problems.
    • Warlords of Draenor shipped with so many bugs that the game was literally unplayable; insanely long server queues, broken starter quests, and glitched phasing rendered countless players stuck on flight paths or in the middle of thin air. Garrison missions were easily exploited, and several of the newer stats added to the game either were completely useless or utterly overpowered. While mostly fixed with a lot of hotfixes and patching, some of these issues are still there.
  • Artix Entertainment like to do a "public beta" with their games (which they call "gamma testing"). They did this to both Dragonfable and MechQuest, the latter of which started the trend due to time constraints. "Gamma testing" is available only to paying players of their previous games. There would be only one quest (if that), only a few items, no stats, one or two areas, and very few monsters. The feedback would be used for the full public release.
  • Gothic 3 Forsaken Gods, the standalone expansion to the third game, is so bugged it took a 240 MB patch to make the most basic features (like shield parrying) work properly, and it's still a bug-riddled minefield anyway. It also has worse cell load skips than its predecessor when unpatched, is prone to crashing, and generally runs subpar at best given its massive requirements. The developers were totally unfamiliar with the engine and slapped the game together in a few months; it wasn't properly playtested before being shoved out the door, either.
  • The initial demo release of Painkiller: Resurrection was an absolute disaster. The developers accidentally released a much older version of the demo than they had intended, and it shows. Loading up the level takes a good five minutes, particle textures appear as orange-brown cubes, the finicky draw distance causes distant church towers to hang in the air miles away, and players couldn't even finish half the level because a physics-enabled rope bridge kept tossing them over the edge or pushing them straight through itself. The Steam release of the game wasn't much better either, thanks to dodgy AI programming, painfully long load times and frequent crashes. And even in the retail version, the multiplayer mode is an absolute joke: Players can dart up along walls, the weapon pickup models are completely botched, and firing the electrodriver crashes the game on the spot.
  • Daikatana was noted for excessive delays and slippages, coupled with a ridiculously arrogant advertising campaign. It shipped with broken AI, insanely unfinished levels, and dozens of bugs and glitches. The game was a mess in co-op as well: Cutscenes (and their subsequent event flags) were removed entirely, causing the players to spawn stuck behind closed doors that were supposed to open in cutscenes, first rearing its ugly head in the second level of the game. The readme recommends playing the single-player mode first to get an idea of the story. The co-op has a host of bugs on its own, the best being a glitch that causes players to spawn stuck partly in the floor, telefragging each other in an infinite loop.
  • Supreme Commander shipped in an Obvious Beta state, including severe game balance issues (most notably regarding the Aeon faction being a gigantic Game-Breaker) that had been identified during Beta testing but weren't fixed prior to launch, pathfinding problems, engine problems, and hardware compatibility issues. Despite being promoted heavily as a DX10 showcase, the DX10 support was never added; in addition, the promised SDK and editors never materialized due to proprietary code used in them. The majority of these issues were fixed by further patching and the Forged Alliance expansion, and even more have been fixed since by the modding community
  • Planetary Annihilation exited Early Access with insane amounts of bugs, pathfinding issues, lag spikes, promised content that wasn't included in the game such as the Unit Cannon, always-online DRM, an unfinished Planet Editor, and severe RAM issues that caused it to become nearly unplayable on certain systems. Most of these problems have been fixed with patches since release.
  • It is rare to see an enemy in an unpatched copy of Hidden & Dangerous 2 not floating ten feet above the ground. Other show-stopping bugs include not being able to interact with any object in the level — including mission objectives, enemies moving behind locked doors they have the only key to, and the AI's disturbing tendency to blow itself up if left with anything explosive.
  • Jurassic Park: Trespasser had a host of problems:
    • It tried a "beta" design idea; instead of a regular FPS setup, the player controls the character's right arm by holding down keys and moving the mouse. Aiming a gun requires careful alignment of both the player's body and their arm to line up the iron sights. It's more realistic, but combat was completely impractical.
    • The game came with a severely broken physics engine. The player can lift several-hundred-pound steel girders with one arm, but can't pull themselves over a chest-high fence by that same arm. It also lacked friction; stacked objects would just fall off each other regardless of mass, breaking most of the physics puzzles in this game; one entire level had to be cut because of this, and most of the physics objects you come across in the levels that made the cut, especially those making up "breakable" objects like chairs and the weird statues in level 4, spawn in locked in place until you touch them (most floating several inches above the ground because the team also lacked proper tools to test where physics objects were actually placed in-game). It was still pretty advanced by 1998 standards, though, and this version was much improved in later works such as Half-Life 2.
    • Melee weapons are stowed over the player character's shoulder. This, however, means that such weapons might damage you continually when stowed because of their hitbox clipping into yours while moving. The developers "fixed" this by removing all mass from such weapons, but now melee weapons don't damage enemies, either. The sole exception is Nedry's Mace, which you can't even properly use because you can't keep weapons between levels, and said mace is found a couple minutes and a single raptor away from the end of the level it appears in.
    • The game's 3D engine rendered distant objects as scaled sprites, which popped abruptly into polygons as the player approached them. It was released at the dawn of the era of hardware 3D acceleration, but it actually looked worse when run with a 3D card; software mode used system memory to store textures, whereas the accelerated version was limited to the small texture memory of contemporary 3D cards. The software mode also used a clever form of bumpmapping which was incompatible with 3D accelerators, and so as a consequence the game looked better and ran faster in software more than with a 3D card.
    • And that's not even getting into the hilarious deforming dinosaurs who had to be "dumbed down" due to the mishandled coding of their AI — save for a couple of friendly raptors in level 3 that the developers forgot to tinker with.
  • Valve in general has a habit of releasing games with Game Breaking Bugs, although they are generally prompt about patching them. However, they also have a habit of releasing patches that cause brand new bugs in addition to fixing old ones. Special mention goes to:
    • The 2010 Half-Life 2 update, which ported the entire game and Episode One over to the newer version of their engine used in Episode Two, but introduced a host of new problems, at least some of which are present on all or at least most users' systems. The patch was released in May 2010, and to date only one bug (which made the AI crash at a critical point) has been patched.
    • The OS X and Linux versions of Half-Life Source double as a Porting Disaster. The port was released barely playable, suffering crippling problems, such as spawning with no weapons, HEV suit, or even a HUD. To make matters worse, these errors were even present in the Windows version, which launched almost a decade earlier.
  • Elemental - War of Magic was released in a buggy state. Given that it's Stardock, this by itself isn't too terribly surprising. What is surprising is that said "buggy state" is horribly, horribly buggy and received more patches (six) in four days than GalCiv2 and Sins of a Solar Empire did the entire month of their respective releases. And it's still missing content, like competent AI. If Brad Wardell is to believed, this was deliberate — as a substitute for Copy Protection. Reviewers did not wait for the six patches to hit before slamming the game for being unfinished.
  • Elite 3, a.k.a. Frontier: First Encounters, is a great game, and the fact it's still played after more than ten years (after being reverse-engineered and spawning advanced graphics clones with the same gameplay) proves this. But Gametek took Executive Meddling Up to Eleven, went behind Frontier's back, and released the closest thing to a complete version they had (or so Frontier's official site says). Ugly bugs spoiled the release as a result. For example, when flying into the atmosphere of a gas giant to scoop up hydrogen fuel (a useful and oft-used feature in the previous two games in the series), as soon as the scoop activates, the game crashes spectacularly. Even after the game was patched, it still refused to run in anything that wasn't a pure DOS environment — which prompted the aforementioned hacking of the game by the fans over the years so that they could at the very least run it in Windows.
  • In Frontier - Elite 2 (at least on the Amiga version), Game Breaking Bugs appeared over time (150 hours or so). It, therefore, most irritated players who had put the most into the (otherwise excellent) game. It basically became impossible to access the bulletin board to take missions and other features became disabled. The fact that Gametek released several improved versions cemented its position as an Obvious Beta for those who played it for the requisite length of time.
  • Might and Magic:
    • Might & Magic IX is a clear example of this trope, though it is partially excusable due to 3DO going bankrupt during the development process. The result was a game loaded with bugs, glitches, and strangely empty buildings.
    • Might and Magic VII was nowhere near as bad as IX, but it still has an assortment of problems — overpowered and underpowered classes, extreme laziness in the sprites (they didn't even bother with Palette Swaps and just tinted them single colors) and obvious unfinished content.
    • VIII had less class balance (fewer classes and a simpler class promotion system) and sprite-tinting (more recycled sprites) problems, but also more obvious unfinished content (an entire dungeon placed along the way to one of the main quest areas in which the only interesting item is a quest item that isn't connected to any quest).
  • Might and Magic: Heroes VI has issues despite testing including open beta. A fan-created bug list contains over 120 issues, and quite a bit of them were Game Breakers.
  • Dungeon Lords was released with many missing features, despite them being stated in the game manual and advertised as such. Buttons, sliders and icons were present in the game and didn't do anything. Game patches gradually implemented some of those elements. The developers later released a collector's edition with some (but not all) of the missing features labelled "new stuff". To add insult to injury, the very last patch doesn't upgrade the original release to the "collector's edition" version.
  • Star Trek: Legacy. The Xbox 360 version wasn't too bad, although it suffered more bugs than a console game really should. The PC version, on the other hand, was a total mess, riddled with bugs and controls that obviously hadn't been tested properly, if at all. Also, when players looked through the game directory, they found huge chunks of legacy code from the ancient Star Trek: Armada engine, just proving how little effort had truly gone into the game's development.
  • Pool of Radiance: Return to Myth Drannor was so buggy that some gamers reported it destroying their OS. Even the install shield had a crippling bugs which prevented players from installing the game to a folder other than the default. It was so bad that the developer needed to release not just an update patch, but a completely new installer, meaning the user has to download this to install the game rather than going through the autorun setup from the disc. Most users would not be aware of this fact and will install it from the disc anyway, making it pointless.
  • After the closure of Black Isle Studios, producers of Fallout, Icewind Dale and Planescape: Torment, the studio was "resurrected" through Spiritual Successor studios made up of much of their old staff, Obsidian Entertainment and Troika Games. Both studios have become renowned (or reviled) for their tendency to release unfinished or incomplete games.
    • Knights of the Old Republic II: The Sith Lords is Obsidian's crowning example. Due to LucasArts pushing for a Christmas release, much of the last third of the game is missing, including lots of voice files and code left in that details entirely new planets, a more satisfying ending, and a bit more character exploration and personal sidequests. A fan mod was eventually released to try to implement some of it. Compounding this was some massive Executive Meddling, as Obsidian was fully willing to release the rest of the game in a free patch; LucasArts said "no", presumably because the Xbox version wasn't Live-enabled, but still.
    • Neverwinter Nights 2 was fairly buggy upon release and suffered from memory leak issues and a lack of polish. Then both expansions introduced Game Breaking Bugs that made the previous campaign literally unplayable: Mask of the Betrayer made a Plot Lock in the original campaign fail to unlock, and Storm of Zehir deleted all of MOTB's voiceovers. Though these were later fixed, several minor bugs were left over as Hasbro would later sue Atari over Forgotten Realms license agreement violations, which meant that all official patches stopped.
    • Alpha Protocol also has several bugs, including some that include flags not being thrown correctly in response to some of your actions and leaving you with odd results. Trying to sneak into the US embassy in Moscow will make the game think you butchered your way in, and Shaheed will mysteriously come back from the dead in the epilogue if you arrest him (when he's supposed to die in a missile strike).
    • Arcanum: Of Steamworks & Magick Obscura had a lot of bugs and incomplete content. These included such things as as certain spells and items not working as they should have, sound glitches, incomplete animations and missing dialogue.
    • Temple of Elemental Evil was riddled with several bugs and was generally unstable as heck. There are also references to some minor cut content in the second town. The bugs come both in game-breaking (like chests glitching out when doing anything with their content) and positive flavors (like using an enlarging spell to equip two two-handed weapons which count as one-handed due to size, then shrinking back and realizing you didn't drop your weapons and are free to use them or being able to equip both a bow and a sword leading to your character slashing at the thin air with arrow "shooting" out of the sword).
    • Vampire: The Masquerade – Bloodlines was playable from the outset but had many physics flaws and bugs. A number of Troika programmers stayed on after the company went bankrupt and was able to finish an official patch that fixed many of these errors. Fans latched on to this and went on to produce several years' worth of unofficial patches that have fixed most of the game's errors and restored cut content.
  • Dragon Age:
    • Dragon Age: Origins is rough around the edges in hindsight. The endgame (everything post-Landsmeet) is extremely bugged, failing to recognize who was made ruler of Fereldan and even your character's gender. The Dwarf Noble-only sidequest, "The Prodigal Son", was so bugged that it is Unwinnable without mods (and still causes issues in the "Completed Quests" folder). Most of the DLC post-Warden's Keep were notoriously full of bugs and glitches upon initial release, most notably "Return to Ostagar" (which had to be delayed for over a month because it was practically unplayable), "Awakening" (which even those who liked it agreed was most likely rushed), and "Witch Hunt". Thankfully, the combination of patches (both Bioware and fanmade) and special mods have removed or mitigated these issues.
    • Dragon Age II had some problems on release, including a way that the game could be made Unwinnable early on by killing a major NPC who is important to one of the late-game mandatory quests. Save file corruption has also been known to happen. Patches have fixed most of these, though even with 1.04 Sebastian and Isabela's character quests for Act III have to be completed at the beginning of the act or the game will crash when you play them (and with Sebastian's you can't have Anders in the party unless you also have Fenris). The game also has an overuse of Cut-and-Paste Environments and has a small variety of enemies. The developers have confirmed that these problems were the result of a rushed development cycle.
    • Dragon Age: Inquisition was loaded with both major and minor bugs from the very beginning. Unparallelled among them, however, is the notorious Patch 4. Bad enough that the whole thing was nearly seven gigabytes, but an error in programming it for the Xbox One ports caused it to automatically uninstall and reinstall the entire game.
  • Several of EVE Online's expansions have been considered this, although CCP has got better over time, many earlier ones introduced Game Breaking Bugs, lag, and desync issues, which then required entire patches dedicated simply to resolving those.
  • Dark Sun: Wake of the Ravager was plagued with such issues as disappearing doors that left the player permanently stuck, NPCs who continued to speak and act after death, inability to complete quests, and best of all, enemies, allies, terrain, and even equipment vanishing permanently for no good reason. An official patch fixed only a small amount of game-breaking problems. Completing this game is only possible through extreme abuse of multiple save slots.
  • The Elder Scrolls
    • An unfortunately common occurrence throughout the series, in large part due to the sheer scale of the games. Each game has its fair share of Game-Breaking Bugs and exploitative Good Bad Bugs when released, but Bethesda is generally quick to get them patched fairly quickly. For the PC versions of the games, modders will usually put out Game Mods as unofficial patches until Bethesda is able to release official ones. Specific examples by game are listed below.
    • The original release of Daggerfall had a vicious game-breaking bug which renders the main quest impossible to complete. Not sometimes unwinnable — it was impossible to ever complete the main quest in the original retail release, fullstop. And this in an era (1996) when fewer people had internet connections, so it couldn't be easily patched. Regardless, a patch was made available, which includes an official tool entitled FIXSAVE.EXE, which as its name implies, repairs errors in saved game files because they were too common to tell all affected players to restart the game. Bethesda also ended up publicizing some cheats, such as a dungeon teleportation spell, because the glitchy collision system in the engine tended to let people slip between the world geometry and into "The Void", where they'd fall forever otherwise, and because of the game's use of Randomly Generated Dungeons could often result in dungeons without exits.
    • Morrowind itself was released relatively stable for a Bethesda title. Bugs and glitches were certainly present, but, in a major step up from Daggerfall, you could at least complete all of the major questlines without significant issue. However, the two major Expansion Packs, Tribunal and Bloodmoon, badly conflicted with one another. Installing Bloodmoon after Tribunal (as most people did since Tribunal came out first) caused an "endless loop" dialogue bug with a major Tribunal character, cutting off the final 80% of the expansion's main quest line. A fan patch was released which largely took care of this until Bethesda released their own, which just created loads of new problems. The Game of the Year Edition finally, thankfully, resolved the majority of these issues.
    • Oblivion was plagued by many, many, many major bugs, glitches, and serious technical problems. Bethesda released a number of official patches for these issues, but they typically only covered the most severe issues. Fan-made unofficial patches in mod form on the PC covered a large portion of the rest, but in a few instances, Bethesda's official patches conflicted with these unofficial ones, forcing you to choose between the issues you wanted to have fixed. Perhaps the most infamous is the "nVidia black screen bug" which renders the game completely unplayable by those with certain video cards. Once gain, the Game of the Year Edition largely stabilizes the worst of the issues (but not all).
    • Skyrim:
      • Skyrim continued the trend for the series. Bethesda was quick to release patches, but these often added even more issues than they fixed. In particular, the v1.2 patch caused, among other problems, the infamous "backward flying dragons" as well as breaking all elemental resistances (such as making Nords suddenly vulnerable to ice-based attacks). Later patches introduced issues such as causing Werewolf form to have no armor value, making it the most fragile of Glass Cannons, as well as making it so that NPCs would stop moving in custom-made areas, breaking many mods. For the first few months following its release, Bethesda was in a patch-frenzy, and once again, these patches didn't address every issue, leaving it fall to modding community to release unofficial patches. As has become standard for the series, Skyrim's many special editions come with most (but certainly not all) of the issues resolved.
      • The PS3 version was especially prone to these issues, and it's biggest issue has never been resolved. As your save file gets larger (which naturally occurs as you explore, find new locations, complete quests, etc.), the game would bog down more and more. Eventually, once the majority of the game world had been "discovered", the game would slow to the point of being completely unplayable. Bethesda stated that they were aware of the issue, but to date, no fix has been released.
  • The PC release of Rampage: World Edition was a literal Obvious Beta. If you were able to get it to run at all, it had the words "Beta Release" in all four corners of the screen.
  • Lords of Magic remained in beta for a very long time after release. The developers admitted they rushed it out to cash in on holiday sales.
  • While League of Legends went live without many hitches, Yorick the Gravedigger was an Obvious Beta. When he was released, he was considered worthless because his abilities were, well, practically a beta. His ult was also supposedly changed from development to release and was full of bugs. While the bugs of his kit were eventually ironed out, he still suffered from extremely poor design, and out of all the champions, Yorick had the dubious honor of never being included in the weekly free champion rotation. When Yorick was relaunched in 2016 with an entirely brand new kit and model, the entire fanbase rejoiced.
  • On the GliderPRO CD, the final star in "Grand Prix" appears in a room whose title promises one more. A half-built, unplayable sequence of rooms lies beyond. The house was supposedly completed, but no patch was ever released.
  • The Oregon Trail 5th Edition, especially version 1.0, is riddled with glitches and compatibility issues; it requires a patch to work at all on XP (otherwise it crashes on launch), and is not compatible with Vista. Stick with II or the 25th Anniversary Edition.
  • Having been shipped hastily just before the company went under, Mac RPG The Tomb of the TaskMaker has some noticeable glitches and Dummied Out content. Read the section on underdevelopment at this site.
  • The sequel to Sword of the Stars, Lords of Winter, was released as a beta in November 2011 due to an erroneous upload of a pre-release candidate to the Steam servers instead of the intended release candidate. It was successfully replaced by the release candidate 24 hours later, at which point the delighted audience discovered that the actual release candidate wasn't much of an improvement and was riddled with several bugs. Kerberos Productions declared anyway that they felt the game is at the release stage, and bug fixes kept coming out on a near-weekly basis.
  • Postal III. While the Postal series isn't known for its high production values, the game's initial release suffers from frequent crashing on some systems, the AI failing, broken Steam achievements, and sound issues, among other things. Additionally, the style was quite a departure from what RWS had in mind before Akella took over production, making it much more cartoonish. Free-roam mode was cut and later put out in a patch, and there is no multiplayer, despite its development being credited, as it was canned at some point. Also, the game was quite underpromoted and wasn't out on Steam until two months after its official release date, instead having to be purchased directly from RWS' website or other minor retailers. Reception (fan and critical) is mixed to negative, with one of RWS' developers saying "the whole thing was rather tragic".
  • Magicka had numerous game-breaking or crashing bugs on release; multiplayer was especially buggy and laggy, the latter because it used ridiculous amounts of bandwidth (far more than an average FPS game). After many of these bugs were fixed, the developers added the "Bug Staff" and "Crash To Desktop" spell to the game.
  • Cities XL, a SimCity clone, suffered this. An Updated Re-release, Cities XL 2011, fixed most of the huge bugs, but many remain.
  • Merit Software's Command Adventures: Starship can become unplayable about halfway through. When you attempt to send a team to a planet, the default action sound will "bleep" three times and you're kicked back into space. At times, you'll find crew members vanishing, and eventually it gets so bad you can't even get into the shop and other sections of the Starbases. Merit intended Starship to be the first in a series of Command Adventures games, but it ended up being a Stillborn Franchise instead.
  • o3 Games gave too much control over The Outforce to their publisher, who committed Executive Meddling upon it, pushing it to be released with only the Terran campaign finished. Even worse, the units for the Terran, Crion, and Gobin races have identical capabilities, even some of the unit names are the same across all three. Nonetheless, the AI is killer, it may have been the first RTS to support unlimited group sizes and the graphics are beautiful. Multiplayer also works and there are no game breaking bugs. It just needed more time in the oven to bake in more content and de-clone the three races.
  • The Rock Raiders PC game featured rampant Artificial Stupidity and literally impossible requirements for 100% Completion.
  • LEGO Island 2 was beyond rushed in the middle of its development. Almost 50% of what was intended was cut entirely — for instance, there was going to be a cave area with many more sub-games. And the fifty percent that was done didn't even look half-complete; the physics were basic, the graphics were very texture-filled, the instructions would barely give you a hint on what to do, there was no replayability, the load times were inexcusably long (sometimes going as long as two minutes), and it was filled with various glitches, not uncommonly game-breaking. The PlayStation version was based on this one, so it too was incomplete in the same way. The Game Boy Color/Advance versions weren't, though, although opinions still tend to vary on them.
  • The PC version of LEGO Harry Potter Years 1-4 is so full of game-crashing glitches, it's unplayable.
  • The PC version of Dead Island, at launch, turned out to be an earlier developer build instead of the final retail build, and the Xbox 360 developer build at that. It even came with a built-in noclip button (which can crash the game if used).
  • Freeware Metroidvania Legend Garden suffers from this. It's Unwinnable by Mistake, over half the bosses are hideously broken, things have a tendency to get stuck in walls, and some items are unobtainable.
  • The Sims 3 suffered badly from this. What makes it frustrating isn't just that most of the glitches come from expansion packs, but also by the patches themselves, because they're designed to work with the upcoming expansion packs, which messes up your game in its own right (e.g., telescopes not working and Sims being unable to marry) and if you do buy the new expansion, of course it brings in its own set of glitches, prolonging the cycle. One of the more glaring release-day bugs? If you gave your sim a unique hair colour, the game would glitch them bald. It also doesn't help that the game lacked a vsync or frame limiter option. A number of players have complained about the game running at over a thousand frames per second on loading screens and several hundred FPS ingame, resulting in overheating. Forcing a framerate cap through the GPU driver's control panel fixes this issue.
  • The Metroid fan game Metroid; Beginings [sic], made with Adobe Flash in 2005 and discovered by Retsupurae in 2013, qualifies on a spectacular level. The collision detection is so buggy that you can often fall through the floor for no apparent reason, and it's possible early on to get stuck in a door — the twist being that opening the door doesn't fix it. It also has No Ending, in that the author simply did not program one into the game. Lest you think we're kidding, the player who recorded Retsupurae's source footage confirmed this using a Flash decompiler.
  • Furcadia is an inversion: It's a complete, working game, with no more Bugges than most finished games—but has been in "Alpha" stage for over 20 years.
  • The Extreme Paintbrawl series of video games. Your team had no programmed AI routines, so they would either run straight into a wall at the beginning of a match or randomly flail around like they were having epileptic seizures. You could shoot paint at the sky, and it wouldn't disappear. The "practice mode" was just an empty arena.
  • As memorably revealed here, Gettysburg: Armored Warfare lacks certain features, like reliably being able to run, not exploding your entire army, spawning the sky dome more than half the time, etc.
  • Star Trek Online launched as an Obvious Beta. Almost identical to the Fallout: New Vegas example above, the team at Cryptic bought the rights after Perpetual had dicked for about half a decade not making the game. With the license on a tight deadline for release, they got the game out in about a year, and had crappy content, crappy graphics, and a buggy game. Cryptic spent the next four years of the game's life burying this content (and in the last two seasons, straight up replacing the story missions from launch with remastered versions) and making actual quality content. The dev team has been on the record that they will eventually get around to replacing all of the old story missions with properly done versions (with a few unwanted missions torn out entirely).
  • PlanetSide 2 launched out of beta with beautiful graphics paired with massive performance issues due to a near total lack of optimization, and what little optimization it had only applied to a very specific set of hardware (Intel i5 or i7 CPU, NVIDIA GPU) that caused players on cheap $500 Intel rigs to have twice the framerate of players on monstrous $2,000 AMD setups. It launched with only two continents and a territory control system that made large direct fights very rare; players instead simply captured bases around the defenders and ignored them entirely. After release, the Operation Make Faster Game (OMFG) update effectively doubled everyone's framerate and made the game playable on AMD hardware, along with loads of incremental content updates (such as a new map and a sweet new dune buggy).
  • Second Life became a horribly buggy mess when Linden Labs forced Viewer 2, the successor to Viewer 1, onto its users. Viewer 2 had terrible UI design that couldn't be customized, overall performance took a nosedive, and new users couldn't choose a last name when signing up for a Second Life account. The redesigned viewer was clearly not ready to be launched and it took Linden Labs years to remedy most of the problems after the user base loudly complained about the changes that were pushed onto them without notice.
  • In the PC version of Tomb Raider (2013), the button prompts for QTEs will randomly cease to appear, turning the game into a Luck-Based Mission. Not only that, but there's a late game bug when you return to the ruins of the Endurance that literally makes the game Unwinnable.
    • Likewise, a bad physics collision glitch in the only non-multiplayer, non-cosmetic expansion, Tomb of the Lost Adventurer will prevent the area's puzzle from being solved. Granted, all you get is extra crafting material, but for content you paid extra for, this is especially frustrating.
  • The Doom II PWAD NewDoom Community Project II spent three years in development, only to be released in a terribly buggy state. Among other things, you can't finish the second level without cheating (with a code or an exploit) because you otherwise get locked in a required room with no way out. The NewDoom community died a few months later, leaving an official fixed version in limbo.
  • While quest- or combat-related bugs were relatively few, Warhammer Online shipped without several major features. Each racial pairing set of zones were supposed to have their own capitol cities, but only the Order/Chaos (human) ones were ready to actually be entered; the other cities were never completed, with all characters eventually starting in the human zones. Two of the classes had been going through constant rewrites and changes and weren't released (finally put out as the Dwarf Slayer and the Ork Choppa) until several patches in. Instanced PVP matches were quite badly implemented and lead to interminable queuing. The standard "load lag" of large numbers of player characters coming on screen at once ended up being either individual floating body parts or totally invisible. The developers stated that "due to late-developmental issues, the team was simply unable to compensate for all issues before release," which many fans took to mean "The bigwigs at EA that bought Mythic are sticking their noses in everything and forcing us to release early," especially in retrospect for some of their decisions with other games. There was also a severe issue involving server stability above certain (incredibly low) population levels, despite being released with several dozen servers to log into that caused player population to always be distressingly small in any one area outside a major city.
  • The PC release of Dark Souls was both this and a Porting Disaster. FromSoftware slapped the port together and put it on PC simply due to a fan petition (despite their admitted inexperience with PC games), and it shows. Tiny resolution, terrible controls, garbled sound, and bad graphics were only the beginning. It also had plenty of bugs before patches — it was possible to skip everything after getting the Lordvessel by glitching through doors to get to the final boss, severals spells were so massively overtuned and/or buggy that they made the game trivial, and just hitting Black Knights with certain weapons would instantly crash the game. While the major bugs were fixed very quickly, the resolution and controls were never patched, although the modding community has fixed them since release.
  • While not nearly as bad as the original, the PC version of Dark Souls II also shipped with technical issues on release, including unresponsive controls and a scaled-back graphics engine completely different than the one used in promotional materials. It also had many Good Bad Bugs, such as the famous binocular speed glitch and the ability to glitch out of a roll and fly through the air. These were eventually fixed.
  • While there aren't really any blatant gameplay bugs, the port of Dark Souls III is a technical mess filled with frequent slowdowns and crashing. One of the more crippling — and hilariously ironic — bugs causes the game to crash when using a bonfire.
  • Battlecruiser 3000AD was launched far too early by its publisher after existing in an (apparent) state of nigh-Vapor Ware for years — being an "everything" simulator a la today's Star Citizen but with a tiny fraction of the budget and employees tends to do that. This led to the game being critically panned due to a plethora of bugs and lack of documentation. The creator sued, settled out of court, and released several patches and an Updated Re Release to address the bugs.
    • Its spiritual sequel, Universal Combat, suffers from many the same thing to the point that the final version was released as a freeware after failure to trust the game to another publisher.
  • Rage is filled with so many graphical and engine glitches, seen on a wide variety of hardware, that it seems it wasn't even playtested for anything other than the consoles. The fact that it apparently wasn't designed to work at all with ATI video cards (which are a third of all cards in existence) doesn't exactly help matters, either.
  • Air Control was a game released on Steam that has errors apparant right from the beginning of gameplay. The player character's head moves around while selecting menu options, several debug buttons appear at times, the gameplay chaotically switches from one style and storyline to another, and giant green blocks presumably indicating something is clickable appears. It was eventually pulled from Steam, and there is still some debate as to if this was all an intentional attempt at making a bad game to show how gullible people are to buying anything without getting review info, or if it really was rushed.
  • Raven's Cry, a game about Wooden Ships and Iron Men, is a hearty tale of pirates and game engine errors. Multiple videos exist on the subject. To summarize: Collision errors, voiced dialogue that doesn't play, and texture faults are common. Add to that odd (right at the edge of scaffolding ripe to be pushed off) or incorrect NPC placement (that woman urinating into the bush probably isn't meant to be), poor NPC behavior (like the guy who keeps "waking up" when a gun is pointed at him only to lie back down right afterwards), and some plain weird dialogue (such as the guy who keeps saying "Be brave" followed by some random expletive; something that was actually patched out of the game shortly after the video that made reference to it) and you have one unfinished and buggy game (albeit quite a humorous end product).
  • While Blood is a consistently functional game with some Good Bad Bugs, the same can't be said for the sequel, Blood II: The Chosen, which plays the trope as straight as a laser beam.
    • Damage-Sponge Boss battles like the Naga and Gideon end earlier than their last sliver of health being expended. In the latter's second form, he's the diametric opposite of Immune to Flinching - every hit makes him flinch - and when he dies his body is almost guaranteed to clip through the floor and drop to the lower boundaries of the level.
    • The Sawed-Off Shotgun can be wielded Guns Akimbo, but the second one doesn't have its viewmodel mirrored, so Caleb ends up with two right hands.
    • Fire just doesn't work right, with only the Flare Gun's primary fire actually lighting enemies up — secondary wastes eight flares to do nothing except look pretty, the Insect-a-Cutioner bug spray's secondary fire likewise does nothing but waste ammo better put to use with the M16's Grenade Launcher, and the Napalm Launcher fails to set enemies on fire under any circumstances as well.
    • Killing a Death Shroud with a weapon that gibs on death will keep its "presence" sound running.
    • Characters that are friendly have in-game entities hostile to Caleb. If a cutscene ends too early, which is a bug of its own, they will attack you if you're close enough, and given the power of their weapons, they will kill you. In turn, you can slaughter them to no ill effects. Gabriella at the end of Chapter One is a notable example.
    • By dropping a weapon you're holding and staying on top of it, when you pick it up it'll come with a full serving of ammo as if you've picked it up for the very first time.
    • Some enemies, like the third Soul Drudge in Love Canal, will be permanently stuck attacking the air (often several times faster than normal despite not corresponding to the animation playing) until you shoot them. If you don't, they'll just stay there and can be safely ignored.
    • The Behemoth has its AI set so it starts Shockwave Stomping the ground when its health is below a certain level and it takes damage. However, it's not immune to its own shockwaves – each causes a tiny bit of damage to it. If you hide while it's pounding the ground after you hurt it enough for the behaviour to trigger, it'll eventually gib itself, though it takes a very long time.
    • There's one that elevates the Drudge Lord from Giant Mook to Demonic Spider: if you aggro it and hide, it'll sometimes move forward at walking speed while it launches its set of three fireballs, something it's not supposed to do. If you don't run away far enough to see the fireballs coming, you're bound to catch the third one with your face when it turns the corner.
    • Enemies tend to get frozen at the end of an attack/flinch animation if they can't see or get to the player by the end of it, instead of going idle or prowling the level.
    • Doors are particularly deadly if you don't show the proper respect for them. A cutscene in Chapter Two, in particular, can end up with you dying a few seconds into it, because it starts up while you're partway through a door, which will automatically close during the cutscene, and if you're in the wrong spot, it will promptly crush you between the door and its frame.
    • The difficulty in general is extremely poorly balanced, with the equivalent of Easy mode, Genocide, making you nearly Immune to Bullets while your own weapons deal so much damage that you can gib almost everything you kill on accident - including several bosses. Moving on to the Normal equivalent, Homicide, expecting a reasonable difficulty curve turns out to be more like a difficulty cliff, as enemies suddenly gain superhuman reflexes and deal upwards of 25 damage per shot, and then drop piddling amounts of life essences to recharge.
  • Realms of Arkania HD was rushed out in pre-alpha stage at best, with many obvious missing features and loads of bugs. It was vastly improved with more than 30 patches released within the year. The rush was a direct order from the publisher's order, despite the protest from the developers.
  • The main reason for Lords of the Fallen's average reviews was its utterly staggering amount of bugs at launch, including several game-breaking script failures that could make the game Unwinnable. It also suffered from severe crashing and stuttering issues (most of which stemmed from the game's Denuvo DRM), enemies getting stuck in scenery, etc. The vast majority of these issues were eventually fixed with a lot of patching.
  • Hatred was strongly criticized for this trope on its release. Its near-lack of optimization and anemic options menu caused massive slowdowns even on powerful machines (in a top-down twin stick shooter no less). The devs later released the free Survival DLC which fixed nearly all the optimization issues, along with adding many more options and expanding the single player campaign to boot.
  • The PC version of Batman: Arkham Knight was handled by Iron Galaxy Studios and was wrought with lots of glitches and graphical issues on launch (known for months prior to release, apparently). This was so bad that the game was almost immediately rescinded after launching from stores like Steam in order to try to suss them out. This happened in June 2015 and the game was not returned to digital distribution storefronts until the very end of October, where it was still steeped with problems (such as requiring an absurd 12 GB of RAM to run on Windows 10 without issue). WB Games have, tragically, basically washed their hands of the matter by offering refunds (regardless of playtime) until the end of 2015 and admitting there are things they simply can't fix (a similar story was told of the PC version of Arkham Origins, which had several progression-halting issues and WB walked away from it in order to put their resources into Downloadable Content for the game).
  • The launch version of XCOM 2 is very unoptimized. At best, players on the Windows version of the game would experience some slowdowns from time to time despite system specs, especially on the Avenger. At worst, the game will run out of RAM/VRAM and crash after playing the game for some time, or the CPU and/or GPU will be extremely stressed to the point they'll overheat and take down the entire system, or in some cases the game just won't load at all (again, despite system specs). And all of this is after the game was delayed for three months. It got to the point where the Windows version was so unoptimized and riddled with bugs, that even the Linux Port of the game ran better than it's windows counterpart!
  • Goat Simulator uses this trope as part of its charm (really virtually all of it). The game was made during a game jam that was designed to help the staffers at Coffee Stain Studios master working with the Unreal Engine 3 and was never meant for a full release. When Memetic Mutation took hold and the game was highly desired by those who got to see it in action, the team decided to take the game into a full release but only fix the bugs that would cause the game to completely break operation, leaving all the other bugs and unrefined development work intact so as to retain the feel that gave the game its popularity. The result is the game is highly unpolished (for instance, going up the elevator to the coaster can cause the goat to phase through the floor and fall out if you ragdoll on the way up). The Steam store page even proclaims "MILLIONS OF BUGS" as a selling point for the game. Rule of Funny in compiled code form, basically. The game has been ported, faulty code and all, to other platforms and has also received new expansions (such as a zombie-themed or MMO-themed add-on packs). The short development time (roughly a month) and the cheap assets used for the game also allowed Coffee Stain Studios to make back what they spent to make the game in about ten minutes of putting it on sale.
  • Paradox Interactive is known for releasing really big Grand Strategy games, and they tend to ship in very buggy and incomplete form. Their business model is to release things in this state, but keep close engagement with their userbase and patch the bugs out. New DLC are likewise expected to come with bugs in whatever new material they introduce.
    • Hearts of Iron III, a World War II strategy game, shipped with extremely broken AI. The AI countries would join factions seemingly at random; it wasn't uncommon for Japan to join the Allies or the US to join the Axis. Save games got corrupted all the time. The game ran incredibly slowly, even on computers that far exceeded the system requirements, and crashes were very common. The AI failed to research certain very valuable techs, giving the player a huge advantage. Totally improbable events, particularly involving naval landings, happened practically every game, such as Brazil invading Germany in 1941.
    • Stellaris' internal politics were a complete and utter mess from the start, with slaves unable to ever revolt and factions almost never forming. This took several patches and a complete revamp to fix and they're still (as of writing) working on getting it all right.
  • Missing Stars' demo is this. After being in Development Hell for several years, the first demo came out in January 2018. Unfortunately it contained some spelling errors and run-on text issues. Two of the love interests are also inexplicably not present in the demo. Word of God is that the demo was rushed.
  • In Ravensword: Shadowlands, it's apparent that the game was not tested well:
    • There's multiple ways to go out of the world's bounds, the easiest being the use of the pterodactyl acquired late in the game that lets you fly freely around the area.
    • Whoever was in charge of designing the items didn't make sure to check if the items have the right size when dropped, resulting in such bizarreness like a helmet that becomes as big as a car when dropped.
    • The game has home decoration mechanic, but this mechanic is borderline useless, due to the fact that you are supposed to decorate your house by buying furniture like any other items and then dropping them where you see fit. You are unable to move the items around when they are dropped, unless you have the Rune of Winds, which is acquired late into the game; and even that is not very helpful, because you have very little control over how the items are moved when you manipulate them with the Rune. And then of course is the fact that you have no way of actually putting the paintings on the walls, not to mention that the paintings are way bigger than they are supposed to.
    • There's quite a few instances of objects floating in the air and blatant holes in the geometry.
    • Sometimes, corpses end up being rendered in T-pose if you leave them unlooted and then come back to them a little later.
    • As noted in the Artificial Stupidity example above, the game has issues with pathfinding, which will likely drive you absolutely nuts during the quest where you have to lead a defenseless miner out of the Abandoned Mine he's stuck in, as the guy has real trouble going through tight spaces and across the planks that lead to the higher level.
  • Groove Coaster for Steam has had a pretty difficult ride so far. Backgrounds fail to load correctly for many players, controller support is pretty unreliable, and sound is handled pretty poorly (if you hit a note late or miss, the music will mute until you hit or the note is counted as a miss).
  • No Man's Sky shipped in 2016 with pretty much only the procedurally-generated worlds implemented, very few gameplay mechanics whatsoever, and a laughably poor attempt at introducing anything that resembled a multiplayer mode. Since it was greatly hyped as the biggest space exploration game ever prior to its release, the backlash was brutal, and the active player count ended up plummeting to as little as 14 players at once in the entire world with sometimes not a single person in the world logged in to the game. Hello Games's official social media accounts eventually went eerily silent, leading everyone to believe they were toast and on the brink of bankruptcy — until the Atlas Rises update rolled out in August 2017, which implemented an actual single-player campaign, and then the NEXT update rolled out in July 2018, which finally added the much-vaunted multiplayer mode everybody was expecting. As soon as the NEXT update hit the online stores, the good reviews began trickling in, many videogame news outlets ended up reviewing the game again due to the sheer amount of changes, and No Man's Sky ended up being hailed as one of the most epic redemption stories to ever grace the videogame industry.
  • Vector Thrust, an attempt of a highly moddable Ace Combat-like flight action game, suffers from this. It was out from Early Access, but still very buggy, missing a lot of features and with unplayable campaign (without workarounds). Suddenly in August 2016, the developer, Timesymmetry, went completely silent to this day, dashing any hopes for updates or remakes. The community also dispersed soon after.

