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05-04-22 12:41:08 PM
Jul - Gaming - Games negatively impacted by bugs and/or questionable programming decisions New poll - New thread - New reply
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Rena
I had one (1) message in Discord deleted and proceeded to make a huge, huge mess about how it was a violation of free speech and how moderators are supposed to be spam janitors and nobody should have the right to tell me not to talk about school shootings
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Posted on 04-19-10 11:03:20 AM (last edited by HyperHacker at 04-19-10 08:04 AM) Link | Quote
04-19-10 06:03:20 AM
Post #3132
I always figured it was one of those depending on the situation. It makes sense to cap score at something with a lot of 9s, because scores tended to be big numbers and you pushed them as high as you could; it wouldn't make sense if it just stopped at 16777215 or something. (Also they often used BCD in older games.) For things like items and HP though, I always figured you cap it at the highest possible value, and not many people will likely reach it. If anyone asks just explain "it's easier to program that way". (Or just 200 or 250, which seems less arbitrary.)
As neat as it is to hit 99 lives, it's even cooler to realize you can go past that and have some crazy number.
Originally posted by Skreeny
Originally posted by HyperHacker
Space Station: Silicon Valley had a ton of bugs that could screw you over randomly (whoops you slipped through the wall into a room you can't escape from in your current form), and made it impossible to actually unlock a certain bonus level - which as far as I can tell doesn't exist anyway.
The Asteroids level?
The manual mentioned some kind of "control room" which required you to get all the souvenirs and power cells. I see no sign of it existing. I suspect the asteroids game was just some quick thing they hacked together to replace it. (It doesn't even work right. If you score high enough, you spontaneously get infinite lives. Which is great, except the only way to end the game and save your score is to lose all your lives... )

Ah, and then there was Pokémon R/S, where the clock would just stop after a while, which prevented berries from growing. Fortunately there was a patch... I was always curious how that patch worked.

Mario Kart 64, PAL version 1.0 liked to crash in battle mode. Way to test there guys.

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Xkeeper

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Posted on 04-19-10 12:30:33 PM Link | Quote
99, 999 etc is used as a cap for aesthetic reasons.

"99" is really a lot less arbitrary than 255, 65535, etc for normal people, and it has the advantage of not requiring an extra space on whatever screen it's on (more important in older games).

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Posted on 04-21-10 06:03:47 AM Link | Quote



This is the best and the worst game of all time.

Best: Great game to play
Worst: Glitches. Expansions make it worse.

I am not joking. Thanks Bethesda for making a good game into a crock of shit on a golden pan!

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Shadic
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Posted on 04-21-10 06:18:00 AM Link | Quote
Liliana
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We weren't even testing for that.


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Posted on 04-22-10 05:39:26 PM Link | Quote
C&C Generals (and also its expansion pack Zero Hour) is completely unplayable in multiplayer because of the "scud bug" which allows you to launch the Scud Storm superweapon indefinitely.

The most annoying point about that is how they didn't manage to fix that in the gazillions of patches they released, yet it's fixed in pretty much all of the mods I've seen for that game.

Also, Zero Hour is completely imbalanced. I don't want to know who worked in the balance team when this game was developed, or if there was even a balance team to begin with. There's just too much to write about this, so I'll leave it at that.

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Skreeny
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Posted on 04-22-10 07:28:09 PM Link | Quote
Originally posted by HyperHacker
Originally posted by Skreeny
Originally posted by HyperHacker
Space Station: Silicon Valley had a ton of bugs that could screw you over randomly (whoops you slipped through the wall into a room you can't escape from in your current form), and made it impossible to actually unlock a certain bonus level - which as far as I can tell doesn't exist anyway.
The Asteroids level?
The manual mentioned some kind of "control room" which required you to get all the souvenirs and power cells. I see no sign of it existing. I suspect the asteroids game was just some quick thing they hacked together to replace it. (It doesn't even work right. If you score high enough, you spontaneously get infinite lives. Which is great, except the only way to end the game and save your score is to lose all your lives... )
I suspect the manual writers were... misinformed. I would consider the control room to be part of Big Celebration Parade, the part where you kill the brain. Of course, that just requires you to get all 4 suit parts (although the gold suit is a bonus if you got all the power cells).


