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* In the "Blast Ball" mode of ''VideoGame/MetroidPrimeFederationForce'', each time one team scores, the opposing team's goal has doors closed around it, making it tougher to score again.

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* In the "Blast Ball" mode of ''VideoGame/MetroidPrimeFederationForce'', each time one team scores, the opposing team's goal has doors closed around it, shrinks, making it tougher to score again.back-to-back.
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* Team golf events such as the Ryder Cup traditionally schedule their first two or three days of play with two-on-two matches before concluding with one day of one-on-one ("singles") matches. Because the singles session is often the only one in which every player on both team is required to play a match, the final day typically has more points at stake than any of the prior days, allowing teams the chance to come back and win the competition from being down early in the day (best seen with the 1999 US Ryder Cup team, 2012 European Ryder Cup team, and 2019 European Solheim Cup team).

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* Team golf events such as the Ryder Cup traditionally schedule their first two or three days of play with two-on-two matches before concluding with one day of one-on-one ("singles") matches. Because the singles session is often the only one in which every player on both team teams is required to play a match, the final day typically has more points at stake than any of the prior days, allowing teams the chance to come back and win the competition from being down early in the day (best seen with the 1999 US Ryder Cup team, 2012 European Ryder Cup team, and 2019 European Solheim Cup team).team).
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** In ''Mario Party 9'', most possible outcomes of landing on a Bowser Space will benefit the player in last, and one outcome is an ''extremely high-stakes minigame''[[note]]In case you're wondering, the extremely high-stakes minigame is that Bowser takes half of everyone's Mini Stars, and the player who finishes 1st will get most of the Mini Stars, which is ''a lot''[[/note]]. We're talking "whoever wins this wins the board" stakes, so it can cause comebacks, making it a combination of this and GoldenSnitch.
** The first few ''Mario Party'' games had the Chance Time space, which had the player roll three dice. Two picked a player, and one picked something that happened. The first die you choose to hit is slow enough that it effectively allows you to pick what it is, the second requires some skill to do that, and the third is effectively random. This could include everything from "give Player A twenty coins" to "give Player A all your Stars."

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** In ''Mario Party 9'', ''VideoGame/MarioParty9'', most possible outcomes of landing on a Bowser Space will benefit the player in last, and one outcome is an ''extremely high-stakes minigame''[[note]]In case you're wondering, the extremely high-stakes minigame is that Bowser takes half of everyone's Mini Stars, and the player who finishes 1st will get most of the Mini Stars, which is ''a lot''[[/note]]. We're talking "whoever wins this wins the board" stakes, so it can cause comebacks, making it a combination of this and GoldenSnitch.
** The first few ''Mario Party'' games had have the Chance Time space, which had has the player roll three dice. Two picked pick a player, and one picked picks something that happened.will happen. The first die you choose to hit is slow enough that it effectively allows you to pick what it is, the second requires some skill to do that, and the third is effectively random. This could include everything from "give Player A twenty coins" to "give Player A all your Stars."
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** ''[[UpdatedRerelease R]]'' adds Yukako to the list. She can auto-revive if she's knocked out, about to lose the match, ''and'' has at least one bar of HH meter. On top of that, he revival grants her a permanent SuperMode at the cost of disabling her meter entirely.
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* ''VideoGame/{{Splatoon}}''

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* ''VideoGame/{{Splatoon}}''''Franchise/{{Splatoon}}'':



** Splat Zones (''Splatoon's'' version of the classic King of the Hill mode) has a penalty mechanic. When a team manages to take the zone(s) out of the opposing team's hands, the opponents receive a penalty timer, with a bigger penalty being given the closer they were to running out their main timer. If they manage to capture back the zone, this penalty time has to drop to zero before their main timer starts counting down again. While this penalty doesn't affect the final score after the match ends, it does make it so the losing team has a bigger chance to turn a match around, even if the enemy was a few seconds away from victory; and it forces the enemy to fully commit to taking the zone(s) back and keeping them.
** Tower Control involves riding a tower platform along a rail to its destination in the enemy base, and this has its own comeback mechanics. First, if a team takes the tower after it's gone into their territory, the tower moves at an accelerated pace until it enters territory that team has not yet covered. Second, in ''VideoGame/{{Splatoon 2}}'', both sides have streamlined routes that are lined with checkpoints at which the tower comes to a complete stop, allowing the defenders a chance to siege the tower and retake control.

