Spike: We just keep coming. But you can kill a hundred, a thousand, a thousand thousand and the armies of Hell besides, and all we need... is for one of us, just one, sooner or later, to have the thing we're all hoping for.
Buffy: And that would be what?As Long as There Is Evil, good must rise to the challenge and defend the world. Beating the Big Bad and his pawns will maintain the Balance Between Good and Evil and keep the world safe. Good doesn't always win, however, whether it's Stage One of the Evil Plan or in the final battle, heroes do occasionally lose. In these cases the old heroes, or a group of new ones, must again rise to challenge the bad guys, usually with better results. In some stories this won't happen, because The World Is Always Doomed. Evil only has to win once in order to permanently turn the world into a crapsack Villain World with absolutely no hope of being deposed. Heck, if the villain is an Omnicidal Maniac there won't even be a world to save. When Evil Only Has To Win Once, heroes need to step up their game because the Sorting Algorithm of Evil just divided by zero. Usually this shows up in stories where there is some kind of repeating challenge against the forces of good; be it a martial arts tournament for control of the planet, a resurfacing Sealed Evil in a Can, or just a laundry list of progressively more dangerous enemies. You can expect The Chosen One to feel the pressure — there are hundreds of mooks, dozens of mid-level bad guys, a Dragon, one Big Bad villain — and one Hero (or a team, but you get the idea) to face the threat. There's no one else to face the threat... usually, at least. Hopefully the replacements can do the impossible. Either Or Prophecies use this trope with language along the lines of "If Dark Lord Genericide finds the Ruby Heart he will bring about a thousand years of sorrow!" Rarely, the prophecy's "Or" has the heroic variant included: "... but if Sir Tropesalot finds the Sword of Plot Advancement, he will take up the crown and usher in a thousand years of peace!" It just doesn't seem fair. Why is it that beating the Big Bad doesn't bring about a thousand years of perpetual (hopefully not literal) light? There's two potential justifications for this: Good, true Good, won't stoop to the levels necessary to create a permanent Sugar Bowl, whereas Evil won't have a problem with completely wrecking the world. The other reason is that the Good Guys are usually the only ones concerned with maintaining the Balance Between Good and Evil. Metatextually, the Author also probably wants a world where his Chronic Hero Syndrome suffering protagonist can't sleep. Also, we know Villains Act, Heroes React, and an action can often be tried many times until successful. This trope is often the unsaid justification for having Showy Invincible Heroes. True in pretty much all video games. You have to win through every challenge you face to get to the end, whereas your enemies just have to win once and (unless it's a Hopeless Boss Fight or Final Boss Preview) it's Game Over (This is why an ability with a small chance to utterly ruin the target, but leaving you exposed or weakened if it fails, quickly becomes a Useless Useful Spell). It's also frequently inverted in the form of an Instant-Win Condition, from the perspective of a player stuck against That One Level or That One Boss; no matter how many times you get beaten down, you (generally) only need to win once in order to progress. This trope may also be the reason why No Canon for the Wicked is commonplace.
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Anime & Manga
- In Neon Genesis Evangelion, if even one of the Angels penetrate to the heart of the NERV base, Third Impact will be initiated, wiping out all life on earth. Technically an Angel ALREADY penetrated the NERV Base...since from before the start of the series. Said Angel is actually Humanity itself and they're also trying to initiate Third Impact. And they're the ones that succeed. This is one hell of a Crapsack World, huh?
- Elimona from Defense Devil once stated that this was not the case, despite how it seemed, since the Devils are dominated by the Angels and are at the verge of destruction anyway. The Angels are just waiting for the two strongest demons, Legato and Kucabara, to defeat each other so that they can easily purge the world of demons and devils.
- In MÄR, the world hasn't been living the best of times because, while the Chess didn't lose the first fight, the good also didn't win, and the leader of the bad team escaped, so the world's been living in fear of the Chess rising again. Doesn't help that their captain (not the leader though) was a zombie and the world was told that he'd be back after a while, so they've been living in fear for the second War Games to start, which is where the story catches us.
