dtgreene: Hardlocking isn't as bad as bricking or data loss; if a game hardlocks, you can still start the game up again after (uncleanly) shutting it down and expect it to still work.
rtcvb32: True, but if you lose progress it's about the same as a crash too.
But no, i was referring to a real implementation in the trucking industry, or so i've heard.
(Dragon Quest 1 spoilers? To the extent that anything about that game could be a spoiler, since it's not exactly known for its plot. Also some Dragon Quest 2 spoilers later.)
I remembered another example. In Dragon Warrior, if you reach the Dragon Lord, he asks if you want to join him to rule the world. If you agree, then the text turns a deep red, and the game locks up. He claims that progress would be saved (IIRC), but it isn't, and you have to reload from your last save after resetting the console.
In the Japanese version, the Dragon Lord would give you a password. Entering that password would apparently put you back at the beginning of the game, but with worse stats. (When the game got translated, the password system was removed in favor of a battery save, so unfortunately, this little feature was lost in translation.)
The remakes removed this hardlock. Now, when you agree to join the Dragon Lord, you will wake up in Rimuldur (I think), as though you had just gone to the inn there, but the innkeeper will say something about it having been a long night or something of that sort. This way, you keep your XP, but lose your progress in the dungeon (which can't be permanently saved, anyway).
By the way, I believe the original Dragon Quest 2 has a potentially nasty softlock. If you're saved at the final shrine, have no Yggdrasil Leaf handy (note that you can't have more than 1 at a time, so this isn't that unlikely), you threw away the Jaulor's Key to make room (the princess has a spell that can unlock doors), the Princess is dead, and the Prince of Canock either doesn't have the revive spell yet or is dead, then you're basically stuck. At this point, you can't go back to town to revive your dead characters, because you need the Jailor's Key or the Open spell to do that, and you don't have either available. Also, you can't finish the game, because you need one of the two in order to progress past the first floor of the final dungeon (and if you don't have the Charm of Rubiss, you won't even be able to get that far).
In the US version, they fixed the softlock by making it so that the priest at the final save point will revive all dead party members. Aside from fixing this softlock (though, if you threw away the key, you'll still need to get the Princess to a high enough level to learn that spell), this made the endgame a bit more fair. Thing is, the enemies in this final overworld section are among the most dangerous I've seen in an RPG, with one enemy with a multi-target instant death spell, and one enemy that, if it's low on health, may cast a spell that's *guaranteed* to wipe out the entire party. Being able to bring everyone back to life makes a huge difference here. (The remakes also made this change, and I'm not sure if you can still drop that Jailor's Key, though putting it in storage may be possible.)