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** Splat Zones (''Splatoon's'' version of the classic King of the Hill mode) has a penalty mechanic. When a team manages to take the zone(s) out of the opposing team's hands, the opponents receive a penalty timer, with a bigger penalty being given the closer they were to running out their main timer. If they manage to capture back the zone, this penalty time has to drop to zero before their main timer starts counting down again. While this penalty doesn't affect the final score after the match ends, it does make it so the losing team has a bigger chance to turn a match around, even if the enemy was a few seconds away from victory; and it forces the enemy to fully commit to taking the zone(s) back and keeping them.
control.
** Tower Control involves riding a tower platform along a rail to its destination in the enemy base, and this has its own comeback mechanics. First, if a team takes the tower after it's gone into their territory, the tower moves at an accelerated pace until it enters territory that team has not yet covered. Second, starting in ''VideoGame/{{Splatoon 2}}'', both sides have streamlined routes that are lined with checkpoints at which the tower comes to a complete stop, allowing the defenders a chance to siege the tower and retake control.



** During all Ranked Battle modes, the team that's behind on the objective will have their active members' [[LimitBreak special]] meters slowly refill. (This refilling is suspended when someone is KO'ed and won't refill until they leave the respawn point.) The conditions upon which their special meters refill depends on the mode:

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** During all Ranked Battle ranked modes, the team that's behind on the objective will have their active members' [[LimitBreak special]] meters slowly refill.refill automatically. (This refilling is suspended when someone is KO'ed and won't refill until they leave the respawn point.) The conditions upon which their special meters refill depends on the mode:



** If the losing team in any ranked mode is currently in control of the objective when the time runs out, the game goes into Overtime, which finishes when the losing team loses control of the objective or surpasses the winning team, encouraging the losing team to keep trying until the very end.

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** If the losing team in any ranked mode is currently in control of the objective when the time runs out, the game goes into Overtime, which finishes when the losing team loses control of the objective or objective, surpasses the winning team, or a hidden overtime timer runs out, encouraging the losing team to keep trying until the very end.

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There are two ways a game can go about comeback mechanics: The first is to give an advantage to a losing player. That is, it allocates privileges among players at any given moment, with more given to those whom the game feels is more likely to lose. The second is to give an advantage to a player about to get eliminated. All players can use this mechanic, whether they're winning or losing, but they either favor players close to the losing condition in a game (such as having low remaining health) or can only be used by such players.

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There are two ways a game can go about comeback mechanics: The first is to give an advantage to a losing player. That is, it allocates privileges among players at any given moment, with more given to those whom the game feels is more likely to lose. The second is to give an advantage to a player about to get eliminated. All players can use this mechanic, whether they're winning or losing, but they theym either favor players close to the losing condition in a game (such as having low remaining health) or can only be used by such players.


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** The "Longest Game Ever" version does away with bankruptcy altogether, makes the commonly used "money on Free Parking" house rule official, and throws in a new mechanic. If you land on an opponent's property, you can buy it outright (including any houses/hotels on it) for $10 more than the listed rent. And they can't turn you down.
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* On the 1980-82 series ''[[Series/BullseyeUS Bullseye]]'', if a Bullseye came up in the contract window during the main game, the contestant in control could answer as many questions as desired until they either missed one or chose to stop. No matter how the scores stood, a Bullseye always represented the potential to win the game on that turn.
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*** Film/TheTerminator has an equippable skill that revived him on death on his last round with his skin burnt off to reveal his exoskeleton with 10% health and permanent super armor. Unfortunately, [[PowerUpLetdown it disables his special moves, normal strings, and even basic functions like running and blocking]].
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[[AC:Anime & Manga]]
* The FictionalBoardGame designed by the Tabletop Gaming Club in ''Manga/KaguyaSamaLoveIsWar'' is designed with this in mind as all of the spaces on the "board" are actually cards that the players draw when they land on them, cutting down the distance that everyone behind them has to travel to reach the end. Notably, this was the only game mechanic that Ishigami didn't have any problem with when providing constructive criticism after play testing.
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* Team golf events such as the Ryder Cup traditionally schedule their first two or three days of play with two-on-two matches before concluding with one day of one-on-one ("singles") matches. Because the singles session is often the only one in which every player on both team is required to play a match, the final day typically has more points at stake than any of the prior days, allowing teams the chance to come back and win the competition from being down early in the day (best seen with the 1999 US Ryder Cup team, 2012 European Ryder Cup team, and 2019 European Solheim Cup team).
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* A few patches into the successful A Realm Reborn rerelease of ''VideoGame/FinalFantasyXIV'' Square introduced a buff for groups who died against bosses after being engaged for 2 minutes. The buff gave a 10% increase to all stats and would stack up to 5 times. Unlike most examples of the trope, however, this buff could actually end up hurting groups; due to many boss's highly scripted attack patterns, the increased damage would often cause phase changes at inopportune times in the cycle. Thus causing an additional wipe that further complicated matters. Some groups would rather abandon the Duty and return without the buff than deal with the poorly timed phase changes that resulted.