  • 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.
  • Many new Stern Pinball games have been shipped with unfinished, (albeit playable) software, and often extended periods of time pass before a code update is finally released. As of late, this trend has been decried by vocal enthusiasts and resulted in a fan movement called Where's the Code?. It was significant enough for Stern — who is notorious for not replying to anything on social media — to respond within hours. Many highly-requested updates have since been released, but the movement still speaks up whenever a game isn't getting the polish they think it deserves.
    • After languishing for years with no "Super Hero" Wizard Mode, few callouts, missing animations and rules, programmer Lyman Sheats produced several meaty code updates in his spare time to transform 2007's Spider-Man (Stern) into what some fans consider to be one of Stern's best releases. Later releases like The Walking Dead and Metallica got similar treatment.
    • 2008'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.
    • For 2015's WWE Wrestlemania, the only parts of the game that were available at launch were multiballs and modes pertaining to the tiny wrestling ring near the top, which meant that gameplay was extremely centralized in an area that doesn't even take up one-tenth of the playfield.
    • Batman '66 — meant as a Milestone Celebration for both Stern and the television show — was unplayable at the 2016 Pinball Expo due to incomplete software. It wasn't until November 2018 where the code version finally reached 1.00. Regardless, many players believe the last few months of updates up to that point have been incredible progress on a game that had felt relatively complete way before then.
    • Star Wars (Stern) was released with its Lightsaber Duel mode completely absent. Some of the modes and awards mentioned in promotional materials to be activated with the "F-O-R-C-E" drop target bank were also not present. There was also a glitch associated with Victory Multiball that causes it to last much longer than it should. Fortunately now that the code has reached 1.00, Stern has made good on their promises to add missing features, fix some of the most game-breaking bugs, and revamp the games' mini-wizard modes to better integrate them with their scenes.
  • 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 had some clearly incomplete software features, most notably some missing bonuses and the absent Wizard Modes. Various software updates have addressed the issues, however.
  • Cactus Canyon was being designed during a time when Williams (and by extension, Bally) was beginning pre-production on their ill-fated Pinball 2000 engine. As a result, the higher-ups forced the game to go into production before all the proper coding was in place. As a result, several things were left uncoded, including a few rules, a proper Match Sequence, a music track to accompany said Match Sequence, one or two game modes, and a couple animations. It took 14 years before Eric Priepke introduced a mod for the game called Cactus Canyon Continued that put everything mentioned back in.
  • The 19 released tables of Magic Girl were built in a rush to stave off a lawsuit by crowdfunding backers, and shipped with software designed 3 years previously for a whitewood prototype with different hardware. The entire media package was complete, so the artwork and sound are beautiful, but the gameplay can be summed up as "the spinner kind of works".