- Furthering this trope, is the fact that if the captain of either side loses, that side loses the entire game. The Chess have an entire army, so their captain stays out of the fighting until the sorting algorithm of evil forces him to join in. Team MAR only has one or two extra players, forcing the captain to participate in almost every round.
- In Star Driver, Takuto could never lose a single battle (which occurred Once per Episode) or the Glittering Crux would instantly succeed at their goal of kidnapping the Barrier Maiden and release the seals.
- Bleach: If Tsukishima so much as nicks you just once with Book Of The End, the fight is over - simple as that. It doesn't have anything to do with being a One-Hit KO, rather it's form of Mind Rape with a healthy helping of Reality Warping: Anything Book Of The End cuts lets Tsukishima alter its past, person or thing. Therefore, cutting somebody lets him insert his existence into their past any way he likes, such as a family relative, best friend, or cherished mentor. In short, he strips the enemy of their will to fight him, and can even alter it so that they fight for him. Though it fails against Byakuya, who is willing to kill him despite the false memories.
- In Mobile Fighter G Gundam, Domon cannot lose a single round of the tournament, not even a qualifying round, as it would disqualify him from being able to fight and stop his mentor Master Asia from using the Devil Gundam, as Asia is sitting at the top of the tournament.
- There's a version of this in The Transformers: Last Stand of the Wreckers: Shockwave tells Overlord that he isn't the first Phase Sixer (or One-Man Army) to bait Megatron. Overlord notes that he only has to be the last — the one who wins. And while in this case both parties are evil, Overlord is probably the worse of the two.
- The backstory of the original Mark Millar comic book Wanted. The premise of the setting is that the supervillains of the world finally decided to all team up and thus overwhelm the superheroes by sheer numbers. After their victory, the villains used one of their Reality Warpers to retroactively change reality so that the heroes became normal people (with ironic twists to their lives), and they themselves were set up as the secret rulers of the world. The only hint that anything was ever different is the existence of superhero comic books, which represent the ultimate victory of the supervillains — although the comics depict actual events from the previous reality, nobody would ever take them seriously.
- In one Batman: Gotham Adventures comic, The Joker claims that he's always let Batman win, because if the Joker wins once, Batman dies and can no longer be played with, but every time Batman wins, the Joker is simply sent to Cardboard Prison and it's only a matter of time before the game begins again. Of course, this is The Joker talking.
- This is the case for Omnicidal Maniac villains whose threat is considered universe-reaching, such as Darkseid or Thanos. Since their influence can threaten the entire fabric of existence, letting them get their way even once would be an unstoppable catastrophe upon life itself.
- As a counterpoint to the "one good day" philosophy stated in the page quote, The Joker believes that normal people are only "one bad day" away from total madness.
- Archie Comics' Sonic the Hedgehog had this with Dr. Robotnik/Eggman as one good victory against Sonic meant that he can easily trample through the resistance with ease. A good idea of this was the Time Skip when Sonic was in space - without Sonic around to stop him, Eggman was able to regain all of his lost areas and then some.
- In Emily Carroll's collection of short stories Through the Woods, the final story 'In Conclusion' features a version of Red Riding Hood (implied to be a semi-autobiographical of Carroll herself as a child.) The girl passes through the woods without incident to her mother's house, and as she's settling down to sleep she remarks that she knew the wolf wouldn't find her.
"Oh, but you must travel through those woods again and again..." said a shadow at the window. "...and you must be lucky to avoid the wolf every time...But the wolf...the wolf only needs enough luck to find you ONCE. "
- A one-shot Superman villain created by a decent soul being yanked into hell and tortured into serving a demonic master after losing to Superman and being taken back to hell when questioned about his failure explicitly states that it's but the start of things and that his success is certain because he only needs to win once while Superman must win every time.
- Discussed in Crush. While Loki insists this trope is true, Tony claims that his side can make all kinds of little mistakes, and that they wouldn't be making big mistakes anytime soon.
Loki: 'Anytime soon'.Tony: Ever.
