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BLAM / Video Games

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If the game itself isn't a Big-Lipped Alligator Moment, you're likely to find at least one or two scenes that don't make much sense after you've played them.

  • While the AI in AI Dungeon 2 is much, much better about keeping an internal logic than it used to be, it can still be pretty prone to starting up a plotline only to immediately drop it shortly afterward.
  • The hit XBLA and PSN game Castle Crashers built its empire on BLAMs. One particularly memorable one happens near the endgame: one of the three bosses you have to fight before taking down the Big Bad is a wacky, robot-voiced painter with a toolbox for a head. He descends from the scaffolding in his room to paint on a big canvas on the wall which makes his art come to life and attack you. Among things he draws are a snail with a nose for a face, angry elephants, eyeless unicorns and Carrot Clock.
    • If you're familiar with Newgrounds, Castle Crashers' pedigree, you might recognize many of this "art" from particularly bad Adobe Flash portal entries.
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    • At another point in the game, your characters are abducted by aliens (in a medieval setting) with absolutely no warning whatsoever. After you escape and destroy the squadron of aliens that follows, a large alien sitting on a toilet pumping a dumbbell suddenly runs over to the console and destroys it for no fathomable reason, forcing a self destruct sequence. This incident is never mentioned again, save for a cameo in the ending. The alien is the main character from The Behemoth's previous game, Alien Hominid. And much like there, they're all One Hit Point Wonders. Sort of a Big-Lipped Alligator Moment cameo for the alien.
  • The hidden sequence in BioShock 2 with the Unstable Teleport Plasmid in Fontaine Futuristics. It teleports away multiple times when you try to collect it, forcing you to play hide-and-seek, before teleporting you to multiple points in the level, with the plasmid itself floating around chasing Splicers, eventually taking you to a dark room with statues basking in the glory of the Vending Expert 2 Gene Tonic. After getting it, you're teleported back to where you started this madness, as if nothing happened.
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  • If you consider something from Phoenix Games really a game, "She's so jealous of me~"
  • In Devil May Cry 4:
    • After Dante beats Berial, you're treated to a wonderfully dirty cutscene where Dante demonstrates his new weapon.
    • There's also the Dante vs. Agnus battle. The cutscenes before and after are, for no reason other than Rule of Cool, a perfectly sung improv opera scene. It's awesome, but completely out of nowhere. Take a gawk.
  • And the Jester boss fights in Devil May Cry 3: Special Edition. Less challenging, more surreal, and less rewarding than the normal boss fights, and your opponent explicitly doesn't want you dead and simply wants to have fun.
  • The MMORPG Everquest 2 has a Call-Back in the form of the Tower of the Drafling, which seems to be a BLAM to many players. In the middle of a rather overrun contested area, is a beehive. Clicking said beehive shrinks you down, and allows you to explore and fight inside it. The NPC that mumbles with the name '?' is never explained either.
  • Metal Gear:
    • Subverted in Metal Gear Solid 2: Sons of Liberty. After getting captured and sent to Arsenal Gear, Raiden keeps getting a series of ever-increasingly bizarre Codec messages from Colonel Campbell and Rosemary, including the string of gibberish ending with a demand for scissors, 61! Turns out that Colonel Campbell and possibly Rose are both in fact the AI GW, which is suffering from the effects of a destructive computer worm. The ending, however...
    • Metal Gear Solid 3: Snake Eater:
      • After you defeat The Fury he shoots himself up into the ceiling, killing himself. That's not the weird part. After that, his body falls to the ground and explodes. That's not the weird part. The weird part is when the flames of his body inexplicably shoot out two screaming heads made of fire, which chase Snake around yelling "Fury!" before crashing into the scenery and causing it to collapse, cutting Naked Snake off from the room where the battle took place. Even for the Cobras it was weird (especially because unlike the rest of his unit, The Fury was a badass normal with absolutely no supernatural powers, making it even more nonsensical).
      • The Pain is considered to be an example. Every other member of his squad has some kind of backstory or explanation for who they are and where they got their abilities. The Pain? "I'M COVERED IN BEES!" *boom*
      • Guy Savage. If you save the game right after being tortured by Volgin and put in jail, then reload that save, you'll be... suddenly playing a hack-n'-slash?
    • Metal Gear Solid 4: Guns of the Patriots:
      • Big Mama goes off on a tangent comparing The Boss to the Virgin Mary, and Big Boss to Jesus, quickly adding pseudo-religious imagery to the mix of MGS4's "WTF?" moments. This angle is never ever mentioned again.