    PlayStation 3/Xbox 360/Wii 
  • Sonic the Hedgehog for Xbox 360 and PlayStation 3 (AKA Sonic '06, to distinguish it from the 16-bit and 8-bit games) featured poor controls, poor hit detection, graphical errors, framerate problems, placeholder graphics from the old Sega Dreamcast games, a notoriously buggy physics engine, missing content, 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, the 15th Anniversary of Sonic, and the launch window of the PS3 and Sega firing its entire bug-testing crew prior to the game's release.
  • Sonic the Hedgehog 4: Episode I was essentially an experiment, as its glitchy physics engine and extensive rehashing of content from the older games can attest to. The game wasn't even intended to be made for consoles, let alone a sequel to the Genesis games; as the game refers to itself as "Sonic The Portable" within the game files and even in one of the zone's background assets too.note  Sega was depending on its reception to determine what should be improved in Episode II, or whether there should even be one. It being downloadable and not actually a physical release gave them less to lose, though that didn't stop the massive backlash the game got from fans.
  • Far Cry: Vengeance for the Wii was a mess of a game with laggy framerates, cut content, and sloppy 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 (e.g. 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 customers 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.
    • The fact that all of the characters that were datamined from leftover files in XII showed up in XIII is more or less absolute evidence that XII fits this trope hard.
  • Another Century's 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 2K9 for the Xbox 360. This video sums it up pretty well. Not enough proof? Okay, one more. The developers were surprisingly upfront about this in later interviews. Executive Meddling led to them having only nine 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. 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 subpar 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 all right on its first playthrough, but on repeat playthroughs the game just imploded on itself. Sometimes the music would glitch during fights, too. (Note that these issues do not apply to Tales of Graces ƒ for the PlayStation 3.)
  • 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 code—because Konami had lost the complete code—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, being nearly unplayable on the PS3; bugs continued running rampant more than a year after they had been fixed on the original PC and 360 versions.
  • 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.
  • Tony Hawk's 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.
  • 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. And never 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, over a year after its initial release, is 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 main reason why heists, the most anticipated feature of Online, were MIA far longer than intended.
  • 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.
  • Retro City Rampage intentionally invokes this with a minigame based on the pre-alpha NES prototype of the game, Grandtheftendo.
  • Mario Party 8, while a functioning game, has several elements that made it look like it was either ported from the Gamecube halfway through development or was rushed to be launched on the Wii. The visuals are recycled from the Gamecube Mario Party titles, which also includes characters having lower polygon models in some mini-games. The frame rate is capped at 30FPS while on the game boards, but is 60FPS everywhere else. The game also had a really wonky widescreen option where playing in the 16:9 ratio works normally, but the mini-games are displayed in 4:3 with colorful borders filling the empty space.
  • Street Fighter V: The game was launched for both PS4 and PC on February 2016, in time for the Capcom Pro Tour. Sincé day 1 it was mainly marketed to professional players and focused to Tournament Play and online modes, so it lacks an Arcade mode and offline Vs. modes (There were even reports of huge lag and disconnections in the online). Additional content, characters and stages have been gradually added since then.
  • Downplayed with Burnout Paradise. The original release was a full, perfectly playable game with few bugs in its own right, but it wasn't the version the developers wanted to ship. Later patches added in features they couldn't complete the first time around, including a day/night cycle, driveable motorcycles, increased control over the soundtrack, and more.