I find the complete lack of mention for the original Pokemon games to be a shock. Ignoring Missingno, there was still the whole "critical hits are based on your speed" thing (probably intentional, but still not a good choice), ghost being totally ineffective against Psychic (all the guides say that it's super effective), Focus Energy reducing your chances to get a critical against the opponent (making it, yes, the only move worse than splash), Gust being normal type (guides all say flying), that whole glitch city thing, the Mew glitch (good, until you get a bad missingno off of it), being able to surf/fish on the statues in gyms, Poke Doll to avoid the ghost Marowak (your mileage may vary on if this is a negative impact), getting stuck on bushes if you cut them and then save/reload where they were...
Eon

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Posted on 04-22-10 07:38:49 PM Link | Quote
Uh... WWF No Mercy save deleting glitch, perhaps.

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Posted on 04-22-10 08:51:54 PM Link | Quote
I don't believe the original Digimon World's many glitches make the game less fun to play (it kinda improves it a bit in that it could be considered a digital flow to it), but apparently some PAL versions are impossible to beat because of glitches that make it impossible to beat the game.

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Rena
I had one (1) message in Discord deleted and proceeded to make a huge, huge mess about how it was a violation of free speech and how moderators are supposed to be spam janitors and nobody should have the right to tell me not to talk about school shootings
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Posted on 04-23-10 01:21:24 AM Link | Quote
04-22-10 08:21:24 PM
Post #3149
Originally posted by Skreeny
getting stuck on bushes if you cut them and then save/reload where they were...
You wouldn't get stuck. You could just walk right off. I've never heard of a lot of these issues, besides the types which I found to be well documented (attack types are even shown in-game).
What's wrong with being able to surf/fish in the statues? Weird, but not really a bad thing.

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Bagel

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Posted on 04-23-10 02:20:50 AM (last edited by Bagel at 04-22-10 11:24 PM) Link | Quote
Originally posted by Bitmap
Fallout 3


So buggy that the modding community made a bunch of unofficial patches! (Which all reduce the crashes tremendously, but not all of them.) I mean, in such a massive game there are bound to be problems with certain things but there are a bit more than you'd expect. It seems like their quality control people were just not as thorough as they should have been. Plus ... running it on the slow, inefficient Gamebryo engine was a bad idea considering the fact that they could have done it much more easily with Unreal 3, and reduced the high system requirements and occasional crashes on map loads and a few other things.

FO3, despite its bugginess, is probably my favorite game ever, though. It's amazing that they could release something that is still excellent despite its technical problems. I am really excited about New Vegas.

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Posted on 04-23-10 03:09:28 AM Link | Quote
Originally posted by Skreeny
ghost being totally ineffective against Psychic (all the guides say that it's super effective),

It's not just the guides - the manual said it was super-effective.

Which makes it even worse.

I'd nominate Soul Calibur 3 for its severe save corruption problem. I've heard some people have had their memory card wiped by it. I haven't had that issue, but...

GTA: San Andreas - artificially keeping people out of the rest of the game world? Fuck that. I could buy the literal broken bridge, but there were ways around it. Show up on land and your wanted level is maxed out. What the fuck? Minor compared to other examples (even my own other example), but still... questionable design decision to put it kindly.

Knights of the Old Republic 2 - good game, buggy as hell though. First game I ever accidentally triggered an item duplication glitch in. Of course, that's partially because the game was rushed for a holiday release... On the design decision note, there's (supposedly) items you can never get unless you abuse an infinite enemy spawn bug because they only appear as rewards for one quest at levels you can never reach in normal gameplay.

Can we nominate horrible modern (PS2 and newer) translations? 'cause I've got this game here... Castle Shikigami 2...

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Posted on 04-27-10 01:27:54 PM Link | Quote
Originally posted by Stigandr
Originally posted by Skreeny
ghost being totally ineffective against Psychic (all the guides say that it's super effective),

It's not just the guides - the manual said it was super-effective.

Which makes it even worse.

It's not as bad as you think, given there was a total of what -- three Ghost types in the whole game? Add to the fact none of them were explicitly Ghost (all were Ghost/Poision), and, well...


On an unrelated note, SMB Deluxe (GBC). The hitboxes for some enemies got changed in the port, making jumping through the teeth of piranha plans impossible.

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Posted on 04-27-10 01:28:44 PM Link | Quote
Ar tonelico II.