      • Following your defeat of Screaming Mantis, the ghost of Psycho Mantis, who you killed in the first game, appears, apropos of nothing. He tries to make your controller move and to read your memory card, only to find that the hardware is different two generations later. He disappears in frustration, you hear the voice of The Sorrow, and this is never remarked upon. It happens all in one cutscene.
  • The Taito arcade game Pu·Li·Ru·La has the player characters given the ability to cause a Big Lipped Alligator Moment as a Smart Bomb style special attack to clear the room of enemies. These include sudden animal rampage (complete with tribal chanting), a purple guy made out of jello appearing and attacking everything by doing ballet twirls at them, and a Mexican wrestler appearing in a giant microwave, catching everything (except end bosses) in a giant ball of yarn, throwing them into the microwave, closing the door, waiting a few seconds for the microwave to ding and releasing them back as animals (which is what the enemies normally turn into when defeated, and which can be collected for extra points before they run offscreen).
  • About mid-way through Resident Evil 2, Leon or Claire in Scenario A have to save Ada or Sherry, respectively, from a giant, mutated alligator. Nevermind the fact that it's somehow isolated in a room that has only one proper exit for it down a previously-sealed tunnel with explosive canisters, or the fact that you have to blow the upper half of its head off with one of the said canisters as part of a Puzzle Boss - once the damn thing is dead, no one comments on it whatsoever. It could've been replaced with a zombie, a Licker or any other multitude of things and nothing would've changed, but instead you get almost a literal BLAM moment. Resident Evil 2 (Remake) gives the giant alligator some foreshadowing by stomping around in the sewers in the background before you encounter it moments later.
  • Resident Evil 3: Nemesis has a Tremors-esque giant earthworm that suddenly pops up in two locations, and is never commented on by anyone or referenced in the in-game files.
  • The Kill Sat sequence from Resident Evil: Dead Aim. See here. Essentially, a Chinese agent is sent to stop a terrorist. During her mission, China later decides to negotiate with him. For some reason, this means she is now a target of the Chinese government, specifically their laser satellite. (Why they would kill a loyal agent because they canceled her mission is beyond me.) She avoids the laser and the game's protagonist removes the GPS tracking device from her body. After that the whole "enemy of my own government"/killer satellite thing is never brought up again in the game.
  • Resident Evil 4 has the moment late in the game when you're exploring the Island Base. You're just minding your own business, sneaking through the creepy and filthy kitchen area, when all of a sudden OUT OF NOWHERE OVEN MAN. Examine the empty oven after and Leon is every bit as surprised and confused as you are.
  • Sam & Max:
    • Abe Lincoln Must Die in Season One features the War Song. When Max gains authority as President to nuke the rampaging statue of Abe Lincoln and opens the door to the launch controls, the White House Secret Service agents spontaneously launch into an elaborate Busby Berkeley Number praising war, and abruptly leave as soon as they're finished, leaving the duo somewhat perplexed. Of course, this being Sam & Max, it was completely intended as one big BLAM for the player, much like the Conroy Bumpus song from Sam & Max Hit the Road.
      Sam: Well...
    • The Mariachis in Season Two seem like a series of BLAMs at the beginning. Everything is explained in Chariots of the Dogs, where they're actually the episodes big bads.
  • In Iji, there is the trippy Sector Z, a sector made up of a few of Daniel Remar's other games. It's an Easter Egg accessed by finding all ten hidden posters, then by making a Tasen blow a hole in a cracked wall. When you find the teleporter pad, you'll also find a logbook that briefly describes how the sector was found. If you play through Sector Z in a normal game file (not single sector play), you turn up in the beginning of Sector 2 when you exit. Dan asks Iji where she went, and she says that she doesn't really know, and only remembers some kind of rave or mosh inside a video game console. When Dan remains silent, Iji tries save face by giving a more technical explanation, but is interrupted by Dan saying, "You know what? I'm going to pretend this conversation never happened." It is never brought up again during the rest of the game, as if it never occurred.
  • At one point in Kagetsu Tohya Shiki randomly gets eaten by a magical talking jaguar for going through Arcuied's underwear. What the hell is going on here? Even Shiki is baffled. And unlike numerous other bizarre things in this Oddly Named Sequel - though it's far from the only example - this never comes up again or is explained in the slightest. Though to be fair, it is a dream.
