Kill screen

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A "kill screen" is a stage or level in a video game (often an arcade game) that stops the player's progress due to a programming error or design oversight. Rather than "ending" in a traditional sense, the game will crash, freeze, or behave so erratically that further play is impossible.

Video games, like any other computer software, can suffer from bugs. A bug in a video game is not automatically a kill screen; the bug must occur consistently in the same point in the game and must preclude any further play. While any type of bug could cause this sort of behavior, the most common cause is integer overflow of the level counter or simple oversight on the part of the game's programmers.

Kill screens were much more common during the Golden Age of Arcade Games. Games from this era were often written with the assumption that the player would stop playing long before the numerical limits of the game code were reached. Additionally, the limited hardware of these early machines often meant that programmers could not waste memory on logical checks of the state of the game.

The 256th and final level in Pac-Man is unplayable due to corrupting map glitches.
The 256th and final level in Pac-Man is unplayable due to corrupting map glitches.

[edit] Famous Kill Screens

While probably not the first game to suffer from a kill screen, Pac-Man's is possibly the most famous. Pac-Man's level counter was a single 8-bit byte, and could therefore store only 256 distinct values (0–255). Players who reached the 256th board would in fact overflow this counter and end up playing the zeroth board—something the game logic was not designed to handle. The final board was unplayable, with the right half replaced by a series of garbled symbols and letters.

Donkey Kong also featured a kill screen in the 22nd stage, the 117th screen. This is an example of a kill screen that is not due to an integer overflow, but rather oversight on the part of the designers. The amount of time allowed for any given screen is determined algorithmically during play, decreasing slowly as the player progresses. By the time the player reaches the 117th screen, there is simply not enough time for the screen to be completed.

Dig Dug, like Pac-Man, also fails on the 256th level. In Dig Dug, the game places enemies closer to the player at the beginning of the round as the player progresses. On the 256th screen, the resulting integer overflow results in an enemy starting on top of the player (zero distance away), instantly killing the player's character.

[edit] See also