- Webwork: Jade justifies her losing streak in the Essence hunt to Tarakudo by pointing out that each loss has been narrower than the last. Sooner or later, they'll succeed in gaining at least one General on their side, and that one victory is all they need to tip the scales in their favor.
Films — Animated
- In Epic it's not made explicit, but it's pretty clear if Mandrake stops a new queen from being crowned, the forest wouldn't be able to come back from him rotting it.
Films — Live-Action
- In The Fifth Element, the personification of evil springs up every 5000 years. The titular element has to be used in conjunction with the four element stones to wipe it out, but it keeps coming back. If evil gets the four stones, however, it can wipe out all life in the universe. No recovering from that.
- In The Cabin in the Woods, the Ancient Ones are kept asleep by giving them sacrifices. The sacrifices have to happen every year (there are numerous backups, and at least one has to succeed), but missing the deadline means the Ancient Ones wake up and the world is screwed.
- In the Discworld Vimes thinks this about the repeated assassination attempts he suffers. However, in the end the Assassin's Guild declines to accept more commissions on him. One reason is that his role in the management of the city has grown vital enough that they don't want the disruption removing him would cause. The other is that their repeated failures were just getting embarrassing, and assassins value their own lives highly.
- The Last Hero Cohen the Barbarian says it doesn't matter if he fails to kill the Discworld Gods, it just matters he tries because "Next time someone'll try harder".
- Roger Zelazny subverts this for A Night in the Lonesome October. The initial assumption is pretty well justified, as the Evil in this case is the entire collection of Lovecraftian Eldritch Abominations. But it is revealed in an offhand way that Good has lost before, albeit not in recorded history, and the lead character has contingency plans in case Good loses again.
- This seems to be the case in the world of The Wheel of Time series. Over aeons, The Pattern endlessly repeats itself, and the same heroes end up being reincarnated to fight the forces of the Dark One. When the forces of Light win, the Dark One goes back to being Sealed Evil in a Can. If the Dark One ever wins, the Pattern will be destroyed, ending the cycle not just permanently, but retroactively back to the first turning of the wheel.
- However, it gets really weird. The Dark One only needs to win once to break out of his prison across its myriad permutations, but as long as one reality that stands unbeaten the Dark One cannot break free. It's weird.
- There are also hints within the story that he has won before, only to find his efforts rendered futile as the Reset Button was pressed.
- We will see if the ending of the story is yet another cycle, or if the various factors this time around will render their victory more permanent. In particular, balefire can erase things from the Pattern entirely, which may well mean that this cycle will be the last, for better or for worse - as things struck by balefire not only no longer exist, but if struck by strong enough balefire, never existed in the first place.
- In the end it's subverted. The Dark One can never truly win, because he does not understand why he loses and can never change. No matter how many times he tries, he'll always make the same mistakes.
- This is also central to Ishamael's/Moridin's view of life. A former philosopher, he became savvy both to the endless repetitions of the Wheel and the fact that Evil Only Has To Win Once, and decided that not only was saving existence impossible (since the Dark One has an eternity to get it right), but since the cycle only repeated variations of the same events over and over again with no hope of true change, existence wasn't worth saving.
- However, it gets really weird. The Dark One only needs to win once to break out of his prison across its myriad permutations, but as long as one reality that stands unbeaten the Dark One cannot break free. It's weird.
- Roland of The Dark Tower is seeking the aforementioned Tower to save it. He's also stuck in a Stable Time Loop and must repeat his adventure over and over, meaning he has to save the Tower numerous times. In comparison, the Crimson King only needs to win once to destroy reality and plunge all its denizens into the primordial chaos.
- If it was a stable timeloop, that wouldn't be a problem, since everything plays out the same way every time. But there may be slight changes every time it's repeated (Horn of Eld), so the outcome really is unsure.
- The implication is that it cuts both ways. Roland saves the Tower, but he's done so many terrible things to reach it that by the time he does, he's unworthy of it. However, through the love of his friends he's redeemed himself just enough to earn a second chance. Presumably if he ever manages to make it to the Tower without compromising his humanity in the first place, he'll be worthy enough to ascend to the top and fix Creation such that it never needs saving in the first place. Evil Only Has To Win Once... but GOOD also only has to win, really decisively WIN, once as well.