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* A few patches into the successful A Realm Reborn rerelease of ''VideoGame/FinalFantasyXIV'' Square introduced a the Echo buff for groups who died against bosses after being engaged for 2 minutes. The buff gave a 10% increase to all stats and would stack up to 5 times. Unlike most examples of the trope, however, this buff could actually end up hurting groups; due to many boss's highly scripted attack patterns, the increased damage would often cause phase changes at inopportune times in the cycle. Thus causing an additional wipe that further complicated matters. Some groups would rather abandon the Duty and return without the buff than deal with the poorly timed phase changes that resulted. Later patches would adjust some bosses to become invincible when transitioning to a different phase in order to prevent phase skipping that would lead to a TotalPartyWipe. Another patch also lets players remove the Echo buff if they don't want the additional help.
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* On the 1979 game show ''Series/{{Whew}}'', the object was to scale a game board correcting malapropisms ("bloopers" in the show's vernacular) without hitting blocks which dock five seconds on the contestant's time. No matter how many blocks are hit or incorrect answers are given, the player can call a "long shot," which takes him/her to the top level with a chance to uncover and correct a blooper to win the round.
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* All ''VideoGame/MarioKart'' games will bestow more powerful items the further behind a racer is. This was at its most potent in ''VideoGame/MarioKartDoubleDash'', where characters have powerful special items. This extends to Battle Mode's Balloon Battle in ''Mario Kart Wii'': When a player runs out of balloons, they are considered knocked out, and that player's team loses 1 point. The fewer balloons a player has, the more likely an Item Box will yield something powerful. If one team has a substantially higher score in any mode of Battle Mode, the game will give the losing team a powerful item, such as the Lightning Bolt or POW Block, which hits all members of the opposing team.

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* All ''VideoGame/MarioKart'' games will bestow more powerful items the further behind a racer is. This was at its most potent in ''VideoGame/MarioKartDoubleDash'', where characters have powerful special items. This extends to Battle Mode's Balloon Battle in ''Mario Kart Wii'': ''VideoGame/MarioKartWii'': When a player runs out of balloons, they are considered knocked out, and that player's team loses 1 point. The fewer balloons a player has, the more likely an Item Box will yield something powerful. If one team has a substantially higher score in any mode of Battle Mode, the game will give the losing team a powerful item, such as the Lightning Bolt or POW Block, which hits all members of the opposing team.
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* ''VideoGame/PuyoPuyo'' has a few that appear in certain games. ''VideoGame/PuyoPuyon'' has Super Attacks, which allow the player to clear Puyos more easily or hinder their opponent; CPU players tend to make use of this mechanic when nearing defeat. ''VideoGame/PuyoPuyoFever'' introduced Fever mode, which is triggered when you fill a meter all the way and gives you preset chains of Puyos that unleash a ''massive'' attack on the opponent when set off. ''Puyo Puyo 7'' has a variant on Fever mode called Transformation, where the player's character transforms into a child or adult once the meter is filled; Mini mode (child) is essentially Fever mode but with even larger chains of smaller Puyos, while Mega mode (adult) has you eliminate as many mega Puyos as possible to sustain a chain attack.

