Phoenix Wright: Ace Attorney: Justice for All has two endings. In the good ending, Shelly de Killer breaks up his contract with Matt Engarde, releases Maya, and Engarde is sent to jail. In the bad ending, the guilty-as-hell defendant is sent away scot-free, an innocent woman is declared guilty of murder, and Phoenix quits being a lawyer. "The miraclenever happen..." Only the good ending is considered canon.
Phoenix Wright: Ace Attorney Ė Dual Destinies has several bad endings; all but one are a variation of a Non Standard Game Over that show just how much you screwed up. They range from Athena being charged with a murder she did NOT commit and sent to jail, to Trucy vanishing with the kidnapper and never being seen again, to Simon being executed because the player failed to prove that he was innocent and that he was Taking the Heat for Athena, to both Athena and Simon getting both acquitted — while the real killer is never caught...
An Octave Higher has five endings. Three of them are fairly lighthearted but end the story prematurely. The other two are much darker in tone and advance the story toward its proper resolution, though only one of them is considered the true ending. There's also a sixth neutral ending which doesn't resolve much of anything, though it doesn't grant an achievement in the Steam version.
Aoi Shiro has several different types of ending. In addition to the numerous bad ends where the protagonist Syouko dies or becomes possessed by the <<Sword>>, each co-protagonist has two or three 'Normal Ends' where everyone survives, but wind up parting ways, and a 'Good Ending' where they stay together or are reunited, with the same pattern for the Grand Route involving all the main heroines together. There are also a handful of route independent 'Normal Ends' that cut the story short by leaving early.
A Profile has five endings, two each for Miku and Rizu and one for Miou, the last heroine. None of these are bad endings, and as a whole, are all rather optimistic.
The Bottom of the Well has quite a few variations, although most of them are dying. Besides the numerous ways that Alice can die without getting to the evacuation site, there are three different things that can happen there ó she can find that she's been exposed to too much radiation and die anyway, she can be safe and yet have the feeling that it isn't the "right" ending, or she can find out (sort of) what's going on with the dream. The game encourages you to replay for different outcomes ó in fact, you can only get a vital piece of information (a code for a keypad) for the "true" ending by having gone down certain death-causing routes in past playthroughs.
There are seven heroines in Canvas 2, and each one has her own ending.
In Death Room, there are 6 endings, but with over 300 choices, you can bet there are variations for each depending on what you said or did before.
Dra Koi has four endings: There's a good ending where you picked all the right options, a bad ending where you either failed to go on the date or made the wrong final choice but still complete the story, and then there are two bad endings that skip the final fight. Either you get killed or the dragon does, based on which of the fights you refused to step in and help out.
Sweet Pool, made by the same company, has six endings, depending on how much you gave into your "instinct" or "reason". Notable for none of the endings being happy; the least depressing one has Youji sacrifice himself to save Tetsuo, and even the "true end" is soul-crushingly sad.
Frozen Essence has six paths to choose from, and each of them have both a Light End and a Dark End. The Light Ends generally have Mina being happily together with her love interest or at least being alive and reasonably happy, while the Dark Ends generally have her dying, being resealed, or being trapped in a very twisted relationship with her love interest. In addition, the Life path has three more endings: two are more like Non Standard Game Overs than anything else, but the third one happens to be the game's True End.
In the Chinese PC fan-made game Fullmetal Alchemist: Bluebird's Illusion, there's a choice of 4 possible endings depending on what you've done during the game and where you've been, the most famous being Edward becoming the homunculus Pride.
Hatoful Boyfriend has a couple of characters who have multiple endings. Three of these are bad vs good, while one is a bit different (and is only like that in the HD remake onwards). Sakuya, Okosan and Shuu all require you to max a particular stat (charisma, vitality and wisdom respectively) in order to see their full "good" end, while in Azami's ending you can either get the fake ending (which doesn't end the game) or her romance ending (which does). Getting a certain amount of endings lets you unlock the True Ending, Bad Boy's Love/Hurtful Boyfriend. Getting every character's ending, including both of the endings for the characters with two, lets you see the BBL epilogue.