- The Cthulhu Mythos is full of Eldritch Abominations lurking in other dimensions, many of whom could destroy the world (or the entire physical universe) if they felt like it. So if some insane cultists ever succeed in waking one of them up, it's all over red rover.
- The Lord of the Rings averts the trope in the specific context of its Big Bad, but follows it concerning evil in general. As Gandalf explains, if Sauron wins his victory will be so complete that none can foresee his fall while the world lasts, but if he falls, he will fall so low that none can foresee him rising ever again. However, As Long as There Is Evil (which there will always be, since it was woven into the fabric of creation itself by Morgoth), "the shadow will ever take another shape and grow again." To highlight this point, Sauron is the second shadowy, all-powerful force to attempt to dominate and envelop all creation; the first being Morgoth, Sauron's former boss.
- In the Doctor Who Past Doctor Adventures novel Festival of Death, the Doctor and his allies prevent an Eldritch Abomination from eating the universe. So far, just another day in the office for the Doctor. But there are several time loops involved, so there's a sense in which the adventure is happening over and over again forever — and if the Doctor and his allies slip up even once, it's goodbye universe.
"Yes," said the baby, opening its eyes. "The Doctor succeeded. This time."
- Averted in Villains by Necessity itself an inversion of the Standard Fantasy Setting. The forces of Good did win the ultimate battle two centuries ago and have been turning the world into a Sugar Bowl ever since. A druid convinces some of the few remaining evil people in the world to restore the Balance Between Good and Evil by releasing the Sealed Evil in a Can.
- In the Tom Clancy novelnote Patriot Games, the ULA terroist Sean Miller notes that anti-terrorist forces have to be lucky every time, while terrorists only have to do so once, in a nod to a similar comment made in the aftermath of the Real Life Brighton hotel bombing.
- In the Harry Potter series, Voldemort's goals are to return to full power, take over the wizarding world, and kill off or otherwise dispose of all Muggleborns and other "Undesirables". By the end of the series, he actually accomplished the first two, and was well on his way to reaching the third before Harry stopped him.
- In the Chronicles of Thomas Covenant, Big Bad Lord Foul is essentially immortal- he can be imprisoned or reduced to near impotence, but "Despite can never die" and he'll always return to power. On the other hand, Foul's own goal is to destroy the Arch of Time and, by extension, the physical world (because he's trapped there, and he wants to escape back into the wider universe and get back at the Creator, his Good Counterpart who trapped him in the first place) some which, needless to say, only needs to be done once. Any hero who successfully defeats Foul, though, has to live with the knowledge that he'll be back a few millennia down the line.
- In The Dresden Files:
- Harry discusses and dismisses the idea when talking with Nicodemus. Sure Nicodemus and his group of humans possessed by Fallen Angels could win this battle, gain access to a powerful magical weapon and cause the end of the world, but does he really think Heaven won't fight back tooth and nail within their bounds? That the three Knights of the Cross, men or women who take up a Sword with a Nail from the Cross Jesus was Crucified on in the hilt, when a previous Knight fails? That good men won't stop fighting? Harry says such an idea is foolish and likely a source of Nicodemus' deepest fears because his plans have been foiled countless times by such good people being in the right place at the right time.
- On a scale larger than Nicodemus, The Adversary is a group of Outsiders that want to unmake reality and are only prevented from doing so by Queen Mab and those who guard the edge of reality.
- Inverted in the Lensman series. The Arisians are completely indestructible against any existing force, so if Boskone's current agent is able to defeat Civilization, them's the breaks; the Arisians are perfectly capable of raising a new Civilization, new Lensmen and a new Super Breeding Program until they finally produce the weapon that can take down the Eddorians for good.
- Uprooted has this in regards to the Wood. In accordance with its planty nature, it can spread dozens of malicious "seeds" (i.e. infectious wolves, evil magic tomes, actual pollen), all at little cost to itself. The people of Polnya have to expend a lot of energy to stamp out just one that takes hold, and if it ends up combining with another, things get ugly fast.
