History Main / InstantWinCondition

15th Aug '16 7:58:07 PM UmbrellasWereAwesome
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** In the level Long Night of Solace, destroying the Phantoms attacking Anchor 9 will cause all the other enemy starfighters to flee, even if they still outnumber you.
** Several levels, like Exodus, are won by pressing a button, so a clever player can sneak past a lot to activate the device even if a horde of enemies are surrounding it.
** In the level [[spoiler:The Pillar of Autumn]], destroying [[spoiler:the Covenant battlecruiser]] will end the level regardless of how many Phantoms are surrounding you. On the more punishing difficulties like [[HarderThanHard Legendary or Mythic]], destroying ''only'' [[spoiler:the cruiser]] becomes the only reliable way to complete the level.

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** In the level Long "Long Night of Solace, Solace", destroying the Phantoms attacking Anchor 9 will cause all the other enemy starfighters to flee, even if they still outnumber you.
** Several levels, like Exodus, "Exodus", are won by pressing a button, so a clever player can sneak past a lot to activate the device even if a horde of enemies are surrounding it.
** In the level [[spoiler:The [[spoiler:"The Pillar of Autumn]], Autumn"]], destroying [[spoiler:the Covenant battlecruiser]] will end the level regardless of how many Phantoms are surrounding you. On the more punishing difficulties like [[HarderThanHard Legendary or Mythic]], destroying ''only'' [[spoiler:the cruiser]] becomes the only reliable way to complete the level.
22nd Jul '16 3:40:24 AM ArcaneAzmadi
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** This is, however, being more often [[SubvertedTrope subverted]] in many more modern digital [=CCGs=] such as ''VideoGame/{{Hearthstone}}'' and ''VideoGame/InfinityWars'', where running out of cards causes you to take steady damage every time you fail to draw (morale rather than fortress damage in ''Infinity Wars'') rather than losing instantly. Mill decks are still a valid option in these games, but they no longer meet this trope.
** Played straight, however, and in fact taken UpToEleven in digital GenreThrowback game ''Spellweaver'' where you actually lose the instant your deck has no cards in it, rather than when you fail to draw.
12th Jul '16 1:25:23 AM jormis29
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* Has been known to happen in Double Conquest maps in ''[[VideoGame/{{Battlefield}} Battlefield 2142]].'' One team will have the other down to only a few tickets until defeat while still having over a hundred left themselves, when a sudden strike from behind sweeps across the field capturing all their spawn points and wiping them out. Without anywhere to spawn, all those tickets are worth NOTHING. (Of course, this is very rare as a team which ends up that far behind on tickets most likely lacks the coordination to mount this kind of counterattack.)

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* Has been known to happen in Double Conquest maps in ''[[VideoGame/{{Battlefield}} Battlefield 2142]].''VideoGame/Battlefield2142.'' One team will have the other down to only a few tickets until defeat while still having over a hundred left themselves, when a sudden strike from behind sweeps across the field capturing all their spawn points and wiping them out. Without anywhere to spawn, all those tickets are worth NOTHING. (Of course, this is very rare as a team which ends up that far behind on tickets most likely lacks the coordination to mount this kind of counterattack.)
9th Jul '16 9:33:06 PM Steven
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* ''VideoGame/FinalFantasyXIV'' has every dungeon use boss battles and they sometimes have the boss summon backup. If you can defeat the boss, you automatically win while the backup just vanishes into thin air.
28th Jun '16 10:59:37 AM infernape612
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* In ''VisualNovel/ZeroTimeDilemma'', if you win the coin flip at the beginning of the game, Zero honors his deal, releases you all, and the credits roll. You win the game with zero effort on your part.
26th Jun '16 12:20:27 AM Rodrigokun
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In ''VideoGame/CivilizationBeyondEarth'', it's even more prevalent. The Domination victory has remained unchanged, but the other four victories all involve going through several steps and building a giant, destructible, wonder on a tile near your city. Every player in the game is informed of every other player's progress, so pretty much every game can end with every player making a rush to assault the player who made the most progress towards victory.
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In ''VideoGame/CivilizationBeyondEarth'', it's even more prevalent. The Domination victory has remained unchanged, but the other four victories all involve going through several steps and building a giant, destructible, wonder on a tile near your city. Every player in the game is informed of every other player's progress, so pretty much every game can end with every player making a rush to assault the player who made the most progress towards victory.
victory.\\\
25th Jun '16 11:45:29 AM nombretomado
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* Victory is pretty much instantaneous in ''BattleForWesnoth'' when you kill all of the enemy leaders, which can get pretty intense when you're struggling against a (money draining) turn limit and trying to farm as much XP as possible.

