Game crash: Difference between revisions
→In Super Smash Bros. Ultimate
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[[File:GameCrashDolphin.gif|thumb|A player attempts to access the [[AKANEIA]] [[stage]] in ''Melee'' via an Action Replay, causing a game crash.]] | [[File:GameCrashDolphin.gif|thumb|A player attempts to access the [[AKANEIA]] [[stage]] in ''Melee'' via an Action Replay, causing a game crash.]] | ||
A '''game crash''', also known as a '''game freeze''', is when a video game freezes and ceases all response to any input. Crashes typically occur when the game console's connection with the game is interrupted, when unrelated data in RAM is corrupted when a buffer overflows, its CPU is overwhelmed by how much it has to process, or when the game attempts to access data that cannot be read, either due to corruption or missing files. | A '''game crash''', also known as a '''game freeze''', is when a video game freezes and ceases all response to any input. Crashes typically occur when the game console's connection with the game is interrupted, when unrelated data in RAM is corrupted when a buffer overflows, its CPU is overwhelmed by how much it has to process, or when the game attempts to access data that cannot be read, either due to corruption or missing files. Most crashes are unlikely to cause permanent damage to the game or console, and simply require the player to turn the console's power off (though modern consoles will usually close the game and send the player back to the console's Home menu); that said, players can lose any data that was not saved prior to the game crash. | ||
==In the ''{{B|Super Smash Bros.|series}}'' series== | ==In the ''{{B|Super Smash Bros.|series}}'' series== | ||
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===In ''[[Super Smash Bros.]]''=== | ===In ''[[Super Smash Bros.]]''=== | ||
Since the [[Nintendo 64]] is a cartridge-based system, losing connection to the attached cartridge will cause the game to crash immediately. This connection is far easier to disrupt than other consoles featuring ''Smash'' titles, with a touch of the console being potentially enough to disrupt the connection and crash the game. Of course, the cartridge can also intentionally be removed to crash the game at any time. As such, ''Smash 64'' is far more prone to freezing without the aid of hacks than its successors. | |||
Since the [[Nintendo 64]] is a cartridge-based system, losing connection to the attached cartridge will cause the game to crash immediately. This connection is far easier to disrupt than other consoles featuring ''Smash'' titles, with a touch of the console being potentially enough to disrupt the connection and crash the game. Of course, the cartridge can also intentionally be removed to crash the game at any time. As such, ''Smash 64'' is far more prone to freezing without the aid of hacks than its successors. Aside from hacks and physical disruption, the game is rather stable, with few methods existing for crashing the game. | |||
Aside from hacks and physical disruption, the game is rather stable, with few methods existing for crashing the game. One such method is the [[PK Thunder freeze glitch]], where {{SSB|Ness}} uses [[PK Thunder]] against {{SSB|Fox}}'s {{b|Reflector|Fox}}. Once the PK Thunder is reflected by Fox and Ness reflects it with his forward smash, the game will crash if the PK thunder reaches the edge of the screen or touches a platform. | |||
===In ''[[Super Smash Bros. Melee]]''=== | ===In ''[[Super Smash Bros. Melee]]''=== | ||
Unlike the Nintendo 64, the [[Nintendo GameCube]] is a disc-based system that is notoriously durable, and can effectively keep inserted games in place. As such, freezes in ''Melee'' from a connection disruption are rare. When crashes do occur | Unlike the Nintendo 64, the [[Nintendo GameCube]] is a disc-based system that is notoriously durable, and can effectively keep inserted games in place. As such, freezes in ''Melee'' from a connection disruption are rare. When crashes do occur on the GameCube, the game will completely freeze and cease all response to any input as expected, but any in-game music will continue to play. | ||
While ''Melee'' can occasionally lag the GameCube in certain circumstances, such as playing with multiple {{SSBM|Ice Climbers}} on [[Fountain of Dreams]], it is never CPU-intensive enough in normal play to crash the system. However, "black holes" created from the [[black hole glitch]] can strain the system to an exorbitant amount, heavily lagging the game when they are in play. If players create more than one black hole, or create a more intensive black hole (such as putting more [[Turnip]]s in it or using multiple [[PK Fire]]s on it), they heavily risk crashing the game, and will inevitably do so if they keep on making more black holes or keep putting more projectiles into one. | While ''Melee'' can occasionally lag the GameCube in certain circumstances, such as playing with multiple {{SSBM|Ice Climbers}} on [[Fountain of Dreams]], it is never CPU-intensive enough in normal play to crash the system. However, "black holes" created from the [[black hole glitch]] can strain the system to an exorbitant amount, heavily lagging the game when they are in play. If players create more than one black hole, or create a more intensive black hole (such as putting more [[Turnip]]s in it or using multiple [[PK Fire]]s on it), they heavily risk crashing the game, and will inevitably do so if they keep on making more black holes or keep putting more projectiles into one. | ||
