I don't think it's just Flash-messages, or it could be based on Flash-messages containing faulty data.
He gets the phone tricked to show that there is 250 missing calls on both lock screen and in the home screen (does the voice mail sms use flash?). Certain types of messages also locks the whole phone so that it has to be rebooted.
So er, I assume the way an SMS works is basically
User A -> Carrier A -> Carrier B -> User B.
Now, it makes sense that Carrier B sends control messages to user b (although a phone crashing message sounds bad, phone should reject).
But, why would Carrier B forward control messages from Carrier A? Carrier A has no business messing with user B's unread message count etc. Why not drop those control messages?
Node does offer a lot of advantages beyond just many concurrent connections... A single language paradigm for client and server is big... the exact same language/structure/models for client and server communications and validation is pretty big. Many client-side tools utilize node.js these days as well.
In general node.js combined with npm bring a lot less friction to development than other languages. Using node to create shim services for a front end communicating through to different backands is brain dead simple as well. In fact there's been a few times that creating a service in node.js to communicate with an ill-defined backend was so much easier in node compared to the static language the main application was working in it was a no brainer.
Utility scripts in JS can also be pretty useful.. any kind of stream manipulations work well in node.js too.
This doesn't even mention that JSON (current data transmission structure du jour) is native to the environment. And storage systems like MongoDB (couch, rethinkdb and others) is really transparent to node.
I couldn't even begin to all list the advantages, but here are a few.. the event loop system, libuv library bindings internal to node.js, language singularity, the npm system and over 40k modules...
Node's event loop is very easy to work with since all the standard tools are async from the start. It's not like eventmachine where standard Ruby calls are synchronous and they can throw a wrench in your logic.
There's no need for a mature standard library. Things move faster nowadays and you can't wait for things to get standardized. Node embraces the open-source spirit and trusts that the best libraries will rise to the top eventually.
The problem is, that if you tried to take a PC game back for being faulty at a GAME/Gamestop brick and mortar shop, more often than not, they will only give you a replacement game of the same title. If it's faulty because of software bugs, probably the BEST you could get is store credit, and only after you've shouted at everyone for a while.
It is GAME's policy in the UK to NEVER refund/allow returns of PC games after they've been opened because of piracy, and quite frankly, is exactly the same reason Steam have their own similar policies in place.
I think it's more that, it isn't a 4D world we live in, we live in a 2+ND world, and it can be mathematically simulated using ND physics, so that anyone in the 2+ND world is unable to percieve the ND information.
We can't "Play" our world because it's already being "Played".