    PlayStation 4/Xbox One/Wii U/Switch 
  • 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. Before patching, it was possible to infinitely extend Knuckles' jump by pausing the game mid-jump, unpausing, and jumping again; 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. The Game Grumps provided the best description of it.
    Danny: This is just a glitch that, like, occasionally breaks out into a game.
  • 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 significant number of players turned to demanding refunds. Most infuriating is that the matchmaking is merely a port of the four then-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 five completely remade maps for "Halo 2 Anniversary" multiplayer). Kotaku alone ran twelve separate articles on how The Master Chief Collection has tried to get itself working, yet remained buggy and broken as all hell six months after release.
  • The PlayStation 4 version of Ultra Street Fighter IV launched in a bug-ridden state. Graphical errors like invisible Sonic Booms, background sound effects triggering in time with character movements, and worst of all, behavioral glitches that do not exist on any other version of the game (such as attacks teleporting through characters when they would connect on any other port). Furthermore the game's menus and character selection screen are very slow (running at a cut frame rate) and the input lag is even worse than the already too-high PlayStation 3 port. Capcom attempting to move the community to the PS4 version was stopped dead in its tracks due to these issues and major tournaments are reverting back to the already standard Xbox 360 version of the game. The bulk of the blame in this case falls to Other Ocean, a porting house Sony used to convert the game to the PS4 and not known for having a good track record.
  • The PlayStation 4 and Xbox One versions of Tony Hawk's Pro Skater 5 quickly became notorious for its hilariously buggy physics engine and heaping lack of polish. For starters, a day-one patch for the game that went live with the game's released was found to have a file size larger than the base game itself (vanilla game: 4.6GB; day-one patch: 7.7GB).note  And when playing the game, it's not too difficult to see why. It is not uncommon for the player to see their character glitch into the walls, into the ground, or even into the air when grinding, using the game's "slam" mechanic (which immediately forces the player onto the ground or a rail when pressed) or even simply landing incorrectly when falling down from a ramp. A video from Eurogamer that showcases many glitches noted that they were found in merely one hour of gameplay time—and this was after the patch was applied. Some copies of the game also became prone to straight-up crashing when people tried to play them.
  • Brawl was first released under the title Basement Crawl. This version of the game allowed eight players to battle at once, but had only four player character models and no color-coding, palette-swapping or tags to tell them apart. The online multiplayer experience was ridden with Game Breaking Bugs, and the promised tutorial-oriented single-player mode (realized in Brawl) was absent. Bloober Team apologized for Basement Crawl and rebuilt the game, adding many new features.
  • Fallout 4: The 1.3 patch, in addition to a variety of cross-platform bug fixes and feature tweaks, promised to dramatically increase object fading distances on consoles. This had not been a big problem, but if the developers could not find the time to fully optimise the game for fixed, well-known, popular platforms before release, then they may have been rushing it a bit.
  • LittleBigPlanet 3 on both the PS3 and PS4. The first release had Loads and Loads of Loading, even on the digital version, severe framerate drops even on levels from previous games, and an annoying bug that prevented stickers from being placed anywhere in Create Mode. In addition, there are some slight engine differences which mean that some 2 and 1 levels will behave oddly, either distressingly or hilariously.