Katawa Shoujo has a Good End and Bad End for each of the five girls, plus an extra neutral end for two of them (Rin and Hanako), and a Bad End you get at the end of Act 1 if you haven't managed to get one girl by the end. In this one, Hisao has a manly picnic with Kenji, gets drunk, and falls off the roof and dies. The other bad ends generally just involves the girl becoming angry/sad at Hisao and their relationship breaking apart... which, of course, makes them much more heartbreaking.
Lilly's bad ending is unique in that the game stops after a certain scene late in the route, when she says goodbye to Hisao and Hanako before leaving to live abroads with her parents in Scotland, instead of showing a scene you would not see otherwise. If, however, the player has made all the right decisions, the story continues until it reaches the good ending where she decides otherwise after Hisao pulls a Race for Your Love and almost dies as a result.
The leaked beta is infamous for having endings where the characters die. Shizune's Bad End is rather well liked to the point where many fans consider her arc overall Better Than Canon, though Hanako's endings are more... controversial. In Shizune's endings the Bad End has Shizune dying of dehydration not long after Misha's suicide. In the Good End Hisao inspires Shizune to move forward and live on. It ends with them talking about future baby names, particularly naming their kids after Misha. All two of Hanako's Bad Ends involve Hisao dying while the Neutral End has Hanako committing suicide. The Good End instead revolves around Hanako dealing with her Dark and Troubled Past. It ends on a happy note with implications of Babies Ever After.
Little Busters! also plays with the multiple endings. Completing certain endings can change the main route for future playthroughs: e.g., completing Rin's first miniroute has her noticeably more confident the next time around. So far, not too unusual... except for the fact that this is integral to the plot: the game takes place in a world created by Kyousuke, Masato, and Kengo after a bus crash caused the entire class bar Riki and Rin to be lethally injured, and for Kyousuke, the sole purpose of this world is to make them strong enough that they can handle the aftermath on their own. So he has them repeat the same semester of school over and over, starting again each time it becomes clear they still aren't strong enough, with the different timelines having ripple-like effects on future playthroughs. Only by meeting and befriending all of the girls is Riki able to gain the confidence he needs. Therefore, it's totally possible that every single route really did happen in that world and that Kyousuke just rewound time at the end because it wasn't quite enough. To continue to talk about Earn Your Happy Ending...
The standard ending is finishing after two Original SILENT have been encountered and the final boss is Edward Steiner. However, this ending leaves several threads untied. Fulfilling certain conditions (including removing Honoka's SILENT, which prevents Hibiki Kiryu from dying) unlocks another chapter after the 'normal' final boss with a True Final Boss with the third and strongest Original. Beating this earns you the Good Ending, with a more cohesive and happy (well, bittersweet) finish.
There is also a Bad Ending: At one point, Yui Yamase (under the influence of SILENT) attempts to kill a major suspect in your investigation. If you don't stop her, on returning home your boss will call you to say that you let a very important lead die in front of you, and that if the investigation is exhausting you so much you should pull out and come back to headquarters. Unlike the game's Non Standard Game Overs, the credits actually roll and you are given the chance to start a clear save file, as if you had got New Game+.* This may be to prevent Unwinnable by Mistake (or perhaps By Insanity) - since you can save between the shooting and getting home, doing so and then simply returning to your last save point would render it impossible to get any further in the game.
In Matches And Matrimony, there are seven unlockable endings in which the player character gets married to one of Jane Austen's heroes (or villains) — and two in which she remains single.
Mystic Messenger has five character routes and multiple endings for each of them: about 3 Bad Ends for each character that typically occur if you made too many selfish/mean choices, a Bad Relationship End if you didn't participate in enough chats after getting on a character's route, a Normal End if you avoided the Bad Ends but didn't convince enough people to attend the party, and a Good End if you did everything right. There are also three early Bad Ends you can get if you refuse to follow Unknown's instructions or fail to get on any available character's route, as well as two Secret Ends you can unlock after completing every character's Good End.