  • In Kingdom Hearts I, there comes a moment when you must rescue Jane and Terk from the Heartless. To do so, you have to attack a giant fruit. You never have to fight a giant fruit like that again at any point in the rest of the series, and never does it get addressed again. The only buildup is a popup warning Sora about "the fruit of darkness."
    • In Halloween Town, after the first fight against Oogie Boogie he somehow transforms his house into a giant version of himself with tumor-like dark spots growing all over him. How he does this is never explained, nor is it ever brought up after the fight or in Kingdom Hearts II.
  • In Kingdom Hearts II, the entirety of Atlantica is basically a BLAM due to not only having absolutely no impact on the game's overall plot whatsoever (which is actually saying a lot since all the other Disney worlds in KH2 are often derided by fans for being mostly filler to begin with), but also having many blatant contradictions with its appearance in the first game...
  • Super Mario Bros.:
    • Super Mario RPG:
      • You can go behind a curtain in Booster Tower which turns Mario into his 8-bit version. The theme from Super Mario Bros. starts to play and you are able to wander around the room until you turn back to your normal self after running back behind the curtain after trying to enter one of the doorways. This Easter Egg was later repeated for the first two Paper Mario games.
      • In Marrymore, you save Princess Peach from Booster, but then a pair of chefs fight you because you destroyed the wedding, nullifying all the work they put into this freaky cake they baked. They attack for a few turns, and then the cake comes to life and attacks the party while the chefs run off. After beating it, Booster comes in and eats the cake whole and the party moves on without ever mentioning the incident ever again. It doesn't help that the cake is also a That One Boss for many.
      • Later on, there's the Mirror-Mario encountered on the Sunken Ship. It doesn't attack you unless you "talk" to it, which makes it reveal its true form, a Greaper. All it does is provide a rather easy obstacle to get past and a stepping stone to get to a hidden treasure box, and not once is it ever explained.
    • Super Paper Mario:
      • In one scene, a Koopa grabs a Mega Star that turns them giant and 8-bit. It chases the player across the stage until they find a Mega Star as well, and can then fight the Koopa on equal footing.
      • The "That's My Merlee!" sequence. Basically, you're trying to find this woman named Merlee, but the chapter's villain is a shapeshifter who assumes her form. When you finally meet them, the game bursts into a game-show spoof sequence where you try and deduce which one is the real Merlee. It's completely out of nowhere, is never mentioned again, and to top it off, the biggest giveaway as to the real Merlee (a fly buzzing around her) has nothing to do with the sequence at all. And the abovementioned sequence, as well as the corresponding boss battle, all take place in a women's public restroom that you found in the basement of a mansion. Seriously.
    • In Paper Mario: Sticker Star, there's an area where you can see a goat on a distant mountain. Hit the tree in the area a few times, and a spotlight will turn on, a swing will drop down, and Birdo will slide down the rope, sit on the swing, and recite some poetry as it swings back and forth, bringing the goat (statue) to the foreground.
    • Mario & Luigi: Superstar Saga has the battle against Trunkle midway through the game; after a tedious quest to escort Peach through Teehee Valley, you leave her alone again, but instead of getting kidnapped by the mummified Goombas in the area, she's attacked by a sentient tree. In the middle of a desert.
    • Mario & Luigi: Dream Team has the solo Mario battle against Antasma towards the beginning of the game. As Mario, Luigi, and co. are taking a balloon trip to Pi'illo Island, a petrified pillow with Antasma's face is suddenly thrown onto the deck apropos of nothing, at which point Antasma bursts free (something which is later established to be impossible without outside help) and attacks. Although Antasma is relevant to the plot, the encounter itself is not, and it is almost immediately forgotten about. To cap things off, it isn't even the game's tutorial fight. You're led to believe it was just one of Luigi's nightmares until about halfway into the game where Antasma reveals his true form.
    • In Mario & Luigi: Paper Jam, the battle with Paper Petey Piranha just sort of... happens outside the eastern entrance to Gloomy Woods, and then is never brought up again.
    • Super Mario Odyssey
      • The Ruined Kingdom and the boss battle against the Ruined Dragon are incredibly out of place, even in a game as wacky as it. On the way to Bowser's Castle, Bowser attacks Mario with a giant, realistic-looking dragon, forcing you to fight it in a Real Is Brown kingdom that looks more like something out of Skyrim than a Mario game. None of this is ever mentioned again. Even in the context of the story, it comes out of nowhere. How did Bowser tame the Ruined Dragon? What happened to this kingdom?