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* ''VideoGame/PuyoPuyo'' has a few that appear in certain games. ''VideoGame/PuyoPuyon'' has Super Attacks, which allow the player to clear Puyos more easily or hinder their opponent; CPU players tend to make use of this mechanic when nearing defeat. ''VideoGame/PuyoPuyoFever'' introduced Fever mode, which is triggered when you fill a meter all the way and gives you preset chains of Puyos that unleash a ''massive'' attack on the opponent when set off. ''Puyo Puyo 7'' ''VideoGame/PuyoPuyo7'' has a variant on Fever mode called Transformation, where the player's character transforms into a child or adult once the meter is filled; Mini mode (child) is essentially Fever mode but with even larger chains of smaller Puyos, while Mega mode (adult) has you eliminate as many mega Puyos as possible to sustain a chain attack.
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* In ''VideoGame/WindJammers 2'', the Stadium arena has an expanding center red zone to allow players who are falling behind to have an easier time scoring five-point goals. The zone resets to its original (small) size once the player scores.
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** The fourth game adds an additional comeback, called "rage," where the higher a character's damage percentage, the more knockback is added to all of their moves (although damage dealt is unaffected). For Lucario this stacks with its existing comeback power, making an injured Lucario a truly dangerous threat. Even on other characters, this could lead to extremely early KOs(Samus with rage could combo dash attack into up special for a KO at ''0%,'' for example), and also indirectly buffed heavyweights and nerfed lightweights, since the former can nearly always survive long enough to abuse it, and the latter would often be on the recieving end of it. The mechanic was nerfed in [[VideoGame/SuperSmashBrosUltimate the next installment.]]

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** The fourth game adds an additional comeback, called "rage," where the higher a character's damage percentage, the more knockback is added to all of their moves (although damage dealt is unaffected). For Lucario this stacks with its existing comeback power, making an injured Lucario a truly dangerous threat. Even on other characters, this could lead to extremely early KOs(Samus [=KOs=](Samus with rage could combo dash attack into up special for a KO at ''0%,'' for example), and also indirectly buffed heavyweights and nerfed lightweights, since the former can nearly always survive long enough to abuse it, and the latter would often be on the recieving end of it. The mechanic was nerfed in [[VideoGame/SuperSmashBrosUltimate the next installment.]]
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** The fourth game adds an additional comeback, in that the higher a character's damage percentage the more knockback is added to all of their moves (although damage dealt is unaffected). For Lucario this stacks with its existing comeback power, making an injured Lucario a truly dangerous threat.

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** The fourth game adds an additional comeback, in that called "rage," where the higher a character's damage percentage percentage, the more knockback is added to all of their moves (although damage dealt is unaffected). For Lucario this stacks with its existing comeback power, making an injured Lucario a truly dangerous threat. Even on other characters, this could lead to extremely early KOs(Samus with rage could combo dash attack into up special for a KO at ''0%,'' for example), and also indirectly buffed heavyweights and nerfed lightweights, since the former can nearly always survive long enough to abuse it, and the latter would often be on the recieving end of it. The mechanic was nerfed in [[VideoGame/SuperSmashBrosUltimate the next installment.]]



** ''Smash Bros Ultimate'' has [[VideoGame/Persona5 Joker]], who after his Rebellion Gauge gets fully charged by taking damage, he becomes a complete LightningBruiser, having the kill power of Bowser combined with the swiftness of Sheik and similarly to Cloud, gains better specials. However unlike Cloud's Limit in Smash 4 it only lasts for 20 seconds rather than until you use it. Despite this, many people consider Joker to be one of the best characters in the game if fully utilizing Arsene correctly and requires most characters just simply to camp.

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** ''Smash Bros Ultimate'' has [[VideoGame/Persona5 Joker]], who after his Rebellion Gauge gets fully charged by taking damage, he becomes a complete LightningBruiser, having the kill power of Bowser combined with the swiftness of Sheik and similarly to Cloud, gains better specials. However unlike Cloud's Limit in Smash 4 it only lasts for 20 seconds rather than until you use it.it[[note]] It also goes away faster if Joker takes hits while it's active, meaning well-placed aggression can remove it almost as fast as it activates.[[/note]]. Despite this, many people consider Joker to be one of the best characters in the game if fully utilizing Arsene correctly and requires most characters just simply to camp.
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* ''VideoGame/PuyoPuyo'' has a few that appear in certain games. ''Puyo Puyo~n'' has Super Attacks, which allow the player to clear Puyos more easily or hinder their opponent; CPU players tend to make use of this mechanic when nearing defeat. ''VideoGame/PuyoPuyoFever'' introduced Fever mode, which is triggered when you fill a meter all the way and gives you preset chains of Puyos that unleash a ''massive'' attack on the opponent when set off. ''Puyo Puyo 7'' has a variant on Fever mode called Transformation, where the player's character transforms into a child or adult once the meter is filled; Mini mode (child) is essentially Fever mode but with even larger chains of smaller Puyos, while Mega mode (adult) has you eliminate as many mega Puyos as possible to sustain a chain attack.