    Handheld Systems 
  • Sonic the Hedgehog 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 240×160 screen resolution, even though Sega Genesis games use a higher resolution. This caused the Sonic 1 data to overload 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. Also, the Master System version of Chaos seems to be a beta of the Game Gear version! Several music tracks are either unrefined or missing entirely, the presentation is lacking compared to the Game Gear version and some of the stages have their objects in different places. The biggest telltale sign however is Sonic's bad ending — in the Game Gear version he chases Robotnik and trips, falling on his face before jumping up and down on the spot in frustration. In the Master System version all of this animation for Sonic is missing and he simply rolls the whole time.
  • 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 the soundtrack, which was allegedly 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."
  • Virtual Lab, a puzzle game that was the last game released on the Virtual Boy in Japan, misspells "Nintendo" two different ways on its box and title screen, gives passwords after completing each level but lacks a menu to input them, and has speed settings that are wrong ("MID" is the fastest setting).
  • Mortal Kombat Advance was (in theory) meant 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.
  • Pokémon
    • The original games, especially the original Red and Green (released only in Japan... after five years of development!), were notorious for this. The updated Blue engine (which was used for the international releases of Red and Green, with Green's name being changed to that of Blue), despite fixing some of the more painful bugs, was still a mess, with the infamous Mew glitch, Glitch City, the old man exploit, and Missingno. (which is generally accessed via the aforementioned old man exploit), due to being a beta and because of some of the shortcuts taken to fit the game on the cartridge. In addition, several moves did not work as intended (e.g., Focus Energy and Dire Hit, which lowered your crit chance instead of increasing it, and Psychic-types were immune to Ghost-type attacks rather than weak to them as intended). Even the Updated Re-release Yellow didn't fix everything, although it is widely considered to be the most polished rendition of Gen I. 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 (e.g., 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.
    • While not nearly as bugged as the Generation I games, Gold/Silver/Crystal have 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.note  Also, three Kurt's special Poké Balls, the Love Ball, Moon Ball, and Fast Ball, did not work as intended.
    • Pokémon Diamond and Pearl, while largely free of such glitches, are infamous for their sluggish frame rate, longer than usual saving times (especially if the PC is used), and questionable Pokémon distribution (prior to obtaining the National Pokédex, there are only two Fire-type families available, one of which is one of the starters. Even worse, one of the Elite Four is meant to specialize in Fire-types — in a game with only two families to chose from). Their Updated Re-release, Platinum, ends up feeling like the finished product.
  • SoulCalibur: Broken Destiny for the 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 excuse this by saying that it's a "simpler SoulCalibur 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.
  • While Sands of Destruction is very playable, it's still got a few issues. Most of them are purely graphical and result in characters who are not quite the color they should be - note, for example, that Morte's hair isn't the same color between her sprite and portrait (is it that difficult to use the eyedropper in Photoshop and make sure your palettes are consistent?). The game also has a ridiculous number of Random Encounters; the rate was supposedly adjusted for the American release, but it's still pretty high. And while the story is perfectly serviceable, it lacks a certain amount of polish, particularly when compared to the staff's previous Xenogears.
  • The 3rd Birthday is stable and plays all right, but the story is gibberish with virtually no internal consistency and a tendency to drop plot threads for no reason. Some of the material — particularly early in the game — is a final draft; but after the Halfway Plot Switch we end up cutting back and forth from an earlier draft of the script where Kyle was the lead villain and Cray has been visited by Isabella rather than Eve and turned into a Twisted, amongst several other inconsistencies.
  • The European version of The Legend of Zelda: The Minish Cap appears to be based on an earlier, less polished build than every other version of the game, as noted on The Cutting Room Floor. For example, there are bugs that don't exist in the Japanese or North American versions (such as one Kinstone Fusion becoming unintentionally Permanently Missable), features missing (such as the shop's Bomb Bag upgrade), and even a reference to the Fire Rod, an item that only exists in Dummied Out form (the figurine for Ice Wizzrobes says to use the Fire Rod on them in that version). The North American version, which came out after the European and Japanese releases, seems to be based directly on the final Japanese release (for example, the text saying to use the Fire Rod on Ice Wizzrobes now simply says to use fire in general, and Link does have access to a lantern in this game). The Italian translation, in particular, goes even further, with a bunch of figurines missing their own text and featuring instead the description of a different figurine (Giant Octorok's description is actually the Black Knight's, and Sorcerer Vaati gets the description for Minish Ezlo)
  • Not a huge example, but in the Donkey Kong Country 2: Diddy's Kong Quest GBA port but you can tell very easily that the hitboxes and physics are off compared to the original, such as stars in Collect the Stars bonuses being easier to get (not so bad) and some cannons in Bramble Scramble not firing you where they're supposed to (a little more overt, but still not as bad as it could have been).
  • The first Mega Man Battle Network is this compared to the more polished later entries in the series. Some enemies and bosses are poorly balanced, the internet isn't separated into subsections with different aesthetics like the later games, which makes it more confusing to navigate, and at least one character's battle animation is unfinished note .

  • 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 and animations, and why the end result cost $200. Some of the different levels in games have the same level number. Then again, what do you expect when 52 games are coded by four inexperienced graduates in essentially a sweatshop with a deadline that wouldn't give them adequate time to develop one NES game, while their delusional and clueless employer is constantly coming up with new ideas?
  • Final Fantasy I has so many features that literally do not work (such as elemental swords that don't get any Elemental Rock–Paper–Scissors bonuses, or spells that never take effect) that it's hard to find something that does work as intended. Mercifully, every Event Flag seems to be unbugged, so as not to render the game Unwinnable.
  • 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.

    Master System 
  • 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.