      • Two Power Moons in New Donk City require riding a motorbike to escape from a photorealistic t-rex, which is wearing goggles. There is no indication that entering a building in an area based on New York City will get this result, no one speaks of it afterwards, and there is no other moment in the game like it. Even by Mario standards, that sequence was random.
    • A literal one in Yoshi's Story at the end of level 3-4: Frustration. It's a snow-capped mountain level that despite the name is actually easy, but at the end you're inside of a boiler room fighting Don Bongo, a big lipped biped alligator who rains down pots and pans. You have to hit his lips three times to win. The boss as well as the setting have nothing to do with that level or any levels in the game, and it's never mentioned again. One LPer suggested that the level being called Frustration has nothing to do with the difficulty, or lack thereof, but the frustration you experience trying to figure out how the boss fight is related to the level.
  • In Parappa the Rapper 2, Chop Chop Master Onion from the first game has a show that's "Strictly for Adults" in which CCMO teaches "romantic karate". and Parappa and his best friend PJ try using the moves on each other while unbeknownst to the two of them, Parappa's father and girlfriend's father watch. This is never mentioned again. Lyrics include "Caress your lover," "Let's get it on," and (while Parappa is holding PJ) "Lovers, we are." This is one eighth of an E-rated game.
  • The Town With No Name has a lot of these, since progressing the plot is as simple as entering and exiting buildings without doing anything. Special mention goes to one strange cutscene:
Clint Eastwood look-a-like: You got the right time, old man?
(The old man pulls out a poorly drawn pocketwatch and looks at a photo of a girl in it for fifteen seconds while loud organ music blares)
Old man: No.
  • Gore Ultimate Soldier. Supposedly, the game is about some virtual reality training simulator that goes wrong. Not that it matters that much if you're playing a game called Gore: Ultimate Soldier.
  • Mega Man Star Force 3 had the most random appearance of Hyde/Dark Phantom... ever. He kind of shows up, says Geo ruined his life, is defeated again and falls off the Wave Road (wait, you could fall?). And then... never ever mentioned again.
    • Not COMPLETELY random. It happens during the same sequence of events where you are busy trying to put Luna back together again. Considering how much he seems to be connected to Luna, there might be something more to it...but either it was lost in translation or not established due to bringing back Luna being a more important plot point. But it's still a BLAM considering he seems completely unaffiliated with anyone this time around, and is never brought up again since everyone is glad to have Luna back.
  • Mega Man Battle Network:
    • In MMBN2, a deadly spider gets loose on an airplane, and Lan has to help trap it. The spider incident has absolutely no bearing on the game's plot, is an utter waste of time, and even worse, features a BLAM within a BLAM in the form of the whiskey event.
    • Every pre-tournament match sidequest in Battle Network 4 is one of these. Given that 75% of the game consists of these tournaments it makes most of the game a Random Events Plot. One that insists that Status Quo Is God, leading to So Bad, It's Good moments such as a child trying to lead his village to starvation by cutting off their water supply being brushed off with a "We'll just pretend this never happened."
  • Pokémon:
    • Pokémon HeartGold and SoulSilver feature an optional event where an entire UNIVERSE is created and presumably destroyed in order to give you a rare Pokémon. Proof here. And from the first Updated Re-release of Gold and Silver, Pokémon Crystal, we have the opening cutscene of the latter. Pure Mind Screw: it doesn't even get a proper Mind Screwdriver as a plot point within the game itself, where the Unown and Suicune are completely unrelated.
    • Pokémon X and Y has the haunted house on route 14, where you and most of your rivals enter a dark house and hear a scary story from an old man. He says nothing particularly pertinent to the plot, you don't get anything in your trip there, and the characters are at least partly just left annoyed with the fact that the old man charged them after the story was over. Literally the only story purpose it serves is to make sure your last rival reaches Laverre City before you do...which doesn't even matter, since they don't appear anywhere in town until you beat the Gym anyway. In addition, in Lumiose City a Hex Maniac will appear out of nowhere and say "No, you're not the one." before vanishing. She reappears in Pokémon Omega Ruby and Alpha Sapphire and says the exact same phrase, but this is never explained.