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* Victory is pretty much instantaneous in ''BattleForWesnoth'' ''VideoGame/BattleForWesnoth'' when you kill all of the enemy leaders, which can get pretty intense when you're struggling against a (money draining) turn limit and trying to farm as much XP as possible.
18th Jun '16 11:45:57 PM nombretomado
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* The ''LegendOfTheFiveRings'' CCG was made of this trope. There were three victory conditions: Military (wipe out your opponent's territories), Honor (Gain a large amount of Honor points), or Enlightenment (play all 5 elemental rings). Some VERY Successful decks were designed around making a suicidal dash for max honor or enlightenment while paying just enough attention to the opponent's attacks to not be ''completely'' wiped out before winning.

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* The ''LegendOfTheFiveRings'' ''TabletopGame/LegendOfTheFiveRings'' CCG was made of this trope. There were three victory conditions: Military (wipe out your opponent's territories), Honor (Gain a large amount of Honor points), or Enlightenment (play all 5 elemental rings). Some VERY Successful decks were designed around making a suicidal dash for max honor or enlightenment while paying just enough attention to the opponent's attacks to not be ''completely'' wiped out before winning.
17th May '16 12:51:23 PM ThraggLootrippa
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** Perhaps the most outrageous example is the siege of the SpaceMarine stronghold by the Tau in the Dark Crusade. The objective is to destroy their main Town Hall. Since the Tau Commander, if properly upgraded, is an invisible, jet-packed one-man-tank, he can cut the "sieging" and "storming" parts, sneak to the enemy base and raze the building single-handedly from a vantage point (just keep in mind the map is littered with Servo Skulls, who can turn the Commander visible again). That's it. One building. And despite that the whole SM army is still intact they will let out a mighty BAWWWWWWWWWW as their Captain suddenly drops dead, admit defeat, and barrage their own positions with orbital bombing so that they don't fall in your hands. Suckers.
** The same happens when playing Necrons vs Imperial Guard or, if harder to pull off, Space Marines. All you need to do is destroy the Imperial HQ, but access is blocked due to a large river. Conveniently there are some small patches of land and your Necron Lord can teleport. Better yet, he resurrects wherever he is slain and topping even that he can become an immortal Death God for a short while. So you teleport, kill the enemy HQ to death and go elsewhere to kill stuff.

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** Perhaps the most outrageous example is the siege of the SpaceMarine stronghold by the Tau in the Dark Crusade. The objective is to destroy their main Town Hall. Stronghold. Since the Tau Commander, if properly upgraded, is an invisible, invisible jet-packed one-man-tank, he can cut the "sieging" and "storming" parts, sneak to the enemy base and raze the building single-handedly from a vantage point (just keep in mind the map is littered with Servo Skulls, who can turn the Commander visible again). That's it. One building. And despite that the whole SM army is still intact they will let out a mighty BAWWWWWWWWWW as their Captain suddenly drops dead, admit defeat, and barrage their own positions with orbital bombing so that they don't fall in your hands. Suckers.
** The same happens when playing Necrons vs Imperial Guard or, if slghtly harder to pull off, Space Marines. All you need to do is destroy the Imperial HQ, but access is blocked due to a large river. Conveniently there are some small patches of land and your Necron Lord can teleport. Better yet, he resurrects wherever he is slain and topping even that he can become an immortal Death God for a short while. So you teleport, kill the enemy HQ to death and go elsewhere to kill stuff.stuff.
** The Imperial Guard are notorious for their ability to just skip anything in a Stronghold during a campaign. They have the best artillery in the series, and they have a way to pierce the FogOfWar and upgraded Earthshaker shells that can heavily damage whatever it hits. The game even tells you exactly where the objective is on the map. All the Guard player has to do in a Stronghold is fight to within Earthshaker range, and fire the shells until the target is a smoking crater. Entire armies will rout because their main headquarters/figurehead got taken out by precision artillery from a mile away.
16th May '16 11:27:59 PM erforce
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* Some mission and quest challenges in ''BillyVsSnakeman'' have "automatic jutsu victory": if you use a specific jutsu, you will win it no matter how poor your successes are. It's not stated outright, but there's either a logical thought to it (A horde of enemies attacking everywhere? This calls for a clone jutsu!) or the description references the solution in some other way (The enemy says his attack goes to eleven? How about [[ThisIsSpinalTap "Rock On: Spinal Tap"]]?). There's also the Flying Thunder God Jutsu, which allows you to complete one non-quest challenge with a difficulty not higher than 100 each day.

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* Some mission and quest challenges in ''BillyVsSnakeman'' have "automatic jutsu victory": if you use a specific jutsu, you will win it no matter how poor your successes are. It's not stated outright, but there's either a logical thought to it (A horde of enemies attacking everywhere? This calls for a clone jutsu!) or the description references the solution in some other way (The enemy says his attack goes to eleven? How about [[ThisIsSpinalTap [[Film/ThisIsSpinalTap "Rock On: Spinal Tap"]]?). There's also the Flying Thunder God Jutsu, which allows you to complete one non-quest challenge with a difficulty not higher than 100 each day.
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