History Main / AWinnerIsYou

26th May '16 6:14:46 AM Fallingwater
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* In ''VideoGame/SupremeCommander'' and SC: Forged Alliance, winning a skirmish game (which can be quite an accomplishment, depending on the size of the map and the AI difficulty) gets you a nice "Game Over" message.
10th May '16 5:11:50 AM erforce
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** ''{{Somari}}'''s ending is effectively the last screen from the bad ending of ''VideoGame/{{Sonic the Hedgehog}}'', where Robotnik juggles the chaos emeralds; the only differences are that the message now reads "The End, [[Film/{{Terminator}} I Will Be Back]]" and you have to reset the game to continue playing it. This is especially infuriating as the chaos emeralds are nowhere else to be found in the game.

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** ''{{Somari}}'''s ending is effectively the last screen from the bad ending of ''VideoGame/{{Sonic the Hedgehog}}'', where Robotnik juggles the chaos emeralds; the only differences are that the message now reads "The End, [[Film/{{Terminator}} [[´Franchise/{{Terminator}} I Will Be Back]]" and you have to reset the game to continue playing it. This is especially infuriating as the chaos emeralds are nowhere else to be found in the game.



* While it does have {{multiple endings}}, the SNES/Super Scope game ''MetalCombat'' still managed to rub some salt on determined players. It gives rewards beating the first three difficulties: two cheat codes and a piece of really good playing advice, respectively. The reward for beating the hardest difficulty is a "Congratulations" splash screen with SuperDeformed drawings of [[MyFriendsAndZoidberg the good guys and]] their HumongousMecha.

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* While it does have {{multiple endings}}, the SNES/Super Scope game ''MetalCombat'' ''VideoGame/MetalCombat'' still managed to rub some salt on determined players. It gives rewards beating the first three difficulties: two cheat codes and a piece of really good playing advice, respectively. The reward for beating the hardest difficulty is a "Congratulations" splash screen with SuperDeformed drawings of [[MyFriendsAndZoidberg the good guys and]] their HumongousMecha.
7th Apr '16 11:32:52 AM Morgenthaler
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* ''SpaceStationSiliconValley'', a Nintendo 64 puzzle game in which the main character took control of various robotic animals, ended with one of the characters explaining they didn't have the budget for a good ending and just played the credits.

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* ''SpaceStationSiliconValley'', ''VideoGame/SpaceStationSiliconValley'', a Nintendo 64 puzzle game in which the main character took control of various robotic animals, ended with one of the characters explaining they didn't have the budget for a good ending and just played the credits.
25th Mar '16 11:39:43 AM GrammarNavi
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* Paradox Interactive's ''VictoriaAnEmpireUnderTheSun'' was like this. You start off in 1836, build a massive, wealthy empire, probably defeat the Royal Navy at least once (which in of itself is difficult), and all you get to show for your trouble is a screen saying "You won!" followed by the scores of the top eight powers.

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* Paradox Interactive's ''VictoriaAnEmpireUnderTheSun'' ''VideoGame/VictoriaAnEmpireUnderTheSun'' was like this. You start off in 1836, build a massive, wealthy empire, probably defeat the Royal Navy at least once (which in of itself is difficult), and all you get to show for your trouble is a screen saying "You won!" followed by the scores of the top eight powers.
17th Mar '16 7:11:36 AM DarkStorm
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* ''VideoGame/{{NARC}}''. After defeating the game's BigBad, Mr. Big, players are rewarded the message, "You have completed the NARC training mission... CONTACT YOUR LOCAL DEA RECRUITER."

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* ''VideoGame/{{NARC}}''. After defeating the game's NintendoHard BigBad, Mr. Big, players are rewarded only with the message, "You have completed the NARC training mission... CONTACT YOUR LOCAL DEA RECRUITER."RECRUITER", then it goes right to the Enter High Score screen.
2nd Mar '16 9:51:01 AM StFan
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* The original ''VideoGame/{{Pac-Man}}'' arcade game technically has no end, unless you count a glitch in the programming that corrupts the screen at level 256. The frustration experienced by exhausted Pac Man players is accurately summed up in [[http://www.newgrounds.com/portal/view/187076 this flash cartoon by James Jouni]].
** The 3D sequel Pacmania (or at least the Acorn Archimedes port of the same) eventually just came up with a message which told the user there were no more levels.

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* ''VideoGame/PacMan'':
**
The original ''VideoGame/{{Pac-Man}}'' original arcade game technically has no end, unless you count a glitch in the programming that corrupts the screen at level 256. The frustration experienced by exhausted Pac Man ''Pac-Man'' players is accurately summed up in [[http://www.newgrounds.com/portal/view/187076 this flash cartoon by James Jouni]].
** The 3D sequel Pacmania ''Pacmania'' (or at least the Acorn Archimedes port of the same) eventually just came up with a message which told the user there were no more levels.
28th Feb '16 1:38:48 PM DarkStorm
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* ''VideoGame/{{Adventure}}'': The screen flashes.