Massive localization failure by NISA. Includes Japanese audio in English track, Japanese text in supposedly English-only text and a game-breaking bug that causes the game to shut up shot on a particular battle and has the tendency to lock unexpectedly once every so often during map/scene changes.
Jin Dogan

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Posted on 04-27-10 02:24:24 PM Link | Quote
Ghosts n' Goblins for the NES. Try playing this game. Many deaths will occur because Arthur moves too slowly. Like many NES games, too many characters on screen=slowdown. This game could've been a lot more fluid and fun if you didn't feel so gimped playing it.

Super Double Dragon for SNES. I know there are a few differences between this game and the Japanese "Double Dragon Returns" but I really hate the control layout. Also I wish the game featured shorter stages/more varied enemies. The stiffness really didn't translate well for an SNES title.
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Posted on 04-27-10 03:04:13 PM (last edited by Terra at 04-27-10 12:05 PM) Link | Quote
Originally posted by Xkeeper
On an unrelated note, SMB Deluxe (GBC). The hitboxes for some enemies got changed in the port, making jumping through the teeth of piranha plans impossible.


I was incredibly frustrated by SMBDX:
- The lakitu in levels like 4-1 will move vertically in order to stay visible on the screen. This means that when you're climbing "?" blocks to try to take it out, if you slip on the controls you could scroll the screen down and end up steering the lakitu into Mario.
- The koopa bounce in the SMB2J portion (SMB for Super Players) is the same as in SMB1, unlike in the NES and SNES versions of SMB2J. This makes levels with mandatory koopa bounces much more difficult. Argh, 7-2 Took about 30 lives to clear that.
- Less screen visibility makes it hard to judge long jumps and such.
- The vertical screen scrolling often means you can't see the floor and associated pits/enemies.

I know, the GBC's screen was smaller, but I still think they could have handled the controls better. And the koopa jump thing doesn't really have an excuse regardless.

Edit: Oh, and collecting a mushroom or running into an enemy apparently whacks Mario with a huge dose of gravity, sending him sinking. Frustrating when jumping over pits, especially in SMB2J.

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Posted on 04-28-10 01:07:53 AM Link | Quote

Originally posted by Bagel


FO3, despite its bugginess, is probably my favorite game ever, though. It's amazing that they could release something that is still excellent despite its technical problems. I am really excited about New Vegas.


Thank the Lord almighty that Bethesda is only going to publish New Vegas. Although I still have thoughts about the game being glitchy still.

I hope they take their time on NV. I seriously want them to. Fallout was a childhood game of mine, and Interplay had it right the first two times. Bethesda was right there other than the glitches.

I am still pissed off that the PS3 expansion of point lookout was bugged to hell and back. I bought it. Played for 30 mins, and it froze up on me. The only fix for the expansion was saving every 10 minutes. Which is totally unfair.

Kinda makes you think who was the Q&A of the expansion. Mothership Zeta? Ran awesomely

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Skreeny
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Posted on 04-28-10 04:46:27 AM Link | Quote
Originally posted by Xkeeper
Originally posted by Stigandr
Originally posted by Skreeny
ghost being totally ineffective against Psychic (all the guides say that it's super effective),

It's not just the guides - the manual said it was super-effective.

Which makes it even worse.

It's not as bad as you think, given there was a total of what -- three Ghost types in the whole game? Add to the fact none of them were explicitly Ghost (all were Ghost/Poision), and, well...
Issue was ghost-type moves.

...Of which there were also 3. Only one of which actually taking weakness/resistance into account (Lick; the others were Confuse Ray and Night Shade).
Stigandr
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Posted on 04-28-10 06:13:28 AM Link | Quote
Originally posted by Skreeny
Originally posted by Xkeeper
Originally posted by Stigandr
Originally posted by Skreeny
ghost being totally ineffective against Psychic (all the guides say that it's super effective),

It's not just the guides - the manual said it was super-effective.

Which makes it even worse.

It's not as bad as you think, given there was a total of what -- three Ghost types in the whole game? Add to the fact none of them were explicitly Ghost (all were Ghost/Poision), and, well...
Issue was ghost-type moves.

...Of which there were also 3. Only one of which actually taking weakness/resistance into account (Lick; the others were Confuse Ray and Night Shade).


And on top of all of that, Lick was one of the weakest moves in the game, on par with Bubble.

Fuck RBY.

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