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* ''VideoGame/PuyoPuyo'' has a few that appear in certain games. ''Puyo Puyo~n'' ''VideoGame/PuyoPuyon'' has Super Attacks, which allow the player to clear Puyos more easily or hinder their opponent; CPU players tend to make use of this mechanic when nearing defeat. ''VideoGame/PuyoPuyoFever'' introduced Fever mode, which is triggered when you fill a meter all the way and gives you preset chains of Puyos that unleash a ''massive'' attack on the opponent when set off. ''Puyo Puyo 7'' has a variant on Fever mode called Transformation, where the player's character transforms into a child or adult once the meter is filled; Mini mode (child) is essentially Fever mode but with even larger chains of smaller Puyos, while Mega mode (adult) has you eliminate as many mega Puyos as possible to sustain a chain attack.
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* ''VideoGame/PuyoPuyo'' has a few that appear in certain games. ''Puyo Puyo~n'' has Super Attacks, which allow the player to clear Puyos more easily or hinder their opponent; CPU players tend to make use of this mechanic when nearing defeat. ''Puyo Pop Fever'' introduced Fever mode, which is triggered when you fill a meter all the way and gives you preset chains of Puyos that unleash a ''massive'' attack on the opponent when set off. ''Puyo Puyo 7'' has a variant on Fever mode called Transformation, where the player's character transforms into a child or adult once the meter is filled; Mini mode (child) is essentially Fever mode but with even larger chains of smaller Puyos, while Mega mode (adult) has you eliminate as many mega Puyos as possible to sustain a chain attack.

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* ''VideoGame/PuyoPuyo'' has a few that appear in certain games. ''Puyo Puyo~n'' has Super Attacks, which allow the player to clear Puyos more easily or hinder their opponent; CPU players tend to make use of this mechanic when nearing defeat. ''Puyo Pop Fever'' ''VideoGame/PuyoPuyoFever'' introduced Fever mode, which is triggered when you fill a meter all the way and gives you preset chains of Puyos that unleash a ''massive'' attack on the opponent when set off. ''Puyo Puyo 7'' has a variant on Fever mode called Transformation, where the player's character transforms into a child or adult once the meter is filled; Mini mode (child) is essentially Fever mode but with even larger chains of smaller Puyos, while Mega mode (adult) has you eliminate as many mega Puyos as possible to sustain a chain attack.
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* ''VideoGame/TimeSplitters'' has a "Monkey Assistant" mode in multiplayer, where the player with the lowest score gets [[EverythingsBetterWithMonkeys an army of monkeys]] to help them out; conversely, this crack team of monkey commandos targets the player in first place as their top priority, making it both easier for the straggler to get back into the fight and harder for the top dog to stay there. There's also "Shrink mode" where the lower your score, the smaller you are and thus the harder you are to hit.