  • Many, many versions of Windows have been hit with this over the years:
    • It starts early: Word 3.0 for the Macintosh was released in 1987 with about 700 bugs.
    • MS-DOS 4.0 suffered massive problems on its release in 1988, including poor compatibility with older programs and even a number of potential data corruption issues. This one wasn't entirely Microsoft's fault, though — IBM were the main culprits here, as they forced Microsoft to shoehorn in a number of OS/2 features at the last minute, then insisted on releasing the resulting product before adequate testing could be done. This lead to a subsequent 4.01 release which fixed the major problems. You'd think Microsoft would have learned something from this experience, but unfortunately it was just the beginning.
  • In 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 original release of Windows 98 was horribly buggy, to the point of being physically unable to run longer than 49.7 days without crashing due to a serious timing bug — though this was a rarely seen problem, as the system was overwhelmingly likely to crash from any of a zillion other bugs long before such an uptime could be achieved. It was so bad that that they had to release a Second Edition in order to patch everything. Admittedly, 98 SE went on to become the most stable and successful branch of the "9x" branch of Windows.
    • Legend has it that the Windows ME launch party coincided with the filing of the 500th urgent bug entered into the tracking system.
    • Windows XP ran into several problems early in its life, which led to it being criticized by tech sites (though not to the same extent as ME). Later on, particularly upon the release of Service Pack 1, it became usable to the point that it had a longer lifespan than previous versions of Windows.
    • Developers at the small set of companies who were sold Microsoft's Visual Interdev when it was released were dismayed to see the splash screen labelled 1.0a and a large Alpha after the name. The actual product crashed regularly, lacked key documentation, generated non-functional code, and even had unremoved warnings that it was not for public release.
    • Vista seems to have released in a similar state, but it was very usable after Service Pack 1. Certainly every Vista video card driver released in the first six months of Vista's life qualifies, as they were responsible for the majority of Vista crashes. The stated minimum hardware specifications being optimistic to the point of outright misleading didn't help either.
    • After Vista was replaced with Windows 7, users started to see a pattern and claimed that Windows would experiment, create a buggy release, then fix it in the next one, then experiment again. At that point, though, the pattern stopped; every version since Vista has had freely available public beta testing, and they haven't had a really buggy release since (people didn't really like Windows 8, but that's just because it was heavy on the "experimental", not because it was buggy; the 8.1 update was basically intended to revert the system to make it a little more like Windows 7).
  • Windows 10 was basically Microsoft just giving up on releasing stable operating systems on launch day, moving the goalposts and calling it a rolling release in order to claim that release day bugs are normal. Every major update is infamous for being riddled with bugs such as infinite reboot loops, missing files and malfunctioning features, most of which are eventually ironed out on a later maintenance update.
  • Microsoft Word 6.0 for Mac. Despite Word for Mac 5.0 being considered one of the best word processors of all time, Microsoft decided that it wanted the next Mac version of Word to share the same code-base as the Windows one, and thus they abandoned all traces for 5.0 in favor of a direct port from Windows. Not only did this alter the user interface into something that felt very out-of-place in Mac OS, it also produced a Porting Disaster that was so buggy, slow, and unstable that the Windows version ran faster under emulation.

    Super NES 
  • A Super Mario World hack called Blujin's Adventure is a bit unpolished, to say at least. A glitchy graphic is in Level 5 (DEATH), and the first version had a glitchy background in the bonus room.
  • Final Fantasy VI may be considered one of the greatest video games of all time, but it's hard to ignore the fact that it's incredibly buggy and unbalanced. Infamously, messing with Sketch in version 1.0 of the SNES version of the game (1.1 fixed it) can load the inventory with tons of items, cause graphical errors or freezing, or erase save data, with battles with the Intangir being particularly unpredictable. On emulators, the bug can crash the emulator and cause problems that save states can't fix, requiring the ROM to be reloaded or the game reset. In terms of less severe issues, the evade stat does absolutely nothing and the battle speed option in the settings only affects enemy speed, which makes the game substantially easier or harder if the player changes it. And that's just the start.
  • Maka Maka was 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. Of particular note, there is Loads and Loads of Loading despite being on a cartridge, you can glitch the game horribly by repeatedly using a healing item on a character with full HP, a character stat at 128 can overflow to 0 on leveling up, the final boss' One-Winged Angel form dies in one hit, and another overflow renders the credits unreadable.
  • 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, with the removal of the Japanese font resulting in these being rendered as gibberish, and enemies bear Engrish names such as "Hidora" and "Gorem".
  • Star Ocean on SFC 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, and 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).

    Genesis/Sega CD/ 32 X 
  • 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 a few minutes and never, making the game randomly unwinnable. It is little surprise that the game was never released outside Japan.
  • Jurassic Park, while not buggy, 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 is 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.
  • Nightmare Circus, developed by Funcom (later of Anarchy Online fame), was canceled for physical release by Sega of America at the last minute, but released in Brazil by Sega's Brazilian publisher Tectoy and later published digitally on the Sega Channel. While the result can be beaten, it features cryptic progression, and a final boss fight that does not trigger until over a minute after the previous level is finished. It also has no proper opening or ending.
  • Sonic the Hedgehog 3, 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). It was very clearly rushed, as most evident because it was split into two parts to meet the deadline. Most of these were fixed when locked onto Sonic & Knuckles, but others are only possible in the locked-on game (such as being able to take Hyper Sonic off-screen and get him to access areas only Knuckles should be able to reach). Playing Sonic with Tails in 3 & Knuckles in particular is an excellent way to trigger a plethora of problems (by either shifting the camera up or down then grabbing Tails in flight, players can cause crazy screen-wrapping and object clipping glitches that would fill a novel). The manual even handwaves the ludicrous amount of glitches, calling them Robotnik's "diabolical traps".
  • Knuckles Chaotix, the Sonic series sole entry on the 32X (itself an Obvious Beta of an add-on along with most of its meager library) was rushed for release so the 32X could have a Sonic game at launch, and it shows. The teamwork mechanic is wonky and unrefined, with the A.I. being extremely stupid, failing to make jumps and running into enemies constantly. The level design is very repetitive, drawn out and sometimes sparse when it comes to setpieces and enemies. There are also numerous collision bugs that can be unwittingly triggered by the aforementioned team mechanic.

    PlayStation/Nintendo 64/Sega Saturn 
  • Bubsy 3D for the PS1 hit the Polygon Ceiling hard because of this; it was given such a rushed development cycle, it only got a barely finished alpha done that was shoved out the door in order to play catch-up to Super Mario 64. The result was a clunky to play, sloppy, and all around embarrassing rush job that was critically panned, tanked at retail, and killed the franchise dead.
  • Mega Man X6 isn't glitchy or unplayable, but it's painfully obvious during a playthrough that the game was rushed out in ten months. Many enemy sprites and music tracks are lazily recycled from previous entries (curiously, the latter tracks are missing from the sound test), and the newer sprites are much choppier in motion than previous games. The level design ranges from barren and bland to very sloppy and uneven, and the games main source of challenge is cheap difficulty tricks. Plus, it's extremely hard to play through the game as unarmored X, because the game is practically designed to be played with the Falcon Armor and the upgrades. Parts of the game that are even harder or straight-up Unwinnable without finding a specific part or armor, the former of which can be permanently lost if you don't rescue its specific reploid, and the game never instructs you to find them beforehand. Also, the English localization was rushed out so fast, that the translation is extremely sloppy, and the original Japanese voice tracks were left intact.
  • 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), not unlike the Lufia II example in the SNES section. The German version also has untranslated dialogue, like Lorelei, Gordon, and almost the entire Rokkaku Village speaking 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, and they just ran 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 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. 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, but the PlayStation Network version is based on the glitchy version.
  • 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 DualShock (which may even make it better than the DualShock). However, it was probably a rushed release to compete with the Nintendo 64 and its Rumble Pak, since later hardware doesn't know what to do with it.
  • Formula 1 '98 on the PlayStation was developed in six 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 was 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.
  • Sonic R: While there aren't a lot of obvious glitches, other elements suggest that that the developers could have used a little more time to work on it. There are only five race courses, the controls handle poorly, and the racers are poorly balanced. Sega clearly Christmas Rushed it in a desperate attempt to give the Sega Saturn a Killer App for the 1997 holiday season, and it backfired horribly, seeing as the game (especially its music) has become Snark Bait for Sonic fans.