Live Action TV
- In 24, the writers were very much aware of this and every season had the terrorists succeed with at least one of their plots.
- In Buffy the Vampire Slayer, Spike asks Buffy how many vampires, demons etc she thinks she's killed.
Buffy: Not enough.Spike: (nods) And we just keep coming. But you can kill a hundred, a thousand, a thousand thousand and the enemies of Hell besides and all we need is for one of us- just one- sooner or later to have the thing we're all hoping for.Buffy: And that would be what?(Spike leans in close and whispers in her ear.)Spike: One... good... day.
- In the context of the episode, Buffy is worried about being killed in the line of duty, and wants to find out how Spike managed to kill two Slayers over the years. Spike explains that there is no big secret: partially by luck, he just managed to have a good day and the other Slayers had a bad one. Before Buffy, no Slayer has ever lived past 25 years old. It's a dangerous job and they just have a high turnover rate due to simple attrition. The adult son of one of the Slayers he killed later even confronts him about it, and Spike points out that if he didn't kill his mother, some other vampire eventually would have - few Slayers ever choose to have children because they know how dangerous their lives are, his mother knew when she had him that she was in a high-risk lifestyle which would probably leave him an orphan at a young age, but she chose that anyway. The Slayer's son actually accepts this as a good explanation, and doesn't feel a great need to seek revenge against Spike afterwards.
- All that said, from a larger perspective the show averts this trope. Whenever one Slayer dies, another one is immediately called, meaning that it's as impossible for evil to triumph permanently as it is for good. The spinoff Angel also expanded the universe to show that the Slayer is only one of many champions throughout the world standing against the forces of darkness. The series finale even had Buffy instruct Angel to prepare a second line of defense in case the seasonal villain beat her, meaning that even if it had won that battle, it would still have been nowhere close to winning the war.
- Inverted in an episode of Monk, where the titular character is talking to a group of children about what he does as a detective. He says that he has made some mistakes as a detective, and that good guys and bad guys can both make mistakes, but a bad guy only has to make one mistake for the good guys to find him and arrest him.
- Inverted in Narcos - In the fourth episode Steve says that Escobar needs to be lucky every time they come for him, while the DEA only needs to be lucky once.
- Doom: The Board Game by Fantasy Flight Games features a campaign mode where the Space Marine players have to win all five scenarios while the Invader player only needs to win one in order to win the whole campaign. The Marines get to keep their equipment between games, though.
- In Warhammer 40,000, the forces of Chaos have launched 13 Black Crusades from the Eye of Terror to destroy the Imperium. They've been repelled each time, but the victories always come at a high cost and they get narrower every time. And Abaddon is always ready to launch another Crusade whenever he is able to get all of the forces of Chaos to cooperate (admittedly not an easy task).
- Battletech kinda inverts this with the proposal of Victor Steiner-Davion (representing the "good" Inner Sphere) to the "evil" Clans; the latter being hell-bent on conquering Earth. He challenges them to a refusal test with two possible outcomes: Either the Spherians win and the Clans have to leave them alone for good, or the Clanners win and thus have earned the right to wage perpetual warfare against the Inner Sphere until they've completed their conquest (or are vanquished for good themselves) - because permanent war is what their whole society is tailored to.
- In the Lord of the Rings Risk game, this trope is the essential mechanic to the Good vs Evil gameplay mode. The One Ring moves along its path towards Mt Doom at the end of each turn. If an Evil player controls the territory it was in, they get a chance to find/claim it by rolling a 12 (or lower if they have other factors in play). Good wins if the game lasts long enough for the Ring to reach the end of the path, but Evil wins if they can even once find/claim the ring at any point during the game.
- Non-plot variant in Unreal Tournament: in Assault mode's rules. The match consist of two rounds, one defense and one offense; if the attackers in the first round win, they swap roles with the defenders and the new attackers must win faster. Example: your team starts with offense. If you lose the offense round, you instantly lose the match. If you win the offense round but lose the defense one, you lose the match as well. Under the same rules, if you were to start with defense you could win the match either by winning defense OR losing defense but beating the other team's time in offense... but if you play against the AI, you always start with offense and therefore you can't afford to lose even once. This can be particularly frustrating since the bots on your team are severely handicapped in Assault mode.
