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* In ''VideoGame/LethalEnforcers 3'', once you or your opponent reach the goal, the area ends, even if there are enemies still standing.

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* In ''VideoGame/LethalEnforcers 3'', ''VideoGame/LethalEnforcers3'', once you or your opponent reach the goal, the area ends, even if there are enemies still standing.
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* In the NES classic ''VideoGame/BionicCommando'', stages are considered completed when the reactor is destroyed. Doesn't matter if you're swarmed by enemy soldiers, a huge guard drone is bearing down on you, or a cyborg soldier is slapping you around with his own grappling hook; shoot out the power core and the level is won, with all defenders disappearing upon its destruction.

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* In the NES classic ''VideoGame/BionicCommando'', ''VideoGame/BionicCommando1988'', stages are considered completed when the reactor is destroyed. Doesn't matter if you're swarmed by enemy soldiers, a huge guard drone is bearing down on you, or a cyborg soldier is slapping you around with his own grappling hook; shoot out the power core and the level is won, with all defenders disappearing upon its destruction.
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* ''Barbarian'' is a one-on-one swordfighting game, and one of the moves decapitates the opponent, instead of removing one of the health circles. The AI is generally able to dodge or parry casual uses of the attack.
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** In "Supremacy" PvP games, a player will always win if they have a wonder up for 10 minutes. Even if they lost all of armies and economy, as long as they can keep its hp from reaching 0 for 10 minutes they will win instantly. This is usually considered a ScrappyMechanic since players who are winning militarily will typically ignore building their own wonders, and then will have to start spamming out units if an enemy gets their wonder up in a defensible position.

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** In "Supremacy" PvP [=PvP=] games, a player will always win if they have a wonder up for 10 minutes. Even if they lost all of armies and economy, as long as they can keep its hp from reaching 0 for 10 minutes they will win instantly. This is usually considered a ScrappyMechanic since players who are winning militarily will typically ignore building their own wonders, and then will have to start spamming out units if an enemy gets their wonder up in a defensible position.
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Examples are not recent: The International 3 happened in 2013.


* In MultiplayerOnlineBattleArena games, at the end of the day the only building that matters is the throne/ancient/nexus/whatever name the game calls the central building. Once a team manages to take down the defenses to this building, one sneak attack on the base by someone that can easily move about the map and/or quickly destroy buildings (commonly referred to as ''backdooring'') is all that is needed to win, regardless of any money/experience/kill advantages the opposing team has accumulated. A (in)famous and recent example is the last game of [[VideoGame/DefenseOfTheAncients The International 3]], where, in the final game of the entire tournament, [[spoiler:Alliance won the game by never fighting [=NaVi=] head-on, and instead using the teleportation abilities of Nature's Prophet and Wisp to destroy [=NaVi=]'s base while the remaining heroes (most importantly, s4's Puck) stalled and then cancelled teleports, preventing an effective defense]].

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* In MultiplayerOnlineBattleArena games, at the end of the day the only building that matters is the throne/ancient/nexus/whatever name the game calls the central building. Once a team manages to take down the defenses to this building, one sneak attack on the base by someone that can easily move about the map and/or quickly destroy buildings (commonly referred to as ''backdooring'') is all that is needed to win, regardless of any money/experience/kill advantages the opposing team has accumulated. A (in)famous and recent A(n in)famous example is the last game of [[VideoGame/DefenseOfTheAncients The International 3]], where, in the final game of the entire tournament, [[spoiler:Alliance won the game by never fighting [=NaVi=] head-on, and instead using the teleportation abilities of Nature's Prophet and Wisp to destroy [=NaVi=]'s base while the remaining heroes (most importantly, s4's Puck) stalled and then cancelled teleports, preventing an effective defense]].
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* Several missions in ''VideoGame/XCOM2'' require you to rescue (or capture) a VIP: as soon as the VIP is on the Skyranger, you win, even if your squad gets wiped out afterwards (though most players will consider that a lose condition). The same is true of the Blacksite missions, which involve getting a specific piece of physical intel back to the Avenger: as soon as the soldier carrying it is on the Skyranger, victory is assured.

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* Several missions in ''VideoGame/XCOM2'' require you to rescue (or capture) a VIP: as soon as the VIP is on the Skyranger, you win, even if your squad gets wiped out afterwards (though most players [[ContinuingIsPainful will probably consider that a lose condition).condition anyway]]). The same is true of the Blacksite missions, which involve getting a specific piece of physical intel back to the Avenger: as soon as the soldier carrying it is on the Skyranger, victory is assured.
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* ''VideoGame/WorldOfWarships'' has a mode called Airship Escort, tasking players with sailing under a zeppelin and getting it to an evacuation zone. More than one match of Airship Escort has been lost because one team spent all its time attempting to kill one or two especially dangerous or annoying enemy ships and forgetting that they need to sail with the airship. Because the airships can only be slowed, never stopped, it is posible for a team with one surviving player to win if they were crafty enough to speed their airship along and slow the enemy airship down such that tthe enemy can't make up the difference in time.
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** A curious case comes in ''VideoGame/SonicTheHedgehogCD''. Ordinarily, if you miss even one robot generator in the past, you're hard locked into the bad ending, but if you manage to collect all of the Time Stones, all Zones, including your current zone, zones you've already beaten (including ones you missed the generators in) and zones you have yet to reach, will all automatically be set to the Good Future, guaranteeing you the good ending.
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* In ''VideoGame/FinalLegacy'', your job is to destroy the enemy's missile launchers, no matter how many ships are in the ocean. They win by either killing the player or destroying all the cities the player must protect.
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* ''VideoGame/BugFables'': In the Spy Cards minigame, the special effect for the card of the FinalBoss is simply "Win this round." Regardless of the opponent's setup[[note]]No opponent has this card in their deck so mirror matchups are not an issue[[/note]], this gives a free point. The cost is that it requires the maximum amount of TP to play as a card can have, and only one of them can be in a given deck.