    • Also, in Pokémon FireRed and LeafGreen, if you try to evolve Golbat or Chansey before obtaining the National Pokédex, the evolution will suddenly be interrupted while the message "...?" appears. At no point is this done in the other games, and only exists to keep the player from getting Pokémon that didn't exist in the original games.
    • Pokémon Omega Ruby and Alpha Sapphire has a sidequest in which the O-Powers Old Guys ask the player to bring someone to pass their powers to. After you take a powerless man to them, you see them merge with him, creating Mr. Bonding from Pokémon X and Y in the process. No, seriously. No more context is given on what you just witnessed.
    • In Pokémon Sun and Moon, an amnesiac man in the Haina Desert tells you he only thing he remembers is the shape of a Pokémon whose name begins with "Sol" (in Sun) or "Lun" (in Moon). You couldn't be blamed for assuming he's talking about the cover legendaries, but he's actually referring to Solrock and Lunatone, which can only be moved from the Gen. VI games. If you show Solrock/Lunatone to him, he talks about how he gifted Star Power to 30 trustworthy men many years ago. He gives you a Sun Stone or Moon Stone, and he returns home, to space, by rising upward while spinning. This event has no plot significance.
    • The encounter with Cipher Peon Mirakle B. in Pokémon Colosseum. He's a Loony Fan of Miror B. who wears a uniform modified to look like him and randomly shows up to battle you if you go all the way through Pyrite Cave to Miror B.'s hideout after beating Dakim (but before beating the Final Boss). Beating him gets you nothing, and unlike with Miror B., you don't even get an easy way out of the area.
  • In Sonic Adventure 2 while playing the Hero story, after you have completed the Death Chamber stage as Knuckles, you have a sudden encounter with a giant ghost named in-game as: King Boom Boo, King of Ghosts with whom you then have a boss battle with that involves getting behind Boom Boo to attack an - in-game described - "baby ghost" who is holding an hourglass switch that opens overhead trap doors that let sunlight in, which when opened, will weaken King Boom Boo into a smaller state which can allow Knuckles to attack Boom Boo. King Boom Boo does not bare any other coherent relevance to the rest of the in-game plot or scenario and as soon as Knuckles is done fighting Boom Boo and he disappears, Knuckles just shrugs it off and King Boom Boo is never mentioned or referenced anywhere else in the whole game after that. He's made two more appearances in the franchise; fittingly, one of them is in a filler episode of Sonic X that has no bearing on the rest of the series, while the other is his cameo as a companion in Sonic Runners.
    • Sonic Lost World has the third stage of the Desert Ruins world... Dessert Ruins Act 3, a level inexplicably made out of licorice and pastries. The level is never mentioned again and is odd even given the rest of the Lost Hex.
  • Final Fantasy IV:
    • The dancing girl randomly turns into a monk and then proceeds to run around in the inn, like (s)he was trying to get a touchdown, complete with fitting music. She returns to normal afterwards. You can watch the scene multiple times, but the only comment ever made on it by anyone is Cecil's dumbstruck "What the—?!"
    • There's the entire cafe/hostess club in Troia, which features no plot relevance and only exists for a few funny lines, plus an expensive "pass" that will get you into the strip club in the back.
  • Final Fantasy VI:
    • Inside Ebot's Cave is a treasure chest that not only talks, it also refuses to let you pass unless you feed it enough coral, to which it'll belch and bounce away once it's full. Nobody reacts to this and it's never brought up again.
    • On the Phantom Train, you can encounter someone pretending to be Siegfried and he claims to be powerful. Fighting him shows that he's a complete joke, but he steals the treasure anyway and flees. No one reacts to it and he never shows up again.
    • The Phantom Forest/Train (and Sabin's scenario in general). Sabin and co. find themselves wandering a dark forest full of ghosts, and then proceed to ride a creepy train that ferries the souls of the departed to the afterlife only to realize they don't in fact want to go there, and proceed to suplex the hell out of the train itself to get it to stop and let them go. The forest is never mentioned again, and disappears entirely in the World of Ruin.
    • Some of the bosses feel like this too. The Tentacles in Figaro Castle? Flame Eater in the burning house? The piranhas and Rizopas Sabin and Cyan fight while falling down a waterfall?
  • Final Fantasy VII:
    Tifa: Oh! Cloud! Your hair looks like a Chocobo!