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* ''VideoGame/TimeSplitters'' has a "Monkey Assistant" mode in multiplayer, where the player with the lowest score gets [[EverythingsBetterWithMonkeys an army of monkeys]] monkeys to help them out; conversely, this crack team of monkey commandos targets the player in first place as their top priority, making it both easier for the straggler to get back into the fight and harder for the top dog to stay there. There's also "Shrink mode" where the lower your score, the smaller you are and thus the harder you are to hit.
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* Some of the vegetables in ''TabletopGame/AbandonAllArtichokes'', a game where you want to get rid of your artichokes, have mild catch-up mechanics baked into them:
** The eggplant makes each player pass two cards to the right. This means that players who are behind have a greater chance of passing someone else two artichokes while getting one or none in return.
** The beet makes you and an opponent swap a random card from your hand. The further you are behind, the more likely you are to give the opponent an artichoke and get a non-artichoke in return. Though you could get unlucky and have the opposite happen. Or you may encounter the special case where both players reveal an artichoke, in which case both get composted.
** The carrot and broccoli can compost artichokes for you, but require you to actually have, respectively, two or three artichokes in hand to use them. If you're ahead, that might not be the case.
** The potato reveals the top card of your deck and lets you compost it if it's an artichoke. Of course, this is more likely to happen if you have a bunch of artichokes.[[note]]Though you can also use the pepper to make sure there's an artichoke on top of your deck.[[/note]]
** The leek lets you look at the top card of an opponent's deck and gives you the option to steal it. If they're ahead, you're more likely to get something good.

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** If the losing team in any ranked mode is currently in control of the objective when the time runs out, the game goes into Overtime and stays there until the losing team loses control of the objective or surpasses the winning team.
** In Ranked Battles, if time runs out when the losing team is in control of the objective, the match goes into overtime. Overtime finishes once the losing team either loses control of the objective, or manages to pull ahead and overtake the opposing team's score. This encourages losing players to keep trying until the very end.

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** If the losing team in any ranked mode is currently in control of the objective when the time runs out, the game goes into Overtime and stays there until Overtime, which finishes when the losing team loses control of the objective or surpasses the winning team.
** In Ranked Battles, if time runs out when
team, encouraging the losing team is in control of the objective, the match goes into overtime. Overtime finishes once the losing team either loses control of the objective, or manages to pull ahead and overtake the opposing team's score. This encourages losing players to keep trying until the very end.
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** [[VideoGame/{{Tekken}} Kazuya]] has Rage, which he enters after taking more than 100% damage and makes his attacks deal 10% increased damage in this state. He automatically uses his Rage Drive in this state when he lands a grab, down special, or Dragon Uppercut. He loses Rage after using his Rage Drive, repeatedly missing those attacks that trigger it, getting hit too many times or gets KO'd.
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* ''Videogame/CrashTeamRacing'' (along with sequels such as ''Crash Nitro Kart'') use a similar item curve as the ''VideoGame/MarioKart'' series, especially noticeable since a lot of items [[FollowTheLeader work in the exact same manner as those of the latter series]].
* In ''[[VideoGame/JakX Jak X: Combat Racing]]'', Peacemaker (which kills 1 or 3 players ahead of you, will hit the one in first place unless someone happens to be in the way of the missile) and Super Nova (which destroys EVERYONE in front of you) have a higher chance of appearing when you're in last place.

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* ''Videogame/CrashTeamRacing'' (along with sequels such as ''Crash Nitro Kart'') use a similar item curve as the ''VideoGame/MarioKart'' series, especially noticeable since a lot of items [[FollowTheLeader work in the exact same manner as those of the latter series]].
series]]. They're not ''quite'' as effective due to the game's focus on skill-based boost and track design: if you can't take the shortcuts or do Power Slide Turbos, all the Warp Orbs in the world aren't going to help you.[[labelnote:*]]Compare this to Mario Kart, where skill isn't ''as'' important to winning compared to what items you have, so who's in first can change constantly thanks to all the items flying about.[[/labelnote]]
* In ''[[VideoGame/JakX Jak X: Combat Racing]]'', the Peacemaker (which kills 1 or 3 players ahead of you, will hit the one in first place unless someone happens to be in the way of the missile) and Super Nova (which destroys EVERYONE in front of you) have a higher chance of appearing when you're at the back or in last place.place. The latter is especially potent because using it will almost guarantee you get enough Dark Eco to make your weapons even ''more'' powerful!

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* Downplayed in ''[[TabletopGame/SevenWonders 7 Wonders Duel]]''. The Progress Tokens "Architecture" and "Masonry" give you a resource discount on, respectively, your future Wonders and your future civilian buildings. These abilities make the biggest difference if you're behind on resources.