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* ''VideoGame/FiveNightsAtFreddys'': As long as the player can make it to 6 AM, they will win. It doesn't matter if the power has gone out, all four animatronics are on the loose, and Freddy is in the middle of playing his jingle right outside the door before he kills you; 6 AM means a guaranteed victory. The later games take it even further by enabling you to win even if an animatronic is in the middle of jumping at your face to kill you. Generally, this is justified by Free-Roaming Mode only being enabled from midnight to 6 AM (i.e. your shift), so when the clock ticks over, they can no longer move.
* ''VideoGame/UltimateCustomNight'' provides the series' one subversion of this trope: Funtime Foxy. Funtime Foxy's M.O. is to jumpscare you if you aren't looking at his camera at the start of a specific hour (his 'showtime'), and if that hour is 6 AM, Funtime Foxy can still jumpscare you if you aren't watching him.
* A fanmod named ''VideoGame/FiveNightsAtVault5'' will instantly turn off all robots and alarms and clear off all of your radiation if you successfully reach 6 AM, regardless of whether your radiation was about to reach lethal levels and a robot was in the middle of charging at you.

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* ''VideoGame/FiveNightsAtFreddys'': As ''Franchise/FiveNightsAtFreddys'':
** In the first ''VideoGame/FiveNightsAtFreddys1'' game, as
long as the player can make it to 6 AM, they will win. It doesn't matter if the power has gone out, all four animatronics are on the loose, and Freddy is in the middle of playing his jingle right outside the door before he kills you; 6 AM means a guaranteed victory. The later games take it even further by enabling you to win even if an animatronic is in the middle of jumping at your face to kill you. Generally, this is justified by Free-Roaming Mode only being enabled from midnight to 6 AM (i.e. , your shift), so when the clock ticks over, they can no longer move.
* ** ''VideoGame/UltimateCustomNight'' provides the series' one subversion of this trope: Funtime Foxy. Funtime Foxy's M.O. is to jumpscare you if you aren't looking at his camera at the start of a specific hour (his 'showtime'), and if that hour is 6 AM, Funtime Foxy can still jumpscare you if you aren't watching him.
* ** A fanmod named ''VideoGame/FiveNightsAtVault5'' will instantly turn off all robots and alarms and clear off all of your radiation if you successfully reach 6 AM, regardless of whether your radiation was about to reach lethal levels and a robot was in the middle of charging at you.
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* In ''VideoGame/StarFoxGuard'', because only robots in the Combat Class are capable of destroying your tower, the main objective of each mission only dictates that you eliminate all those ones. Once you destroy the last Combat Class bot, the mission instantly ends in success, regardless of whether or not there are any Chaos Class bots remaining.
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*** The popular ''VideoGame/MentalOmega'' GameMod also features in the form of the [[WellIntentiontedExtremist Epsilon]] [[RenegadeSplinterFaction Army's]] [[spoiler:titular Mental Omega Device. It's a step-up from even the Psychic Dominators from vanilla ''Yuri's Revenge'' , being a '''global-scale''' MindControlDevice. If Epsilon manages to finish and activate it, the world is finished and free will is almost completely eradicated, with them winning on the spot. By the end of the Act 2 campaigns, Epsilon's rapidly mounting losses against the [[RoaringRampageOfRevenge vengeful Soviets]] and [[LastStand desperate]] [[TheRemnant Allied expedition]] ensure that it also becomes their ''only'' feasible win condition.]]

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*** The popular ''VideoGame/MentalOmega'' GameMod also features a plot example in the form of the [[WellIntentiontedExtremist [[WellIntentionedExtremist Epsilon]] [[RenegadeSplinterFaction Army's]] [[spoiler:titular Mental Omega Device. It's a step-up from even the Psychic Dominators from vanilla ''Yuri's Revenge'' , being a '''global-scale''' MindControlDevice. If Epsilon manages to finish and activate it, the world is finished and free will is almost completely eradicated, with them winning on the spot. By the end of the Act 2 campaigns, Epsilon's rapidly mounting losses against the [[RoaringRampageOfRevenge vengeful Soviets]] and [[LastStand desperate]] [[TheRemnant Allied expedition]] ensure that it also becomes their ''only'' feasible win condition.]]
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*** The popular ''VideoGame/MentalOmega'' GameMod also features in the form of the [[WellInteniontedExtremist Epsilon]] [[RenegadeSplinterFaction Army's]] [[spoiler:titular Mental Omega Device. It's a step-up from even the Psychic Dominators from vanilla ''Yuri's Revenge'' , being a '''global-scale''' MindControlDevice. If Epsilon manages to finish and activate it, the world is finished and free will is almost completely eradicated. By the end of the Act 2 campaigns, Epsilon's rapidly mounting losses against the [[RoaringRampageOfRevenge vengeful Soviets]] and [[LastStand desperate]] [[TheRemnant Allied expedition]] ensure that it becomes their ''only'' win condition.]]

