And SC is not so bug free.
Starcraft Bugs collected from all over the net...
The Lurker/Mutalisk Bug
This bug is far worse than any of the Starcraft/Brood War bug
previously discovered. This bug will literally allow a zerg player
to have several groups of special mutalisks in a few minutes.
Without even building a spire or wasting any resources. This bug is
also **** hard to do. It works the best in games that are laggy with
extra-high latency, but still can be done in fast low-latency games,
if your timing is right. Another cool thing about this bug is that
Protoss can mind control a hydralisk that have the evolve to lurker
ability, and change any protoss units to special mutalisks and
lurkers. Here's how to pull off this bug:
Create a Spawning Pool, a Hydralisk Den and upgrade your Hatchery to
a Lair. Research Lurker Aspect at the Hydralisk Den after the Lair
is complete. Hotkey a group of at least 2 units of any kind, such as
Zerglings and Overloads, and combine them as hotkey 1 Get some
Hydralisks and group them to hotkey 2 Select the Hydralisk group
(key 2) and press hotkey L and 1 almost simultaneously. Actually you
have to press L first and then press 1 right after. You have to
press it fast so it looks simultaneous. If it fails, cancel the
morphing Hydralisks and repeat the previous step again. If you had
done it correctly, your group of hydralisks will remain as
hydarlisks and the group of units grouped to 1 will starting special
Lurker mutation. Instead of eggs, you will see cocoons forming. If
you let the mutation finish, you will get special Lurkers, and if
you cancel the mutation, you will get special mutalisks. There is no
way you can get your original units back once the morphing starts.
The special units produced will inherit any special upgrades that
were present in the previous units it mutated from. This inheritance
will continue on to Guardians and Devourers evolved from the special
mutalisks. Some of the inheritance characteristics are:
any speed upgrades
any attack speed upgrades
any special characteristics: permanent clocking and field clocking
(works like an Arbiter) no magic spells can be inherited
no detection ability can be inherited
no sight upgrades can be inherited
no weapon or armor upgrades can be inherited
For example, if a fully upgraded Zergling (with speed and attack
speed upgrade) is morphed into a special Mutalisk or a special
Lurker, the Mutalisk and Lurker will retain the Zergling's amazing
moving and attacking speed. Imagine, a Devourer or a Guardian moves
twice as fast as a regular Mutalisk and attacks almost twice per
second.
The Terran Command Center Bug
This bug lets you move your command center really close to the
minerals and gas gayser. What you need to do is to play as terran.
When the game starts, lift off your command center. Now comes the
tricky part. Try to land your command center, and while the landing
animation is still displaying, press SHIFT+S and right click
anywhere on the map, hopefully next to the mineral patches.
Remember, the whole process has to be done while the Command center
is in its landing sequence. If this is done correctly, the command
center will land and try to move to where you clicked in a straight
line. However, if there is any object in the way, the command center
will stop moving at once upon making contact with that object.
The Fog of War Bug
Apparently, you can see various things under the Fog of War once you
have explored that area. These includes the smoke of Halo Rockets
fired by Valkaries and the spines of the Lurker attack. If you do
not understand what I meant, here's an example: In a game of more
than 2 players, if one of your opponent is zerg, and you have
already explored his base. The the places that you have explored
will be covered by the Fog of War when your explorer had left or
being killed. And say that some one else attacked that zerg player
and the zerg player is using lurkers to fight back. If your main
window is positioned at where the lurkers are burrowed, you will be
able to see the spines coming out of the ground under Fog of War.
----
Hallucinated Devourers still cause the acid spore effect when they
attack. Yet they don't do any damage....thank god. Lurker spines
appear through the fog of war. ( I haven't verified this ) Valkyrie
missiles appear through the fog of war. ( I haven't verified this )
Medics who die, appear through the fog of war. ( I haven't verified
this ) Valkyries in groups of twelve, won't fire correctly at time.
( I haven't verified this ) CC bug!!!....... taken from BNet
forums..... And now for the amazing sliding comm center trick!Uh,
ok, play as terran. now, lift off the command center, and land it as
close to the nearest minerals as you can, right as its doing it's
landing animations, hold shift+s+m (really hard on ergo keyboards

) and click closer to the minerals. Your comm center will slide
ovver to the minerals and start mining. Here's a screen shot. Notice
I'm building an SCV in the comm center so it's not floating there.
If you don't believe me, go try it yourself, it may take a couple
tries to get it just right, but sliding the comm center around is
fun!
Note from Qwerty : this CC slide is very easy to do, and can be done
on the first try with a some practice. However it messes up the
game. If you slide, you cannot build on the land where your CC was.
Meaning you can really abuse this by sliding all over the map,
therefore making it impossible to build any structure at expansions,
especially islands.
When you blind a Dark Archon, it's spell casting range is reduced to
1, even with a spotter unit. Wouldn't it be nice if this wasn't a
bug? I think it'd make optical flare more worth the price if it had
this same effect on all spellcasting units.
If you cast blind on an enemy drone, and the drone makes a sunken or
spore colony, it'll have the sight range of 1.
----
Zergling to Mutalisk Bug
Extremely important bug discovered. This is most serious among the
bugs ever founded. All units & structures can morp into Lurkers and
Mutas. I'm NOT kidding and this is NOT a StarDraft patch. You can
use this bug in Multiplayer games like IPX or Battle.net. To use
this bug, you must have Hydrarisk Den(with Lurker developed) and
some hydrarisks. First, make some zerglings and set them to group
#1. Second, select one or more hydrarisks. As last, press L and
number 1 at the same time. If it is successful, Those group #1
zergling will be Cocoons(not zerg egg) and they will become Lurkers.
And if you cancel Cocoons, they will become Mutalisks. This applies
to any units and any structures. you can morp even 'Protoss Nexus'
and 'Zerg Hatchery' into Lurker and Mutalisks. More seriously, this
bug doesn't costs any resources and bug units have abilitys of
original units. For example, if you make Lurkers or Mutals with
cloaked wraiths, they can use cloaking. If you use Arbiters with
thi! s bug,the bug units makes cloaking fields for other units. If
you use observers, the bug units have full-cloaking ability and
observer's speed. If you use 'Zerg Hatchery', the bug unit have even
'Larvaes'.As I said above, This bug is NOT KIDDING. This bug is
discovered by one of Korean players, and already known to many many
Korean players. Maybe you had better avoid Zerg(or even Protoss)
players until the patch released.
The campaign editor has a nasty trigger bug that causes stacked
triggers to turn "invisible". This is being addressed in the v1.2
patch. A bug was discovered that allowed players to gain resources
freely during multiplayer games. This bug was abused during
Battle.net play and thus effected the ranking system somewhat. This
bug though has been addressed with the v1.1 patch available now.