* The TabletopGame/{{Pokemon}} Trading Card Game, during the 3rd-generation, had Pokémon-star cards. Most of them had one attack that had pitiful strength but became overwhelming if the player is about to lose the game. And starting in [[VideoGame/PokemonSunAndMoon Generation VII]], the [[TabletopGame/{{Pokemon}} Trading Card Game]] introduced particular cards, always beginning with the word "Counter" (such as [[https://bulbapedia.bulbagarden.net/wiki/Counter_Energy_(Crimson_Invasion_100) Counter Energy]] or [[https://bulbapedia.bulbagarden.net/wiki/Counter_Catcher_(Crimson_Invasion_91) Counter Catcher]]), that are either more effective or work only for the player who has drawn fewer Prize cards (drawing all of which are the game's winning condition).

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* The TabletopGame/{{Pokemon}} ''TabletopGame/{{Pokemon}} Trading Card Game, during the 3rd-generation, Game'':
** The 3rd-generation
had Pokémon-star cards. Most of them had one attack that had pitiful strength but became overwhelming if the player is about to lose the game. And starting in [[VideoGame/PokemonSunAndMoon Generation VII]], the [[TabletopGame/{{Pokemon}} Trading Card Game]] introduced particular cards, always beginning with the word "Counter" (such as [[https://bulbapedia.bulbagarden.net/wiki/Counter_Energy_(Crimson_Invasion_100) Counter Energy]] or [[https://bulbapedia.bulbagarden.net/wiki/Counter_Catcher_(Crimson_Invasion_91) Counter Catcher]]), that are either more effective or work only for the player who has drawn fewer Prize cards (drawing all of which are the game's winning condition).
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** In ''Mario Party 9'', most possible outcomes of landing on a Bowser Space will benefit the player in last, and one outcome is an ''extremely high-stakes minigame''[[note]]In case you're wondering, the extremely high-stakes minigame is that Bowser takes half of everyone's Mini Stars, and the player who finishes 1st will get most of the Mini Stars, which is ''a lot''[[/note]]. We're talking "whoever wins this wins the board" stakes, so it can cause comebacks.

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** In ''Mario Party 9'', most possible outcomes of landing on a Bowser Space will benefit the player in last, and one outcome is an ''extremely high-stakes minigame''[[note]]In case you're wondering, the extremely high-stakes minigame is that Bowser takes half of everyone's Mini Stars, and the player who finishes 1st will get most of the Mini Stars, which is ''a lot''[[/note]]. We're talking "whoever wins this wins the board" stakes, so it can cause comebacks.comebacks, making it a combination of this and GoldenSnitch.
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** The first few ''Mario Party'' games had the Chance Time space, which had the player roll three dice. Two picked a player, and one picked something that happened. This could include everything from "give Player A twenty coins" to "give Player A all your Stars."

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** The first few ''Mario Party'' games had the Chance Time space, which had the player roll three dice. Two picked a player, and one picked something that happened. The first die you choose to hit is slow enough that it effectively allows you to pick what it is, the second requires some skill to do that, and the third is effectively random. This could include everything from "give Player A twenty coins" to "give Player A all your Stars."
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* ''VideoGame/PowerRangersBattleForTheGrid'' has the [[HumongousMecha Megazords]]. Once one of your fighters has been defeated, you can call in your Zord as a sort of gigantic AssistCharacter.

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* ''VideoGame/PowerRangersBattleForTheGrid'' has the [[HumongousMecha Megazords]]. Once one of your fighters has been defeated, you can call in your Zord as a sort of gigantic AssistCharacter. A later revision of the game modified these rules so the Zords are now more nuanced in their use.
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* When most characters get low enough health in ''VideoGame/JojosBizarreAdventureAllStarBattle'', they enter Rumbling Mode, where their health meter turns red, and they gain increased attack and defense.

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* When most characters get low enough health in ''VideoGame/JojosBizarreAdventureAllStarBattle'', ''VideoGame/JoJosBizarreAdventureAllStarBattle'', they enter Rumbling Mode, where their health meter turns red, and they gain increased attack and defense.
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* The PlayerVersusPlayer action game [[https://store.steampowered.com/app/1557740/ROUNDS/ Rounds]] gives the loser of the previous round a powerup to pick in order to even their odds against the winner.

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* The PlayerVersusPlayer action game [[https://store.''[[https://store.steampowered.com/app/1557740/ROUNDS/ Rounds]] Rounds]]'' gives the loser of the previous round a powerup to pick in order to even their odds against the winner.

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