- The Soul Series. So far, the Soul Edge (the evil sword) has been shattered or destroyed at least three times (Soul Edge/Blade, Soul Calibur 1, Soul Calibur 2), twice by the Soul Calibur (the "good" sword). What happens each time? The sword just breaks into pieces (each one every bit as evil as the whole sword) and eventually reforms itself, stronger than before. Now, what happens in every ending where the Soul Edge wins instead? The world gets hosed, that's what. Even worse, in SCIV, we learn that the Calibur is actually just as evil, but with a penchant for Order rather than Chaos.
- Mortal Kombat is mentioned in the trope description, but it's actually more of a funny variant of the trope rather than a completely straight example. By the time the events of the original game play out (after being Ret Canon'd by the movie), not only has evil already won once, but has been doing so for the past 500 years or so. The tournament that is being documented by the game is actually the tenth such tournament following a string of nine victories by current champion Goro. If the Earthrealm fighters fail to crown a champion of their own in this tournament, Shao Kahn and Outworld has free rein to invade and conquer Earthrealm. So in Mortal Kombat's case, it's "Evil Only Has To Win Ten Times...But This Is The Tenth Time." A look in the series' backstory reveals that the entire tournament is actually rigged to keep anyone from uniting all of the Realms. The Elder Gods split the Realms to prevent the One Being from ever returning. Evil only has to win one more time...but the ones in charge won't let it win if they can help it.
- Castlevania operates on this principle, though so far it hasn't had to actually employ the trope. Every hundred years, Dracula's castle reappears and whoever in the Belmont clan (except the one time that Morris guy had it at the start of the 20th century) possesses the Vampire Killer whip has to storm the castle and slap Dracula back to the abyss. Should they fail...well, everyone's going to pay the price but all Dracula has to do is wait another hundred years (a stone's throw in vampire time) and he gets to try all over again (until 1999 and a well-timed eclipse screwed him over for good).
- Inverted in the Mass Effect series, where the success of the Reapers' periodic genocidal "harvesting" of spacefaring civilizations is largely dependent on leaving no survivors who might warn future civilizations or try to interfere directly. True to form, things fell apart for them once a few surviving Protheans sabotaged the system intended to awaken the Reapers from hibernation and allow them to strike first with a surprise attack at the heart of galactic civilization. The weapon needed to defeat them was incrementally designed and improved over countless cycles (the Reapers thought they'd erased the design several times), and presumably only the original creators actually knew what the hell it did beyond being the superweapon the previous cycle almost completed.
- This is most evident in Mass Effect 3's "Refusal" Ending: Even if Shepard fails this cycle, the Reapers finally fall in the next one.
- Inverted in Final Fantasy I, where it's revealed at the end that Evil has won over and over and over again for nobody knows how long. The only way for the cycle to end is for Good to win.
- Also played straight. The Catch in Final Fantasy I is that the 1 battle the good guys need to win is the very last one, while the 1 battle that evil needs to win to break the loop is the very first.
- Final Fantasy VI is an interesting aversion: right in the middle of the game, the villain turns the world into a Crapsack World, kills most of the population, and has become so powerful that there seems to be no hope of deposing him. Yet, somehow, it's not Game Over - you must press on.
- While Dark Souls runs on Grey and Grey Morality, this is invoked by the games central conflict. In order to keep the First Flame alive, the followers of Gwyn must always keep the cycle of sacrifice going in order to continue the Age of Fire. However, all the followers of Kaathe and the Pygmy have to do is merely wait for the First Flame to die.
- Dark Souls II casts doubt on this. It would seem that both sides are locked into this as part of an Eternal Recurrence of Light and Dark. The First Flame did not go out completely regardless of your actions in the first game; if you didn't link the fire, then someone else did. It only takes one person to end the cycle, and only one person to start it again.