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===In ''[[Super Smash Bros. Brawl]]''=== | ===In ''[[Super Smash Bros. Brawl]]''=== | ||
Like ''Melee'', console hardware-related crashes are rare in ''Brawl'', as the [[Nintendo Wii]] is easily capable of keeping a connection with its inserted game in place, and can handle anything that can occur normally in ''Brawl''. When crashes do occur | Like ''Melee'', console hardware-related crashes are rare in ''Brawl'', as the [[Nintendo Wii]] is easily capable of keeping a connection with its inserted game in place, and can handle anything that can occur normally in ''Brawl''. When crashes do occur on the Wii, the game will freeze and cease response as typical, but all in-game sound and music will also be frozen, resulting in a loud, sharp buzzing noise that will play until the console is turned off. Additionally, when crashes occur, the Wii must be shutdown by holding down the power button until the Wii turns completely off (at least four seconds), or unplugging the console; just pressing the power or reset button will have no effect. | ||
Crashes that overload the CPU in ''Brawl'' are rare. One known method to overload the CPU in ''Brawl'' involves the "Lucario Black Hole", where two {{SSBB|Lucario}} on the same team with maximum [[Aura]] stand back-to-back and charge their [[Aura Sphere]]s, while another player on the same team throws fully-charged [[Hothead]]s into the space between the Aura Spheres. After several Hotheads are tossed between the Lucarios, the game will begin to violently shake and can lag; if too many Hotheads are added, or a third, opposing player gets trapped within the Black Hole, then the game may crash, as the CPU can no longer properly perform calculations due to being overworked. Another way of crashing ''Brawl'' through CPU overload is using [[Waddle Dee Army]] on a bunch of [[Sandbag]]s with [[Smart Bomb]]s as the only other item turned on, in a match with 3 pairs of {{SSBB|Ice Climbers}}. With Smart Bombs and Sandbags as the only items turned on, the Sandbags will only ever drop Smart Bombs. The large amount of explosions and objects on-screen can cause the game to crash. | Crashes that overload the CPU in ''Brawl'' are rare. One known method to overload the CPU in ''Brawl'' involves the "Lucario Black Hole", where two {{SSBB|Lucario}} on the same team with maximum [[Aura]] stand back-to-back and charge their [[Aura Sphere]]s, while another player on the same team throws fully-charged [[Hothead]]s into the space between the Aura Spheres. After several Hotheads are tossed between the Lucarios, the game will begin to violently shake and can lag; if too many Hotheads are added, or a third, opposing player gets trapped within the Black Hole, then the game may crash, as the CPU can no longer properly perform calculations due to being overworked. Another way of crashing ''Brawl'' through CPU overload is using [[Waddle Dee Army]] on a bunch of [[Sandbag]]s with [[Smart Bomb]]s as the only other item turned on, in a match with 3 pairs of {{SSBB|Ice Climbers}}. With Smart Bombs and Sandbags as the only items turned on, the Sandbags will only ever drop Smart Bombs. The large amount of explosions and objects on-screen can cause the game to crash. | ||
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{{For3ds}}, similar to ''Smash 64'', can crash if the connection between the Game Card and the Nintendo 3DS is disrupted, as well as if the connection between the 3DS and its [[SD card]] is disrupted; compared to the Nintendo 64, however, these connections are more resilient. Generally when the game crashes due to a loss of connection, the 3DS will show an error message saying that the SD card or Game Card was removed, and can only be closed by shutting down the system or pressing a button to return to the HOME menu. If the game crashes due to other circumstances (e.g. improper hacking or glitches), the system will restart into the HOME menu with a message saying the game closed due to an error. | {{For3ds}}, similar to ''Smash 64'', can crash if the connection between the Game Card and the Nintendo 3DS is disrupted, as well as if the connection between the 3DS and its [[SD card]] is disrupted; compared to the Nintendo 64, however, these connections are more resilient. Generally when the game crashes due to a loss of connection, the 3DS will show an error message saying that the SD card or Game Card was removed, and can only be closed by shutting down the system or pressing a button to return to the HOME menu. If the game crashes due to other circumstances (e.g. improper hacking or glitches), the system will restart into the HOME menu with a message saying the game closed due to an error. | ||
Similar to the Wii, the [[Wii U]] can easily keep its inserted disc in place. However, the Wii U can handle the higher-quality appearance of {{Forwiiu}} and other games due to the console having 2 GB of RAM versus the Wii's 88 MB (although 1 GB of RAM is allocated for the Wii U's systemwide functions). When crashes do occur on the Wii U, the game and sound freezes, resulting in a loud buzzing sound being emitted, similar to the Wii, while requiring the console to be forcefully turned off by holding down the power button for four seconds. | |||
