🔍 5 Completely Broken, Unbeatable Games, Thanks to Developer Stupidity | Fact Hunt


Guru Larry merch is finally now available
at pixelempire.com order now for a chance to win one of four $50 gift cards! With the ever increasing development times
of video games, you’d think they’d be finely tuned to a T… But, as we all know in this day and age, nothing
could be further from the truth. However, some these games are so poorly made
and rushed out the door that they are literally impossible to complete. Not because of their difficulty, Oh, goodness
no, but good old fashioned ineptitude. So, this episode I take a look at these futile
formations, these puerile productions, and these naive nascencys, as I say… But, Hello You, I’m Guru Larry, and I welcome
you to Fact Hunt: Five Completely Broken, Unbeatable Games, Thanks to Developer Stupidity Aah, everybody loves Bubble Bobble, It’s
the Tom Hanks of video games. The maze crawling adventures of two devolved
overweight dinosaur children, entombing enemies with their spit has engrossed the world for
nearly four decades now. So when Taito announced an updated version
of the classic percolating platformer in 2005, gamers were… reasonably interested (I mean
be honest, this is Bubble Bobble we’re talking about here) in seeing Bub and Bob’s latest
incarnation. Unfortunately, as you can probably guess,
if it’s on this list, something’s bound to have come a-cropper with the game, and
that’s exactly what happens when you get to the 30th level. Now, level 30 is a boss fight, so, what do
you think would be the most important thing to have in a boss fight? Spikes all over the walls? Annoying constantly respawning enemies? Having a shed load of health packs before
the encounter? Nope, the most important thing to have in
a boss fight… is a bloomin’ Boss!!! Yup, In Taito’s eagerness to get the game
out in stores in time, they completely forgot to add a boss in the level, so once you get
to level 30, you’re stuck there in limbo for all eternity, waiting for a boss that
will never come, and totally incapable of ever progressing to the rest of the game,
as it uses battery back-up rather than passwords. Brilliant! On the plus side, the North American publishers,
Codemasters were kind enough announce a recall of the game, where anyone who sent their copy
of Bubble Bobble Revolution in, would receive a patched copy… …Four months later when they had printed
some. (sigh) You couldn’t make this up! let’s travel all the way back to the neon
filled days of 1982, and the launch of GCE and Milton Bradley’s Vectrex. Well, more specifically it’s bundled game,
which is totally not ripping off Asteroids, MineStorm. Now, MineStorm was a pretty decent pack-in
game for a console, probably quite mind-blowing to play a genuine vector based clone of Asteroids
in the comfort of your own home at the time. However, what was even more mind blowing is
the developers never bothered testing the thing (that or they were no good at their
own game) as once you got to the thirteenth level, the game would crash. Instantly destroying your high score and any
progression you had made. GCE and MB were fully aware of this issue,
as anyone who wrote to them and complained, would receive a free copy of MineStorm II…
which was the exact same game, just it didn’t crash this time. (Turning a less buggy revision into a sequel,
where have seen that before ladies and gentlemen?) MineStorm II is also an unbelievably rare
game nowadays, one of the holy grails of collectors in fact. So either no one who bought a Vectrex was
any good at the game, or they just didn’t want to kick up a fuss! But at least we have one of gaming first ever
examples of releasing an unfinished game. (Sobs) We had a chance to nip this in the bud people,
yet we did nothing!!! Oh, the humanity! Japanese to English translation errors in
video games have often ranged from the baffling, downright hilarious, to even legendary meme
status. But our next example of a translation error
is so stupid, it literally stopped you from finishing the game. When Crave Entertainment released Tokyo Xtreme
Racer 3 for the PS2 in the US, they thought, Hot dang!!! A game set in the Japanese capital just ain’t
American enough, So the first thing to go was the use of Yen
as currency in the game. However, you can’t use the same numerical
value by simply changing the yen symbol to a dollar sign, the cars would look ridiculously
expensive by comparison. So, thinking they were smart, Crave just divided
all yen values by 100 to give more realistic looking dollar prices. Unfortunately, what Crave DIDN’T do was
also adjust the yen to dollar values to challenge other racers, and the entry fee to challenge
the final boss, Whirlwind Fanfare is 100,000,000 Yen/Dollars, but unbeknownst to Crave, the
game caps out at $99,999,990. In other words, Tokyo Xtreme Racer 3 is literally
impossible to beat as you can never physically have enough money in the game to challenge
the final boss. Of course, workarounds were discovered to
fix this issue, namely an infinite money code via a Game Shark or Action Replay, but if
you have to personally fork out $60 to fix such a schoolboy error, is it even worth purchasing
the game in the first place? One of my all-time favourite gaming anecdotes