  • Dirge of Cerberus: Final Fantasy VII is packed full of narmtastic moments, but it truly crosses over into BLAM territory when Lucrecia brings up (out of nowhere and apropos of nothing in the plot) how she was responsible for accidentally killing Vincent's father and proceeds to show Vincent a vision of how she did it. Vincent is not really bothered by hearing this and it's never spoken of again.
  • During the trip to the Fourth Ranked Battle in No More Heroes, Travis falls asleep on a train. This causes him to... dream of playing a Bullet Hell shooter based on his favorite Cute Witch/Giant Mecha show. And no, the following battle has nothing to do with said anime, or shooters. It just is.
  • No More Heroes 2: Desperate Struggle has one after the seventh ranked battle. You play as Henry, as he dreams about a very Moe girl with a jetpack thing with arms trying to kill him. Never comes up again.
  • Star Fox 64:
    • The warp points are eerie, tie-dye stages-within-a-stage with bizarre music in the background. Your normally very chatty team is completely silent throughout and after each warp point, with literally the only indication that they exist and what you just played wasn't some bizarre, spin-induced hallucination being a few lines in Sector X concerning opening a 'gate'. The first thing out of anyone's mouth before entering one is guaranteed to be some variant of "What the...?"
    • The "Out of This Dimension" stage from the original Star Fox on the SNES, which takes Fox and company to some bizarre plane of existence with colored floating heads in the background, paper airplanes attacking you, and a giant slot machine for a boss. You defeat it by shooting the handlebar to make the reels spin, shooting the buttons to lock pictures in place, and eventually lining up triple sevens, at which point it shoots meaningless coins at you and then explode. The end credits then play without any real closure to the plot, leaving players wondering just what they have played through, and what happens to Andross or Corneria. Also unnerving is the intro text to the stage, which reads "Come in, Arwings!! Fox, where are you?!! We need you to protect Corneria!!"
  • BLAM-mania finds itself at home in the Guilty Gear series, though considering the bizarre cast of characters, not much sense COULD be garnered from anything even if we tried. Either way, this one counts the most due to its confusability and its status as never being mentioned again: One of Sol Badguy's story routes in Accent Core Plus has him being forced to fight his past self (Order-Sol) by I-no. After the fight, I-no kills Order-Sol, but in one route, Sol remains in existence somehow. The whole thing is never mentioned against Sol ends up in another fight with Ky Kiske (they fight a lot in the series). This is in contrast to the other ending, where his past self's death naturally negates his existence.
  • Plumbers Don't Wear Ties is chock full of random scenes. The go-kart driving panda that appears during the opening credits, the narrator donning a chicken mask and berating you for making yet another string of bad choices, the chase scene where John, Jane and Thresher go goofing about in Los Angeles...
  • Alien Soldier has a scene where you save a blue teddy bear from kissing aliens. The teddy bear then takes control of a power boat and rides you to your destination, however, he gets grabbed and thrown off by a huge lobster halfway.
  • It's impressive for a game that's already as out there as Banjo-Kazooie to have a Big-Lipped Alligator Moment, but there you go: for the final phase of the final battle, after Banjo and Kazooie have exhausted all their options — even the Jinjos have taken their shot — and Gruntilda is still standing...out of the center of the arena sprouts a gigantic Jinjo statue, which intones in the Voice of the Legion "I AM THE MIGHTY JINJONATOR, ACTIVATE ME..." Doing so has the Jinjos combine their power into what is, assumedly, the Jinjo version of the Terminator, which proceeds to wallop Gruntilda but good, sending her falling to her doom. This is never foreshadowed, explained, or brought up again throughout nearly the entire series, except for one Jinjo in Nuts & Bolts talking about how he wants to train to be as powerful as the Jinjonator. One measly Jinjo — that's it. Super Smash Bros. Ultimate used the scene as the basis for Banjo and Kazooie's Final Smash a full 21 years later, and it still didn't provide any explanation.
  • In the later half of King's Quest VI, Alexander, becoming more and more desperate to Save the Princess, journeys to the underworld, an understandably solemn place. To get the guard to give you his skeleton key, you must play an upbeat tune on a conveniently-placed bone xylophone, causing all four guards to jiggle and dance, also causing three more skeletons to can-can onto and off of the screen. Then it's right back to the dreary music, you pick up the key, and go on your way.
  • Episode three of King's Quest (2015) starts with a sequence where you need to travel back and forth through time in order to save baby Cedric. The mechanic is not used anywhere else in the game and nothing in the sequence, nor does Cedric have any role in the episode.