Prevalent in the main works of the Nasuverse; all of them are Canon, considering the nature ofThe Verse. Various scenarios in the game are generally heroine-focused and mutually exclusive, and there are Good (happy), True (medium-happy to Tear Jerker), and Normal (outright depressing) Ends, depending on whether characters act in-personality or not, and what decisions they choose. There are also Bad Ends in the dozens, premature endings to the plot which may or may not result in death. Each Bad End will be followed by a comical, No Fourth Wall sequence where advice is given (and stupid choices are admonished) by various characters, including villains. Oddly enough, Bad Ends have a tendency to expand considerably on the Canon, to the point where the whole plot can only be figured out by seeing all of them.
Tsukihime has five heroine-focused scenarios and 9 endings total: 5 True Ends, 3 Good Ends, and 1 Normal End. Bad Ends range from being completely disabled to the infamous "eaten by a shark on the ninth floor of a hotel", followed by a "Teach Me, Ciel-Sensei!" session. Completing all Endings unlocks the "Eclipse" Epilogue where the protagonist meets with an old friend/teacher...
Fate/stay night has three different scenarios which branch out depending on several choices in the beginning of the story. The first route has a single True Ending, while the latter two have multiple endings that depend on your relationship with a specific character — one route (UBW) has a Good End and a True End (both rather optimistic), while the other (HF) has a True End (positive) and a Normal End (ungodlydepressing). There are 40 numbered Bad Ends followed by a "Taiga Dojo" sequence that either gives advice to the player or admonishes you for getting a stupidly-obvious choice wrong. One dojo even criticizes the player for looking up the very specific steps needed to reach that dojo and purposely seeking it out. Each sequence gives a "stamp" which are collected to unlock extra bonus videos.
Oh, and also once you get every death stamp and every game ending, you unlock the continuation of the Fate Route ending, revealing it to be both a Good and True end (Shirou reunites with Saber in Avalon, letting them be together for eternity in what amounts to FSN's version of heaven.) Certainly a step up for the first Fate ending.
This is, however, subverted in Kagetsu Tohya. Very often they lead you to a situation that looks very much like it should be a Bad End, such as being eaten by a Jaguar in Arcueid's room (It Makes Sense in Context... wait, no it doesn't) or having your head pulled off. Yet these are actually all necessary parts of the continuing storyline. If you want to defeat your nightmare, Nanaya, you have to let him kill you a whole bunch. The next day simply starts like any other.
Illusionary Trauma has eight endings, with two for each character. Though finding the second ending is more difficult than the first.
Nine Hours, Nine Persons, Nine Doors features 5-6 endings. Most of them are of the "Bad End" variety, featuring the player's untimely death. The "Safe" ending isn't really "good," but it explains certain plot points and is necessary for completion to get the True Ending. They're all canon, as the game is being controlled by a multidimensional entity with the ability to see through time, and it was exploring multiple possibilities in order to determine the best route to ensure a little girl's salvation. Which may or may not be the entity herself, or something outside of her.
The sequel has a whopping 24 endings. In order to facilitate easily exploring them, it uses a branching game pathway that allows you to go back to points where you make storyline-altering decisions and re-do them. As in the first game, they're all canon, and the 'scene select' feature is an ability of the protagonist rather than a convenience for the player.
No, Thank You!!! has thirteen endings, plus many more untimely ends. All of the routes end with either Haru dying, his love interest dying, or Haru just leaving them with little chance of ever returning. Though some of them can be considered bittersweet at best.
Ryu's Bad Ending 1:Haru tells Ryu about his younger sisterís death, and Haru dies from bleeding.
Ryu's Bad Ending 2:Ryu knows about his younger sisterís situation, breaks down, and tells Haru to kill him. Haru does.
Ryu's Good Ending:Ryu asks Haru to liberate his younger sister, and to take care of Yufumi.
Hiroyuki's Bad Ending 1:Haru is unable save Yamato, Haru kills Shindo, and Haru dies from blood loss.
Hiroyuki's Bad Ending 2:Haru kills Hiroyuki.
Hiroyuki's Good Ending:Haru leaves Hiroyuki, says that he will come again.
Maki's Bad Ending 1:Haru has a fight with Maki, and Haru lets Maki kill him.
Maki's Bad Ending 2:Haru has a fight with Maki, and Haru shoots Maki.
Maki's Good Ending:Harua has a fight with Maki, and then takes the laptop.
Kouichi's Bad Ending:Haru kills Kouichi with the drug.
