Metroid Dread / GAME HISTORY
Why Did a Map Marker Crash Metroid Dread at the End?
A marker placed on a particular door could turn a normal endgame action into a software error.
Short answer
In Metroid Dread 1.0.0, destroying a particular endgame door while a marker for that door remained on the map could force the software to close. Version 1.0.1 fixed that combination of actions.
Scope: Nintendo Switch version 1.0.0; corrected in version 1.0.1. Endgame action is discussed without revealing the story ending.

The marker was the easily missed condition
The player had used the map to remember a door, then returned with the ability to destroy it. Neither action sounds unusual. Together, in the affected version, they could stop the game at that point.
This is why an account that only says the ending crashes is incomplete. The marked door is the useful detail. It also explains why another player could pass the same part without reproducing the problem.
Did Nintendo explain the broken code?
Nintendo documented the condition and the correction. It did not publish a technical account of a deleted object leaving a dangling marker reference. That would be a plausible theory, not an established diagnosis.
The distinction does not make the player-facing explanation vague. We can name the action, the map state and the affected version without pretending to know which engine instruction failed.
Keep the two Dread fixes apart
The marker correction arrived in 1.0.1 in October 2021. The later damage-detection change in 1.0.3 concerned a different problem: Samus could stop taking damage under certain conditions.
One stops a crash; the other removes an unintended combat advantage. A clip or old warning that just says Dread glitch does not identify which one it means. The version number is a useful part of the explanation, not a detail to leave out.
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