this story… Now, despite going down as the worst selling console
in history (yes, I did a video on that) The The C64GS’s biggest bone-headed move wasn’t
trying to release an 8-bit console based on nearly decade old technology when 16-bit consoles
were hitting shelves. Oh, no siree… It was Commodore trying to ship the system
with Terminator 2. What could possibly be wrong with that Larry? I hear you ask, bundling a system with a video
game adaptation of one of the most popular movies of all-time would be a sure fire hit
and would guarantee sales. And well… yes, you’d be completely right… If it wasn’t for one tiny, overlooked issue… You see, deep down the C64GS is literally
just a regular Commodore 64 without a keyboard, it didn’t even innovate having a cartridge
port, as the C64 had one of those since IT was first released back in 1982. So when Commodore commissioned Ocean Software
to develop a cartridge based port of Terminator 2 for their upcoming console, Ocean simply
used a normal Commodore 64 to develop the game on, as both systems were 100% compatible
with one another… …Well, 99.9% compatible. Developing the game like any other C64 title,
Ocean always let you start the game by simply pressing the Return Key, just like every other
game they ever developed on the system. And as the C64GS didn’t have a keyboard…
that was a bit of a problem. So you literally couldn’t progress any further
than the title screen in Terminator 2, simply because Ocean programmed a start button the
C64GS didn’t have. Of course, Commodore and Ocean didn’t realize
this massive fubar until after the game had gone to print, So Commodore quickly pushed
an incredibly cheaply made flimsy cartridge for the C64GS’s launch instead, consisting
of old games such as Flimbo’s Quest, Fiendish Freddie’s Big Top O’ Fun, Klax, and the
by then, ancient 8-year-old C64 game, International Soccer. Lumbered with thousands of useless Terminator 2 cartridges, Commodore simply bundled them with a regular Commodore 64 instead. Which in a huge twist of irony proved so successful
it destroyed sales of the C64GS, (as who wanted a system without a keyboard and wouldn’t
let you play thousands of super cheap cassette and disk based games for just £50 less?) In fact, it got to the point they recalled
the C64GS to convert them back into regular Commodore 64’s to meet demand and recoup
all their losses on the failed console. And people wonder why Commodore went out of
business! However, for a list of unbeatable games because
they crash or glitch out, you’d have thought one where you can’t even get off the bloody
title screen would be our number one entry… But our final title even manages to beat that! Hi everyone, welcome to JOHN MADDEN football! We’ll end this episode with a story I’m
surprised has fallen out of memory, especially with the publishers constant track record
of treating their audience like utter dirt. In the days before scamming their consumer
base with Loot box… I mean “surprise mechanics”, Electronic
Arts thought it would be far more profitable to just release unfinished games instead. And one needs to look no further on this,
than their second biggest sports Franchise, Madden NFL and its 2006 incarnation for the
PSP. Now, playing Madden 06 in exhibition mode
is perfectly fine, but dare you have the audacity to play the franchise mode, and every single
time you turned the ball over, (for instance, throw an interception), the game would crash
so hard, it would literally switch off the PSP, essentially soft bricking the handheld
and losing all your progress. Now, for something that is reasonably common within
an American football game, you’d have thought EA would have picked up on this during playtesting,
but only after mass protests on the Madden forums did the house of Hawkins finally acknowledge
and respond to this massive issue. So, what did EA do? They obviously offered a heartfelt apology,
immediately released a patch fixing the issue and recalled all copies of this literally
broken game right? (Laughs) No, of course not, this is EA we’re talking
about here… No, they put out a press release telling people
to “deal with it”. Yup, EA decided that this game killing bug
didn’t receive enough complaints to warrant wasting their time on fixing, and anyone who
WAS affected could go screw themselves… it was their problem now, not EA’s. Players did finally discover a rather exhaustive
workaround to the crashing issue, which was to quit out of the game and create a brand
new save EVERY SINGLE QUARTER to minimise any potential loss. But it’s insane why anyone would want to
continue using a completely broken product at full price, sold by a publisher who demanded
they sort out the issue themselves. Wow!!! Hi folks, welcome to John Madden football Get ready for some real hard hitting action! Subtitles created by Larry Bundy Jr

Comments 1

  • All they would have had to do to accomplish that goal with Tokyo Xtreme Racer 3 was put in a friggin' decimal point for cents, not actually divide the number. They wouldn't even have to convert it to a floating point number for that, they would have just had to add a little visual dot to the graphics.

  • What is that crazy song at the end? I want to check it out. 🙂

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