Kouichi's Good Ending:Haru drugs Kouichi—but just to let him sleep, saying that "We Will Meet Again".
Other Ending 1:Hiroyuki dies, Haruís true identity is exposed, and he runs away.
Other Ending 2:The Manufacturing Place is found, and Haru runs away.
Plumbers Don't Wear Ties had this. Besides the Hollywood ending, there are other endings. The Angry Video Game Nerd, aka James Rolfe, got to the final choice screen in the game, but he ended up picking, "Gimme something different," and James Rolfe demands for another game and throws it. Taco Man, on the other hand, does not choose the chase scene, and instead picks a option that led to an ending that was never EVER selected in the Angry Video Game Nerd's review.
In Reflections on the River, there are seven different endings, of varying levels of positivity. Three are fairly definitely bad, while the others are more ambiguous, and may vary in perceived happiness depending on how much players actually know about the plot (which isn't fully revealed by any one single route, so you may have to play through several times to even know what's a happy ending or not).
In Rising Angels Rising Angels: Reborn, choices add up, with the results not necessarily being obvious until the end. Some of them are distinctly better than others, and there's a "true ending" (not precisely a Golden Ending, but optimistic) which the sequel will follow on from.
Sacred Sand has twenty-one endings in total, and while Aydin and Rhael have the majority of these endings, you can get an ending with anyone who has a character sprite in this game. This includes the man who has a wife of his own, Rhael's brother who's in a coma for most of the game, the sort-of-villainous general, the only girl in the entire BL game world, and even Rhael's father.
In one ending, Fuminori has his brain restored so the world no longer resembles a gore-splattered hellscape, people appear normal, and food tastes normal. Saya, however, disappears immediately afterwards, unwilling to show her true form to him. Fuminori is arrested for murder and placed in a mental hospital. Saya visits him once, conversing exclusively through text messages on a phone: she is leaving to search for her father so she can return from whence she came. Fuminori vows to wait for her, but the two never meet again.
In another ending, Fuminori embraces his new worldview and his newfound taste for human flesh. He attempts to kill his friend Kouji. Kouji is rescued by Dr. Tanbo, though, and he learns of Saya's true nature as well as Fuminori's "condition". The two confront Fuminori and Saya. Tanbo dies, but manages to mortally wound Saya with liquid nitrogen. Fuminori, unable to go on without Saya, is Driven to Suicide. Kouji is left traumatized and mentally broken by these events, purchasing a gun with a single bullet in case his paranoia becomes more than he can bear.
The last ending is similar to the previous one, except that Fuminori succeeds in murdering Kouji. Saya enters the final stage of her life, where she releases spores into the atmosphere that will rewrite the human genome and convert all of humanity into a race of Eldritch Abominations like Saya. An epilogue from Ougai speculates on whether the newly transformed world to be will be beautiful to Fuminori.
School Days is known for its more unique multiple endings compared to other visual novels. But when that's said, no one cares about the happy endings, this game is infamous & notorious for its bad endings in which someone will always get grotesquely killed some way or another. Otherwise, there's those orgy-crazed endings which make the main character look more of a douchebag than he already can be, shall the player make him act like an ass...
The ending picked for the anime is worse than any of the bad endings, and comes directly as a result of Makoto acting like a Jerkass to pretty much everyone he was romantically involved with. How bad is it? Makoto tries to commit himself to Kotonoha when he realises how badly he treated her and almost everyone has deserted him. The only problem is that to do so, he dumps Sekai (who by that point might or might not be pregnant with his child) in a really dickish way. Sekai loses it and bloodily stabs Makoto to death. Kotonoha finds his corpse, beheads it, places the head inside a bag, and confronts Sekai. Then, Kotonoha stabs Sekai to death and cuts her body open, then escapes into the Katsura family's yatch with Makoto's head.
The Shall We Date series loves using this trope. The number of endings and the types will vary with each novel. There will always be a default Bad/Normal Ending if the player refuses to meet the criteria for one of the better or best endings.
Shall We Date?: Blood In Roses features two good endings, which the player can choose. (Toccata or Serenade Ending). If there aren't enough points for either ending, the player will get the standard ending.