- Dark Souls III muddles the issue even further. All of the destruction wrought by the Cycle has been permanently screwing up the world with each cycle. The latest cycle may very well be the last one, and it's not clear whether a "good" ending is even possible anymore.
- Inverted in Star Wars Battlefront (2015), if you're playing Infiltration over Scarif or Battle Station on the Death Star. All it takes is one U-Wing to make it through Scarif's shielding, or one X-Wing to reach the end of the Death Star's trenches, and the rebels have won the round. The Empire has to shoot down everyone who tries.
- Team Fortress 2: In Mann versus Machine mode, only one bot has to make it past defenses with the bomb for the defenders to lose.
- In a sense, this trope is inverted with any game that has a extra life system. In this case the player really only has to win the one time to beat the game. The antagonists have to keep winning in order to stop the player from doing so.
- Taken to its logical conclusion in Undertale: Given enough determination and in-universe Save Scumming, the protagonist can never truly be defeated. If you take the Villain Protagonist route, the only hope of the heroes you fight is that you get bored or frustrated and quit. And if you complete this route just once, your game will be forever ruined; even doing the pacifist route afterwards still results in the Fallen Child escaping the Underground and being able to wreak havoc on humanity. You can go so far as to alter or even delete the files on your computer, which will in fact allow you to earn the Pacifist ending again, but even then the game still knows you did that and will call you out on it. There's no escaping the consequences of allowing the Fallen Child a single victory — after all, creating the most horrific, cruel ending scenario possible was entirely your decision.
- Averted in The Legend of Zelda, because Ganondorf is much better at conquering things than he is at holding on to his conquests. He's won three times and been overthrown each time, despite having the deck stacked massively in his favor (being literally an immortal wizard, being highly intelligent and probably quite well-educated, and having the power of one of the gods of the setting and its Devil-counterpart as well):
- Ocarina of Time: He conquered Hyrule, dealt wholesale strategic destruction to its various populations (apart from his homeland, the Gerudos), and retired into his castle, leaving his minions to deal with the embittered remnants of the world's population. Link got the assistance of these scattered remnants, challenged Ganondorf in his castle, and defeated him. Even in the timeline where Link doesn't defeat him, said remnants eventually defeat Ganondorf on their own anyways.
- The Wind Waker: Centuries after being sealed in the Golden Land, he returned in boar-demon form and swept away all opposition, forcing the goddesses to drown Hyrule under a new ocean in order to stop him. Ganondorf eventually broke out of his underwater prison and began rebuilding his forces, but Link got the assistance of the scattered descendants of Hyrule's original population, challenged Ganondorf in his castle, and defeated him before he could reconquer Hyrule's remnants.
- The original The Legend of Zelda I: Link arrived in a burned-out wilderness, a Hyrule utterly devastated by Ganon (the usual name for Ganondorf in boar-demon form) and his minions: a miscellaneous army of ogres, adventurers, summoned monsters, tame dragons, wild centaurs, unquiet spirits, GiantEnemyCrabs, and animated suits of armor. But there were still a few survivors, hiding out in caves and mountain glens; Link got the assistance of the scattered remnants of the population, challenged Ganon in his mountain (which had been hollowed out and surfaced internally to where it distinctly resembled a castle), and defeated him.
- Bowser in Super Mario Bros. fits this trope quite well; and there's an interesting difference here between Nintendo's two flagship franchises, Super Mario Brothers and The Legend of Zelda. Bowser has none of Ganondorf's patience or dark charisma, none of his gift for intrigue, little of his impromptu gallantry, and not a whole lot of his personal courage; but he's willing and able to install garrisons, collect taxes, spare civilian populations, and generally rule. Ganondorf likes winning, Bowser likes having won; and so Bowser, although much less dangerous and infinitely less frightening, is the one who can make his conquests stick. Mario can never risk defeat against him — not even in a go-kart race.
- Subverted in Knights of the Old Republic. Carth certainly thinks this is true, but Jolee is less concerned, believing that things would bounce back to normal even if evil did win - though it wouldn't be until after a few decades of tyranny.