Like with ''Brawl'', improper usage/placement/filenaming of mods on either version will crash the game upon attempting to use the mods. Certain mods can also be unstable and can suddenly crash the game during use for non-apparent reasons, especially on the character and stage select screens when attempting to load the mods. | Like with ''Brawl'', improper usage/placement/filenaming of mods on either version will crash the game upon attempting to use the mods. Certain mods can also be unstable and can suddenly crash the game during use for non-apparent reasons, especially on the character and stage select screens when attempting to load the mods. | ||
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===In ''[[Super Smash Bros. Ultimate]]''=== | ===In ''[[Super Smash Bros. Ultimate]]''=== | ||
The [[Nintendo Switch]] handles game crashes differently from previous consoles. The console will not freeze or make a buzzing noise, and will instead automatically close a crashed game with a message saying that the game closed because an error occurred. This failsafe is meant for the game to be shut off cleanly without the player forcing the console to shut off, potentially breaking or corrupting any software or firmware. If a game is stored on a Game Card or an SD card, removing either card will crash the game with an error message, with the system shutting down in the latter case. | |||
Just like the Nintendo 64 and Nintendo 3DS before it, ''Ultimate'' can crash if the connection between the game card and the Nintendo Switch is disrupted, as well as the connection between the Switch and MicroSD card. The Nintendo Switch is the most resilient against these occurrences due to both devices being completely covered during normal playing methods and can only occur intentionally or through catastrophic system failures. | |||
While several methods of crashing ''Ultimate'' had been discovered, most can be classified as oversights from the developers or glitches with very specific sets of circumstances, both types of which have been patched out with game updates following their discoveries like with ''Smash 4''. An example of the former was using {{SSBU|Joker}}'s Final Smash, [[All-Out Attack]], to finish certain {{SSBU|Classic Mode}} matches upon his release as a DLC character - while it did not crash the game it would instead cause a {{s|wiktionary|softlock}} likely due to its unique property of going straight to the results screen upon completion, forcing the player to reset the game anyway [https://twitter.com/TKOWL/status/1118725039690604545]. An example of the latter was using {{SSBU|Mii Brawler}}’s [[Counter Throw]] on an {{SSBU|Incineroar}} using [[Alolan Whip]] on another opponent, thereby leaving said opponent in a state of being invulnerable to grabs, crashing the game if the glitched opponent is KO'd. | |||
As of version 13.0.1 of Ultimate, very few methods of crashing the game officially remain. With the increasing popularity of modding ''Ultimate'', improper modifications and/or unstable mods are currently one of the main causes of game crashes, similar to ''Brawl'' and ''Smash 4'', though their stability has noticeably improved from previous Smash games and even earlier versions of ''Ultimate''. However, there remains one notable method of softlocking the vanilla version of the game which involves [[Battle Arena|Battle Arenas]]. This can be done by kicking all active participants in an ongoing match, leaving the arena stuck in the "Waiting for players..." state, and forcing the arena host to close the game via the Home screen. | |||
==In competitive play== | ==In competitive play== | ||
While rare, game crashes can occur in tournaments, and some rulings exist as to what the appropriate course of action is in response to them. | While rare, game crashes can occur in tournaments, and some rulings exist as to what the appropriate course of action is in response to them. | ||
If a game crash was caused by the actions of players, whether intentionally or unintentionally, all players considered responsible for triggering the crash either immediately lose the match, lose the whole set, or are even disqualified, as triggering a crash can be considered disruptive behavior, a particularly extreme form of [[stalling]], or even a cause of [[bracket manipulation]]. | If a game crash was definitively caused by the actions of the players, whether intentionally or unintentionally, tournaments typically have a rule that states all players considered responsible for triggering the crash either immediately lose the match, lose the whole set, or are even disqualified, as triggering a crash can be considered disruptive behavior, a particularly extreme form of [[stalling]], or even a cause of [[bracket manipulation]]. | ||
No | No universal ruling exists in the rarer case of "{{S|wikipedia|act of God}}" crashes in which no active players can be considered responsible for the crash, so when they do occur, TOs have to decide how to proceed on the spot. Typically, the match is restarted with the same characters on the same stage, with some TOs adding the additional stipulation that players [[self-destruct]] to get stocks back to what they were when the game crashed. | ||
==External links== | ==External links== |