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*** The popular ''VideoGame/MentalOmega'' GameMod also features in the form of the [[WellInteniontedExtremist [[WellIntentiontedExtremist Epsilon]] [[RenegadeSplinterFaction Army's]] [[spoiler:titular Mental Omega Device. It's a step-up from even the Psychic Dominators from vanilla ''Yuri's Revenge'' , being a '''global-scale''' MindControlDevice. If Epsilon manages to finish and activate it, the world is finished and free will is almost completely eradicated. eradicated, with them winning on the spot. By the end of the Act 2 campaigns, Epsilon's rapidly mounting losses against the [[RoaringRampageOfRevenge vengeful Soviets]] and [[LastStand desperate]] [[TheRemnant Allied expedition]] ensure that it also becomes their ''only'' feasible win condition.]]
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None

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*** The popular ''VideoGame/MentalOmega'' GameMod also features in the form of the [[WellInteniontedExtremist Epsilon]] [[RenegadeSplinterFaction Army's]] [[spoiler:titular Mental Omega Device. It's a step-up from even the Psychic Dominators from vanilla ''Yuri's Revenge'' , being a '''global-scale''' MindControlDevice. If Epsilon manages to finish and activate it, the world is finished and free will is almost completely eradicated. By the end of the Act 2 campaigns, Epsilon's rapidly mounting losses against the [[RoaringRampageOfRevenge vengeful Soviets]] and [[LastStand desperate]] [[TheRemnant Allied expedition]] ensure that it becomes their ''only'' win condition.]]

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*** This one is actually justified in ''VideoGame/FireEmblemGaiden'''s fight against Rudolf. He explicitly orders his troops to surrender if he is killed by Alm and the Deliverance.



** ''VideoGame/UltimateCustomNight'' provides the series' one subversion of this trope: Funtime Foxy. Funtime Foxy's M.O. is to jumpscare you if you aren't looking at his camera at the start of a specific hour (his 'showtime'), and if that hour is 6 AM, Funtime Foxy can still jumpscare you if you aren't watching him.

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** * ''VideoGame/UltimateCustomNight'' provides the series' one subversion of this trope: Funtime Foxy. Funtime Foxy's M.O. is to jumpscare you if you aren't looking at his camera at the start of a specific hour (his 'showtime'), and if that hour is 6 AM, Funtime Foxy can still jumpscare you if you aren't watching him.

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Indentation, again


* Happens in classical first person shooters such as ''VideoGame/{{Doom}}''. Sometimes it's explained as the LevelGoal being an elevator, an exit door, a self-destruct switch (''VideoGame/DukeNukem3D''), but then there are situations where the LevelGoal is a lonely switch in the middle of a room, and it's not explained how pressing it lets you instantly escape from a giant horde of monsters surrounding you on all sides.
** In Classic ''Franchise/{{Doom}}'' maps, if the "exit" tile is a teleporter you must ''reach'' instead of a switch that you must ''press,'' you don't even have to be ALIVE to win. As long as your dead carcass slides across that tile, the game will treat it as a win. Some user-made maps ''require'' this, in order to force a BagOfSpilling for the next level.

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* Happens in classical first person shooters such as ''VideoGame/{{Doom}}''. ''Franchise/{{Doom}}'':
**
Sometimes it's explained as the LevelGoal being an elevator, elevator or an exit door, a self-destruct switch (''VideoGame/DukeNukem3D''), but then there are situations where the LevelGoal is a lonely switch in the middle of a room, and it's not explained how pressing it lets you instantly escape from a giant horde of monsters surrounding you on all sides.
** In Classic ''Franchise/{{Doom}}'' maps, if the "exit" tile is a teleporter you must ''reach'' instead of a switch that you must ''press,'' you don't even have to be ALIVE to win. As long as your dead carcass slides across that tile, the game will treat it as a win. Some user-made maps ''require'' this, in order to force a BagOfSpilling for the next level.
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** In Classic ''Franchise/{{Doom}}'' maps, if the "exit" tile is a teleporter you must ''reach'' instead of a switch that you must ''press,'' you don't even have to be ALIVE to win. As long as your dead carcass slides across that tile, the game will treat it as a win. Some user-made maps ''require'' this, in order to force a BagOfSpilling for the next level.
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fixed disambig


* ''VideoGame/SonicTheHedgehog'':

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* ''VideoGame/SonicTheHedgehog'':''Franchise/SonicTheHedgehog'':

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