  • 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 untextured 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 Game-Breaking 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 Jell-O 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 II: Melody of Metafalica, which has a Game-Breaking Bug around the endgame, a plethora of other minor bugs due to aggressively breaking several routines, an overall terrible translation, 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. 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 (Mystic Artes 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 become inaccessible). 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 Philia and Reid actually had two).
  • Crash Twinsanity is lacking appropriate sound effects (in a couple cases, music) in certain cinematics, 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 is translated even though the rest of the game 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 line had a few revisions and each iteration sold very well. The original Game Boy was thick as a brick, had the screen green, and took 4 AA batteries for power. The Game Boy Pocket slimmed down the design so that it could easily fit in one's pockets, made the screen background gray, and used 2 AAA batteries. The Game Boy Color had better processing power, gave every game color, and used 2 AA batteries.
    • 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.
    • The Nintendo DS also had many iterations over the years. The first DS was very thick, which had many fans nickname it the DS Phat. The DS Lite slimmed down the design, moved the Start and Select buttons below the face buttons, and also had improved backlighting. The DSi came with a bigger screen and WPA2 support for Wi-Fi, but the Game Boy Advance slot was removed. The DSi XL added on board memory to download games from the online shop and had the screens bigger.
    • Like the previous handhelds, the Nintendo 3DS is no stranger to constant revisions. The original 3DS was quite small and it made holding it quite uncomfortable for people that had large hands. The 3DS also had a battery that only lasted 4 to 5 hours. The 3DS XL addresses both issues by making the handheld and the screens bigger while improving battery life. Nintendo then created the "New" 3DS and XL versions which added a C-stick, added ZR and ZL buttons, moved the power button to the front bottom of the handheld, added amiibo support, and a stable 3D feature that would adjust the 3D effects based on how the person looked at the screen. Nintendo also created a 2DS and "New" 2DS XL at a lower price point to appeal towards people who didn't care for the 3D effects or had health issues regarding 3D. The original 2DS was a singular design similar to the Game Boy Advance while the "New" version changed it back to the flip screen clamshell design.
    • The Milton Bradley Microvision is notable for being the first portable game console that allowed players to change what game it played. While obviously there's only so much you can expect from a gadget released in 1979, the Microvision suffered from some very basic flaws. The console itself had an extremely vulnerable CPU; you could brick the thing just by holding it as you walked across a carpet, since this could easily transfer a static shock that could fry the CPU beyond redemption. The games themselves weren't much better; the system itself had no screen, so the screens were built into the game cartridges as LCDs, which were prone to breaking. It's no wonder the Microvision was retired within three years of its release and gamers had to wait until 1989 for Nintendo to get it right.
  • The initial version of the drum set that came with Rock Band had a design flaw where its battery case didn't hold the batteries in tight enough. Since a drum set is a device designed to be hit repeatedly, this meant that just a few seconds of playing could cause the batteries to jostle loose and make the drums stop working from ordinary use. The official solution was to fold a paper towel into the battery case to pack them in enough.
  • 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 3650note , 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 3660 (3620 for North American markets) was released with a conventional layout, and a 16-bit, 65K-color screen compared to the 3600's 4096-color 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 (an NES, Super NES, Genesis, and Atari 2600 in the same box). It seemed like if anyone had the skill set to get such things working, it would be him. Even after he hard-wired the CD addon to the console, thus eliminating any possibility of a connection problem, it refused to work.
    • One of the developers of the Highlander tie-in game for the Jaguar CD revealed why; when they were making the game for it, they found out the hard way that add-on was clearly rushed out the door and was buggy and resource constrained, to the extent that everything for it had to be coded by hand from scratch just to make a game on it.
  • 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 three years was anywhere between 30 and 70%, with many customers requiring multiple replacements. These issues were only finally fixednote  with the release of the slim redesign five 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 CPUs, 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, albeit they still had a big flaw: an absolutely insane heat output that required an aftermarket cooler on the FX 8350 and onwards. AMD's entire reputation of making extremely hot hardware stems almost entirely from the "Piledriver" architecture, even though the current day Ryzen lineup is almost as cold as Intel's models.
  • 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.
    • Amazon's second generation 4K Fire TV streaming player seemed rushed out to hit the market before the Apple TV 4 and Roku 4. Early customer reviews were scathing, noting that there was no support for surround sound other than for Amazon's own apps, Wifi frequently disconnected, and the remote would lag. Amazon reportedly assigned hundreds of employees to test the unit, and even flew out engineers to test them in customers' homes. Amazon issued software updates over the next few months to fix the issues and give it features that were already present in the older model.
  • Happened a few times in the video card industry:
    • NVIDIA had a rocky start with the GeForce FX series, particularly with the GeForce 5800 card. It introduced the idea that a video card needed two expansion slots to cool. However, they didn't get the implementation down right as the affectionately named "dust buster" or "leaf blower" had a fan run very loud for marginal gains. It also didn't help the architecture of the FX series was a core problem that didn't perform so well against ATi's Radeon 9000 series.
    • When NVIDIA released the GeForce 8 series and ATi released the Radeon HD 2000 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.
    • Invoked with the GeForce GTX 750 Ti, which is based on NVIDIA's Maxwell architecture. Rather than wait for the 22 nm process to be refined for full scale production, NVIDIA built the GPU using the tried and true 28 nm process. This way, any design issues either on the hardware or software side can be stamped out. Improvements were made, sans the move to 22 nm due to manufacturing issues, in the GeForce 900 series under the Maxwell 2.0 moniker.
  • 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.
  • According to its creator Gunpei Yokoi, the Virtual Boy was only a proof-of-concept prototype when Nintendo halted its development because they wanted to devote all of their hardware development resources to the then-upcoming Nintendo 64. However, rather than scrapping the project entirely like they should have done, they released the Virtual Boy as-is, ensuring its place in history as the worst piece of hardware Nintendo has ever made.
  • Early Color Dreams games cartridges may count, as they tried to get games to work by bypassing the lockout chip that was present in the NES. Earlier models were prone to render the games unwinnable, give it glitchy textures, hardly controllable etc. Later models worked much better.
  • Samsung's Galaxy Note 7 phone, released in 2016, got infamous for batteries that were prone to explosion, forcing a massive recall. It was so sudden and desperate that Samsung even told owners to stop charging their phones until replacement units could be issued, and then the replacement batteries turned out to be explosive as well becuase the entire battery design was flawed. The phone quickly earned the nickname "Samsung Galaxy Allahu Akbar", American air travel authorities actually declared it a hazardous material that was banned from flight (moving this phone across the ocean literally had to be done through a hazardous material shipping company), and its entire model's name became so poisonous that effective immediately Samsung permanently retired it (the Note 7 itself was a very good design and was rereleased the following summer with a new, non-exploding battery as the "Samsung Galaxy Note Fan Edition").
  • Certain LeapFrog Epic units (e.g. those sold in Walmart with DISA activation built in; Academy Edition units are unaffected) with firmware version 1.7.18 had a major bug where streaming videos are unable to play back properly regardless of site (e.g. YouTube, Netflix or Vimeo), if at all, which is egregious as parents have bought the tablets for children to watch their favourite cartoons on. And to rub salt into the wound, LeapFrog isn't apparently arsed to fix the issue and has dismissed complaints as having nothing to do with the firmware itself and blaming it on some third-party app they don't support, much to the ire of parents who have spent $50 or more on what would essentially be a defective product. That is unless you're a tech-savvy person or a parent who happens to be a hacker — one workaround is to replace the default firmware with a signed backup of the latest Academy Edition ROM.
  • The PlayStation Classic, released by Sony in late 2018 in a Follow the Leader moment to Nintendo's line of classic mini consoles has clear evidence that it was Christmas Rushed. The system uses an off-the-shelf open source emulator, rather than one of Sony's making, that clearly wasn't configured or optimized correctly for the hardware since many of the games run with worse framerate performance than the originals. To make matters worse many of the selected games use the slower running PAL versions, seemingly to mask the emulator's inability to run them at full NTSC speed. The feature set is also very barebones with a very minimalist user interface and a lack of configuration options. Perhaps the most damning of all is a set of debug options that weren't properly Dummied Out and can be accessed by plugging in a USB keyboard and pressing the escape key.

  • This was how many computer professionals who worked with mainframe and minicomputer operating systems like VMS saw UNIX in The '70s and The '80s. (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. It's an artifact of an era when many commercial Unixes often fell into this, due to vendors trying to compete on features without making sure they actually worked. A lot of BSD people see Linux as an Obvious Beta today.
  • vBulletin 5. Indeed, for supposedly 'beta' software, it's buggy as heck, lacking in at least 50% of the features found in the last version yet still being sold for near 300 dollars. Oh wait, the whole thing won't work without JavaScript. And it changes every single URL on a website that upgrades to it, causing them to lose half their search engine rankings. For a supposed beta, it's more like an Obvious Alpha being sold at full price.
  • The non-LTS versions of Ubuntu are notorious for this, as Canonical tends to make major changes without adequate testing. Canonical seems to position the non-LTS versions as public betas, directing most people to install the LTS versions on the Ubuntu download page.
  • The Virtual Boy Emulator WiirtualBoy was plagued with slow frame rate, inaccurate sound, and graphical corruption with frameskip (which is used to bypass the slow frame rate). Raz0red, the emulator's author, less than four months later, released the much-improved WiiMednafen, which emulates NES, Game Boy, GBC, GBA, Sega Master System, Game Gear, PC Engine, PC-FX, Lynx, WonderSwan, WonderSwan Color, Neo Geo Pocket, NGP Color, and Virtual Boy. WiirtualBoy was removed from the Homebrew Channel shortly after.
  • Canon's first DSLR with video recording, the EOS 5D Mark II, hit the market with a limited video feature set. There was no manual control of the lens aperture or shutter speed other than an "exposure lock" button that set the exposure when it looked about right. The video recorded 30 frames per second with no option for the common drop-frame rate of 29.97 or the film-like 23.98. The video files also had a tendency to come out of the camera significantly brighter than they looked on the LCD, but leveled out if converted to another format. Canon updated the firmware over the next few months, adding full exposure control, 23.98 and 29.97 frame rates, audio level control, and correcting exposure inconsistencies.
  • Recent drivers for Nvidia GeForce GPUs, particularly the 364.xx releases, were considered by some PC gamers as this. This thread on /r/nvidia, along with a few others, are chock-full of stories from disgruntled users who either had their rigs locking up upon playing certain games, or claimed that their video cards went toast due to instability, the most common workaround being to downgrade to 362.00 or earlier.
  • PGN Inc's Open Canvas Version 6 - New Windows 10 users were plagued with various bugs and access violations- Creating a new image usually causes the program to give out an error message of "Failed to open new window". Trying to put your cursor anywhere on an opened project's window causes the program to freak out and give another error message about it's controls. And worst of all, the program cannot be closed without resorting to Task Manager, due to the access violation. Oh there's one more- the program can respond to certain few drawing pads. Have the wrong one? Too bad. Thankfully Steam users are given an option for a refund.

     Tabletop Games 
  • Avalon Hill shipped the board game Assassin 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).
    • On the other side, late 3.5 had the Tome of Magic supplement, which becomes increasingly this over its three parts. The first (about pact magic) was generally well-received and seen as polished. The second (about shadow magic) got a reputation for being on the weak side, which wouldn't be notable if the designer of the signature class hadn't outright stated it didn't really get playtested, and suggested fixes for it on his own. The third (about truenaming) was, at best, designed around a different balance paradigm than the rest of 3.5 leaving it cripplingly weakened and growing weaker unless aggressively optimised, and as printed lacked key information for several abilities. Even more curious, the pact magic and shadow magic sections are clearly linked in their fluff (a shadow-powered vestige can have pacts made with it by binders, and an organization of anti-pact magic witch hunters has a Dark World counterpart of a shadow magic cult). Meanwhile, the truenamers get only a few perfunctory mentions that don't really make any sense - for instance, being caught up in the binder's Unequal Rites and mistaken for them, even though the two forms of magic are nothing at all alike.
    • The third-party adventure The World's Largest Dungeon seems to have let beta testing take a backseat to living up to its name. Consequently, many encounters and Non Player Characters are poorly built to the point of being illegal, the names of characters and locations and details about the lore change from chapter to chapter, the geography frequently has territories that go through walls or sworn enemies living one room away from each other, and there's one major event involving an underwater siege that references monsters and items that don't appear to exist.
  • 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.
  • Racial Holy War is a game about Neo-Nazis (you) trying to kill all non-whites. It is at pre-Alpha at best: There are rules for making Swastika shirts, healing yourself by reading racist propaganda, and Jews using "jewgold" to bribe White Warriors into skipping their turn ("explained" by "brain polution")—but no mechanical values for weapons, stats, or accuracy. And yes, the authors were serious.
  • Yu-Gi-Oh! contained one fairly obvious example early in its run in the Toon monsters. Toon monsters were essentially the game's very first, prototypical attempt at the archtypes that would later become central to the game. "Toon" was made an actual ability type much like Tuner and Gemini to make sure they were kept together where today's modern archtypes are written with abilities specifically meant to work together, and the card central to the entire type, Toon World, has no given effect of its own beyond paying 1000 LP whereas today it would likely just be made a Field Spell meant to go along with the archtype.