Starstruck Love has three endings available for each guy. Oh, and it's worth mentioning that the guys are Yandere. The Bad End, called the Extreme Love End, will show how insane he's become for the player.
In Strawberry Vinegar, your choices throughout the VN will influence events in it. There's one at the beginning that will either properly begin the rest of the storyline or have Rie be cast to Hell, cutting your gameplay quite short.
This is actually mostly averted in Suika. The first chapter has one ending, the second chapter has one ending, the third has two, but only one appears to be canon. The fourth has multiple endings and a true ending when you've unlocked both of the best endings from it. This unlocks an alternate route in the second chapter focusing on Mie and Souji's Broken Ace personality.
Sunrider Liberation Day's [RE]turn mode has eighteen: seven bad endings, one "worst" ending, three normal endings, two "alternative" endings, four happy endings and one secret ending. The happy endings are effectively interchangeable, as they play out the same way and the only difference between them is which Love Interest Kayto ends up with.
Following Higurashi, Umineko: When They Cry has multiple self-contained "episodes" in which things happen differently, but end in disaster for the characters involved. This time, the different episodes are different "what-if" scenarios set up by a Game Master, who exists in a "Meta World" along with "other selves" of the characters on the "game board" and witches. Events from across the episodes are used by the said "Meta-characters" in debating and arguing about the identity/ies of the culprit(s) behind the killings.
It's only towards the end of the last game that the player can actually choose between two endings: the "Magic" ending or the "Trick" ending. The Trick ending is a rather cynical one, but the Magic ending is more bittersweet. Which one is canon is ultimately up to the reader's interpretation of the events of the series.
The Magic ending can then be interpreted in two different ways depending on whether or not you believe the story is a fantasy or a mystery. The fantasy side is bittersweet, where the Metaworld is real and the ending shows how Battler finally reunites with Beatrice and his family in the golden land. The mystery approach, on the other hand, is more depressing, as the ending is just a metaphor for how Tohya is finally able to come to terms with his memories as Battler. The downer part is especially apparent when it's made clear that no matter what side of the fence you are standing on, almost everyone who was on the island is dead and Ange has no family left even after finally meeting her brother again.
The Romance Games produced by Voltage Inc typically have two endings: a reasonably happy "Good Ending" in which the couple have more or less gotten together but still have some obstacles to overcome, and a "Happy Ending" in which everything works out and they presumably live happily ever after. Only rarely do they include endings that could be considered less than good, although this is notably the case in Office Secrets, which replaces the "Good Ending" with a "Normal Ending" in which the player character does not get the guy.
Winter Shard has eight endings: a Non Standard Game Over early in the game, a "worst" ending where Frederone dethrones Krotus and rules the entire world with an iron fist, two variations of the "worst" ending where Frederone dethrones Krotus but isn't quite as ruthless as he is in the worst ending, a neutral ending where Frederone remains in Undying Loyalty to Krotus, a "better" variation of the neutral ending where Marliene joins Frederone in his Undying Loyalty, a "better" ending where Frederone and Rosetta are married, and a "true" ending that's the most conclusive but bittersweet one.
The Yarudora series, an interactive anime visual novel franchise by Sony initially released in 1998, had this trope as one of its big specialities. Each Yarudora game would sport lots of Endings, divided in 3 categories: Good (usually 3 to 5 ones), Normal (usually 3 to 5 ones too), and Bad (usually 17 to 20 ones; Yukiwari No Hana had 32). This series, and its first game, Double Cast, in particular (due not only to the interactive anime style and the numerous gruesome bad endings, but also because Double Cast's main heroine is ultimately revealed to have a YandereSplit Personality, were so revolutionary at the time, they would become a primary inspiration for the creators of School Days cited above.
Yo-Jin-Bo has a total of eighteen possible endings, three for each bodyguard: the Good endings involve a final confrontation with the Big Bad and a Happily Ever After, usually with Sayori choosing to stay in the past to be with her chosen love interest, while the Bad endings involve Sayori being yanked back to the present, typically immediately after she and her love interest admit their feelings for one another. And then there's the "forgotten dream" ending, in which the guy simply leaves and Sayori wakes up in the present with only vague memories of the experience and a feeling that she has lost something.