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* ''VideoGame/{{Adventure}}'': The screen flashes. (To be fair, though, most Atari 2600 games didn't have an ending at all, so a flashing screen and a fanfare was a big deal in 1978)
18th Feb '16 7:32:20 PM GrammarNavi
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* The PS2 and PSP versions of ''Spider-Man: Web of Shadows'' ends with a screen that says: [[https://youtu.be/GD9jQU5OXyo?t=7m4s "You have unslaved Manhattan! You have unlocked the Game Plus Feature."]] And that's all.

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* The PS2 [=PS2=] and PSP versions of ''Spider-Man: Web of Shadows'' ends with a screen that says: [[https://youtu.be/GD9jQU5OXyo?t=7m4s "You have unslaved Manhattan! You have unlocked the Game Plus Feature."]] And that's all.
7th Feb '16 8:18:22 PM nombretomado
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* After completing the [[TheProblemWithLicensedGames surprisingly fun]] ''Disney's Disney/{{Tarzan}}'' video game for PlayStation, you're treated to a brief clip from the movie, a screen that says "Congratulations" and a voice-over from a Rosie O'Donnell sound-alike congratulating you. Yep, that's it.

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* After completing the [[TheProblemWithLicensedGames surprisingly fun]] ''Disney's Disney/{{Tarzan}}'' video game for PlayStation, UsefulNotes/PlayStation, you're treated to a brief clip from the movie, a screen that says "Congratulations" and a voice-over from a Rosie O'Donnell sound-alike congratulating you. Yep, that's it.



* The ''WesternAnimation/TeenTitans'' game for PlayStation2: When you finish you are merely asked "Wanna play again?", and the characters float there 'till you make a choice. If you say no, you get to sit through bland credits. No skipping.

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* The ''WesternAnimation/TeenTitans'' game for PlayStation2: UsefulNotes/PlayStation2: When you finish you are merely asked "Wanna play again?", and the characters float there 'till you make a choice. If you say no, you get to sit through bland credits. No skipping.



* ''Killing Zone'' for the PlayStation ends with a black screen with "Thank You For Playing," the credits and (in a larger font) "CONGRATULATIONS!"

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* ''Killing Zone'' for the PlayStation [=PlayStation=] ends with a black screen with "Thank You For Playing," the credits and (in a larger font) "CONGRATULATIONS!"



* The ''Franchise/GhostInTheShell'' game for the PlayStation promised a "bonus" if you finished the game on its hardest difficult setting without ever dying. Said bonus was a low-res scan of a pinup of Major Kusanagi.

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* The ''Franchise/GhostInTheShell'' game for the PlayStation [=PlayStation=] promised a "bonus" if you finished the game on its hardest difficult setting without ever dying. Said bonus was a low-res scan of a pinup of Major Kusanagi.
2nd Feb '16 5:48:06 PM GrammarNavi
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This is most likely to happen with older {{Fighting Game}}s, {{Arcade Game}}s and the like. In the olden days when {{Excuse Plot}}s were the norm, it was natural for developers to put more effort into programming the game than designing an elaborate ending. Memory limitations also worked against satisfying endings: adding just a couple of kilobytes of ROM to a console game was once a luxury, and old British computer game developers tended to cut corners to prevent game data from exceeding available RAM space and requiring players to go back and load more of the game from a slow cassette tape.

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This is most likely to happen with older {{Fighting Game}}s, {{Arcade UsefulNotes/{{Arcade Game}}s and the like. In the olden days when {{Excuse Plot}}s were the norm, it was natural for developers to put more effort into programming the game than designing an elaborate ending. Memory limitations also worked against satisfying endings: adding just a couple of kilobytes of ROM to a console game was once a luxury, and old British computer game developers tended to cut corners to prevent game data from exceeding available RAM space and requiring players to go back and load more of the game from a slow cassette tape.



* ''VideoGame/{{Athena}}'' has no exciting ending to reward players who completed this NintendoHard game. In the NES port, after defeating the FinalBoss Dante, it cuts to outside her castle, where Athena stands still as the sky changes. The ArcadeGame instead displays a block of text:

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* ''VideoGame/{{Athena}}'' has no exciting ending to reward players who completed this NintendoHard game. In the NES port, after defeating the FinalBoss Dante, it cuts to outside her castle, where Athena stands still as the sky changes. The ArcadeGame UsefulNotes/ArcadeGame instead displays a block of text:
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