- Inverted in the Gardens & Graveyards Mode of Plants vs. Zombies: Garden Warfare. The Zombies are under a Time Limit to take down each of the Plants' strongholds; if the Plants manage to fend them off long enough for the time to run out even once, the game automatically ends with their victory.
- Fire Emblem Awakening establishes that the Fell Dragon Grima returns to destroy humanity once every 1000 years, meaning that statistically speaking humanity is doomed because Grima only has to succeed once whereas humanity has to defeat Grima an effectively infinite number of times. The last act of the game gives the player, and by extension their Avatar, the choice to let Chrom strike Grima down, only guaranteeing another 1000 years of survival, or deal the final blow personally and sacrifice themself to kill Grima permanently.
- One of the possible endings of Devil Survivor 2's Triangulum Arc. After learning that destroying Canopus will just prompt another Administrator to step in and try to destroy the world, your party can decide to regress the world anyway and fight the new guy, over and over and over until, eventually, they run out of Administrators. It's made quite clear that if ever your party loses, the world will be destroyed for good and the whole thing will be for nothing.
- In Samurai Showdown 2, by the time you reach Mizuki Rashojin, she's created all kinds of havoc worldwide, killed Amakusa, completely subjugated Ambrosia (the very being who turned her evil in the first place), and opened an extremely scary-looking gateway. Defeat her or the whole world literally goes to Hell.
- Poked fun at in Bug Martini, where the author points out that while 'evil only has to win once,' evil still has to get off its duff and make things happen, so it's really more of a fair fight than this trope usually implies.
- The sorcerer Dagon, from the Global Guardians PBEM Universe, pretty much had just one evil plan that he used every time he went up against the heroes: release the Great Old Ones from their extra-dimensional prison so they can rule the Earth once again as they did billions of years before those johnny-come-lately humans (who, by the way, will be served up en masse as hors' dourves at the "Happy Get Out of Extra-Dimensional Prison Day" party). He's been beaten every time so far... but he only has to win once.
- The world is in for any variety of apocalypses if the SCP Foundation fails to contain some threats. e.g. SCP-231-7 only has to give birth once.
- Man Of Action's Generator Rex joins the party with the introduction of the meta-nanites, special nanites which can bestow the power over things like matter, antimatter and the like, if Van Kleiss, the Consortium (Providence's higher ups who intend to use them and become gods) or Black Knight who intends to acquire their power for herself, gets their hands on them it's game-over. It turns out that Evil never had a chance in the first place. The Meta-nanites had been programmed by Cesar and his parents in such a way that only Rex could use their full power. That is the only reason Cesar cooperated with Black Knight to gather the Meta-nanites in the first place — he had been planning to give that power to Rex all along. Too bad he never told Rex that.
- In Avatar: The Last Airbender, Aang had to defeat the Fire Lord before or during Sozin's Comet. If the bad guys succeed in burning almost the entire world, then it's truly game-over—there wouldn't be any world left for the Avatar to save.
- This is the underlying premise of Beast Machines. The Maximals finally come out on top in the finale of its predecessor, Beast Wars, but as they drag him back home to Cybertron, Megatron has "one good day" and exits the time-and-space traveling journey home, enabling him to conquer the planet before the Maximals return, wiping out their victory in a matter of seconds.
- As of The Legend of Korra, this is also the case with Vaatu. If he triumphs, good will eventually reemerge, but it will take 10,000 years, during which he will be left free to ravage the world. He just has to win one battle on the right day.
- Skips from Regular Show has to repeatedly take down Klorgbane every 157 years. He only has to beat Skips once to kill his brothers (as shown with Archibald being easily killed).
- This is why the Multiverse is at stake in Penn Zero: Part-Time Hero.
- Implied if not outright stated in the My Little Pony: Friendship Is Magic fifth season finale, the Cutie Re-Mark. Each "Bad Future" visited has a different evil overlord. While the others may have been somehow defeated as they were in canon, it only takes one winning because of the different timeline to turn Equestria into a complete Crapsack World.