  • Tintin and the Alph-Art features tons of scenarios that were supposed to be in the new album of The Adventures Of Tintin, but as the name implies most of them did not even get past scenario. The stories themselves are also incomplete.
  • Harper Lee's manuscript Go Set a Watchman, written before her agent advised her to instead do a story set in the main character's childhood that became To Kill a Mockingbird, was released without any editing work in 2015. This resulted in several awkward bits, as Lee had altered several plot points mentioned in Watchman for Mockingbird and reused several entire paragraphs for Mockingbird almost verbatim.
  • The release of Kanye West's 2015 album The Life of Pablo seemed mostly slapped together. Originally titled Swish, West changed the title to Waves less than a month before its release, then changed it again four days before the planned release to T.L.O.P. and then announced two days later that title actually stood for The Life of Pablo. West posted several track lists on his Twitter account, continuously adding new tracks, and oddly dropping "Only One", a duet with Paul McCartney which West had already released as a single and shot a music video for. The album's February 13 release date came and went with no sign of the album on any major retailers, though West staged a concert/fashion show at Madison Square Garden and performed several tracks. West later stated the album was delayed by Chance the Rapper, who needed to rerecord portions of the track "Waves". The album was released late on February 14 to coincide with West's performance on Saturday Night Live, streamable on Tidal and available for purchase on West's official site, the latter promptly crashed due to high traffic. The track "Fade" was missing, with an early version of "Facts" uploaded in its place by mistake, though the error was quickly fixed. West then removed the option to purchase the album from his site and refunded customers, and announced the album would never be available to purchase ever and would be accessible solely by streaming on Tidal, despite a download of the album being included in the cost of tickets to West's aforementioned Madison Square Garden event. West stated later that week the version of The Life of Pablo on Tidal was essentially a draft, and several tracks were being remastered.
  • Exorcist II: The Heretic was pulled from theaters, recut, and reissued twice during its theatrical run due to negative audience reactions.
  • The first season finale of Star Trek: The Next Generation, "The Neutral Zone." With a writers' strike fast approaching, the producers simply pulled a rough draft script off the pile and put it into production with zero editing. This is most obvious in the episode's climax, where the Romulans accept a truce with the crew, then promptly turn around and tell them the truce is off as apparently the writer hadn't yet put in any explanation for this.
  • Trailers for visual effects-heavy films often come out before the effects are completed for the final film. For example, the Super Bowl trailer for Jurassic World included several early version effect shots lacking fine details, causing quite a bit of flack.
  • The English dub of Transformers Armada and Transformers Energon were rushed due to a combination of having to coincide with the western launch of their respective toyline and Cartoon Network broadcasting requirements, leaving both as unedited first drafts.The dub of Armada suffers from odd, often incoherent, dialogue and an inability to keep the name of secondary characters straight, but was still generally comprehensible. The issues with Energon, however, were more severe: TF Wiki specially created "Lost in translation" sections on its pages for Energon's episodes due to how rushed the dub was, and it's not rare to find instances of muddled plot points, characters saying the direct opposite of what is happening on the screen, and genuinely nonsensical dialogue (and often, all three in a single episode). Both dubs also had unfinished animation due to airing long before the Japanese broadcast debut of the series. While the differences were minor in most cases, the plot of the Energon episode "Battle of the Asteroid Belt" was made incomprehensible to English viewers because the spaceship the characters are reacting to the entire episode was not drawn by that point.

  • 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. One of the two most infamous examples by far is the Sinclair Black Watch, an early digital watch that used an LED and sold for either £17.95 or £24.95 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 (leaving many preassembled watches dead on arrival) and its batteries were just as difficult to replace; its integrated chip could be ruined by static from nylon clothing or air conditioning (a problem that also affected the factory it was produced in); 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 (made possible by the nylon weakness). The product was such a gigantic flop that Sinclair Radionics would've gone bankrupt if the UK government hadn't stepped in to provide subsidies courtesy of the NEB.
    • The other notorious example of this besides the Black Watch was the Sinclair C5, an early attempt at an electric vehicle touted as a replacement for the car at a time when no electric battery could power one. The result amounted to a motorised tricycle that could only go as little as 10 km before sputtering out (which, again, varied based on the weather), had great difficulty ascending gentle slopes, and left the driver exposed to the elements (during one of the modern UK's coldest winters, at that). That last one combined with its low height also meant it was very much possible for a C5 driver to have a semi-trailer's exhaust pipe blasting in their face. The C5 flopped just as badly as the Black Watch did, and this time, Sinclair wasn't so lucky: with the NEB having fallen by then, he had no choice but to sell his "Sinclair" brand computer products to his rivals at Amstrad (of CPC fame) just to keep his company alive.
    • 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.
    • In 2017, several LGBT-related users discovered that the restricted system was blocking their videos for seemingly no other reason than the LGBT content. The obvious Unfortunate Implications caused the company to quickly make a statement that this was entirely a software issue and they were hard at work on what exactly the problem was.
    • It's not just the LGBT content that's getting flagged as inappropriate either. The fact that YouTube's staff resorts to just using algorithms to try to clean up their site is just rife for problems. The flagging occurs a lot of the time for no reason, and the system often doesn't inform you of when it happens despite that it's supposed to, it demonetizes videos that aren't even deserving of such due to being well within YouTube's guidelines of safe content, and it gets worse if the staff or algorithms mass flag your videos, as you're automatically demonetized for no clear reason when uploading newer videos. There's also the fact that first you can't rightfully explain why your video was unjustly flagged, but second that the algorithm, or YouTube's staff, doesn't properly explain why it was flagged, just that it was, leading to more problems than solutions. Then there's the fact that they introduced a "flush" of subscribers from people's accounts that was supposed to just unsub accounts that either didn't watch someone's content in a while, or might've been bots, but the unsubbing continued to unsub people who did watch someone's content regularly. What's worse about that is that YouTube's staff said that it wasn't actually a problem, despite everyone knowing it was, showing that they either didn't wanna deal with it, wanted to fix it quietly, or legitimately didn't think it was a problem.
  • Facebook has entire groups dedicated to hunting and showcasing its buggy updates. It has even led some people to call it "Pajeetbook", because only a development outsourcing sweatshop based in India could create such terrible coding mistakes. It also really doesn't help that Facebook has been known to still promote the Silicon Valley startup mentality of "breaking things is good", which might be good for startups that need to move fast or disappear, but not so much for big companies that can afford both speed and quality control.
  • 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 B-36 was like that, except more so. Among numerous problems its engines had such a tendency to spontaneously catch fire that in at least one instance the engine was shut down and the mission was allowed to continue on the remaining five. Needless to say, it didn't end well - not because of that fire, but because of the others that followed.
  • 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 thing 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 of thousands of 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 forced to use it, they also removed the much more popular and infinitely more functional skin "Monaco".
  • The website has numerous bugs and issues, which has caused a great deal of controversy.
  • TV Tropes:
    • The 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.
    • The June 2018 redesign was released in a similarly half-functional state. Issues included but were not limited to spoiler-tagged text being simply underlined as opposed to blocked-out, edits not being registered, pages randomly getting locked, and users finding themselves randomly logged into other accounts.
  • Sling TV, Dish Network's TV streaming service geared toward "cord cutters" has suffered from lots of performance problems, but the worst so far has been its failure during the premiere of Fear the Walking Dead.
    • Any streaming service that's not Netflix tends to fall over under heavy load — considering that Netflix literally accounts for 30% of the entire Internet's traffic, it goes without saying that capacity planning for streaming services is not an easy task.
  • Amusement parks will often quietly open new attractions to the public before the official date as a "technical rehearsal" to work out kinks and train staff. The Wizarding World of Harry Potter at Universal Studios Hollywood allowed park guests in two months before its official April 2016 opening date.
  • The British nationalised railway system suffered from this repeatedly, but one of its worst examples was the Modernisation Plan of 1955. Urgently needing to move from steam to diesel power, they ordered small batches of prototypes from various manufacturers — and then ordered production runs before the bugs had been worked out of the prototypes. The results were predictable; in 1961 one entire class was returned to the manufacturer for remedial work on the engines and to stop the cab windows falling out while running.
  • Harley-Davidson is known for reliability issues, but the Twin-Cam is one Obvious Beta. A recurring issue with the engines is the cam chain system driving the lower end, with a nylon shoe keeping the chain's slack in check. Plastic shoes as tensioners are nothing new, yet the way Harley designed it meant that it wore down after 50,000 miles, which is egregious as the bikes are intended to be used on long stretches of road in cross-country tours and such. Third parties like S&S Cycle came up with unofficial fixes for the issue, but they are way out of reach for most riders. And it's worth mentioning that despite Harley citing EPA regulations for using a chain drive system in the Twin Cam and its successor, the Milwaukee-Eight, Harley still continued to sell the Sportster, a model that has used what is essentially the same engine as it was first introduced in 1957, albeit with enhancements over the years to keep up with the times. The Sportster still uses a gear-driven set of cams for its valvetrain, making Harley's EPA compliance claims with the Twin Cam somewhat suspect.
  • The introduction of the All Live streaming service to the World Rally Championship was seen as a welcome move by fans who were previously just content with highlight footage and rally standings, but its launch was far from perfect, as it was (and still is) plagued by connection and login issues amongst other things, most recently in 2019 when viewers were kicked out of the service all of a sudden on certain occasions. It didn't help that the official mobile apps weren't any better either. Besides the lack of screen casting support and occasional clunkiness, for whatever reason, recent versions of the WRC client refuse to run on a rooted Android device, necessitating a root cloaker app to continue.

     In-Universe Examples and Parodies 
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 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 ten-year-old) and they weren't coordinating their moves very well either.

Live-Action TV

  • 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.
  • On The Muppet Show, pretty much any invention highlighted on a Muppet Labs sketch.

Video Games

  • At one point in his video game, Deadpool runs into an area full of wire frames and enemies clumsily pathfinding, requiring him to call up High Moon Studios and fund an emergency patch to continue playing.
    • At another point in the game, due to blowing out the game's in-universe budget on expensive explosion effects, it reverts to an 8-bit side-scroller.
  • The Kayfabe of Sonic Dreams Collection is that the game is a collection of these, taken from a Dreamcast purchased off eBay. In-game, this leads to things like characters in t-pose and weird physics glitches (that can be used to break out of the game areas). Buggy items are also available for shooting glitch hellscape movies. Eggman Origins is the most beta-like, taking place in an untextured white void and featuring your character turned 'birdlike' with no arms, though this is used for artistic effect.
  • Parodied in the Stylistic Suck Mario Kart parody Supra Mayro Kratt. There are only three characters, slapped-on graphics for the skybox and terrains, and two levels.
  • Parodied by DLC Quest, which contains a zone named "Allan Please Add Zone Name". It's a completely empty rectangle, save for one sign in the middle which reads "ALLAN PLEASE ADD WORLD." This is a direct reference to a placeholder item description that was accidentally left in the final version of Hitman: Blood Money.
  • Parodied in Nifflas's official Knytt Stories level "This Level is Unfinished". It consists of crude black pen drawings with notes such as "Animate water here" and "Dangerous blocks (draw spikes)."


  • "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. But at least the game isn't released in this state.

Web Original

  • Sword Art Online Abridged portrays the titular game as this, owing to being Christmas Rushed. Boss minions have error messages, [NPCs] can be kidnapped by never finishing their quests (this includes an NPC from the tutorial), the crafting system is described as "seizure inducing" (the one instance we see is a simultaneous shoot-'em-up, mecha battle, and rhythm game set to Big Blast Sonic), teleport crystals sometimes don't work and sometimes Tele-Frag their users, bosses can glitch out and die without opening the exit doors, players die for real when their avatars do...
  • Dragon Ball Z Abridged: Android 19's coding in Abridged is... very messy, to say the least. Trying to activate Murder.exe (his combat program) crashes his program to the point that he had to take a lengthy time to reboot its system (even then, it only managed to run properly once he absorbs Goku's energy), and his dodging protocol is uselessly slow in a world where certain people can teleport/Flash Step and hit you near-instantly.

Western Animation

  • In The Simpsons episode "500 Keys", the Couch Gag uses this trope, right down to Maggie's pacifier sucking noise.