  • Quest for Glory III has a couple, including a nighttime encounter with Arnie Saknoosen the Earth Pig (possibly a reference to Cerebus the Aardvark) and being attacked by the Awful Waffle Walker if you wander around the savannah without food long enough.
  • In Jak 3: Wastelander, there's a scene where Daxter gets sucked into a computer and has to play a Pac-Man style game to find a MacGuffin. It evidently wasn't supposed to be that much of a stretch, since the character who put him into the computer was one with the computer himself, but Daxter's whole body getting sucked through the screen?
  • In Gears of War 2, The Squad go to an Abandoned Government Facility to get the Locust Stronghold, where they find genetically engineered hybrid-monsters, and that the lead scientists have went to the path that the Squad must go through. The Creatures, people, and threat are never mentioned again. This was supposed to be explained in 3, but was cut for some reason. Word of God is that Myrrah, the human queen of the Locust, was the daughter of one of the scientists at that facility and was experimented upon. She fled to the Hollow and rallied the Locust behind her. So yes, the primary motive of one of the series' main villains had to be explained in a forum post.
  • Devil Survivor has an event called the "Miyashita Koan", where a weird clown-like demon named Ghost Q challenges you to look for treasure hidden in one of the three memory cards he has scattered throughout the stage. Once you complete the battle (either by finding the treasure, Ghost Q giving up on you and leaving, or outright killing Ghost Q), this battle is never mentioned again.
  • Mother 3:
    • "Lucas opened the present. You heard a mambo rhythm. Ah."
    • "Lucas opened the present. An indescribable smell lingers in the air. Ah."
  • The Legend of Zelda:
    • The Legend of Zelda: Majora's Mask features this:
      • If you go into the restroom in the hotel in Clock Town, you find... a hand. A hand reaching out of a toilet. Named ???. Who gives you a piece of heart to give him some paper. They return in Oracle of Ages, and if you give him a piece of stationary, he gives you a uh... Stink bag. But it didn't stop there, oh no, you can use the stink bag to clear up a Tokay Chef's sinuses. Ew. Just ew. You can also torture it by throwing various other things inside, all with unique reactions, even the gale seed which can normally only be used on Link, and jumping inside yourself results in instant death. It makes yet another appearance in The Legend of Zelda: Skyward Sword, where the only valid piece of paper is a love letter meant for someone else, written by a member of Gang of Bullies called Cawlin: if you give it to the hand, it falls in love with Cawlin and proceeds to hover over his head and stroke it when he's asleep and give him nightmares for the rest of his life.
      • There's one blocking your access to the Snowhead Temple. A seemingly-sourceless icy wind repeatedly blows along the long, winding narrow path that leads to the temple. You put on the Lens of Truth, and see... a giant invisible Goron, sitting on the side of the temple and blowing cold air down the path. Why is there a giant Goron sitting on the temple? Why and how is he invisible? Why is he blowing on the path, and why is his breath an icy blizzard? How do Gorons even get that big? None of it is ever explained. At least he survives the fall.
    • The Legend of Zelda: Twilight Princess:
      • There's the scene after you save Lanayru. It's a really bizarre scene that seems to be foreshadowing; but is, in the end, merely fauxshadowing, as nothing implied in the scene ever happens, and it's creepy beyond reason to boot.
      • There's another one if you successfully open the Hyrule Castle Town branch of Malo Mart. You can enter the aforementioned building to a very bizarre, colorful Malo Mart with dancing NPCs, complete with very non-Zelda music.
      • There's one at the very end: After the defeat of Ganondorf, Zant (who was killed earlier by Midna) appears out of nowhere to his master and breaks his own neck then he disapears and neither Link nor Zelda react to this sequence. This scene has confused the fans for years and later Eiji Aonuma confessed that he has no idea about its signification; he admitted that Nintendo simply decided to let a particularly idiosyncratic team member go hogwild.
      • Rusl's Golden Cucco. When Link needs to cross some large gaps, Rusl simply calls his "partner", who turns out to be a Golden Cucco, so that can Link use him to hover. No backstory on the chicken is ever given, and it's never seen again in the story after that point.
    • The Legend of Zelda: Link's Awakening has a rather unusual moment when you go inside Ulrira's house and try to call out from his phone, rather than trying to call him from one of the many phone booths. Who or what is a Bucket Mouse? Why would Ulrira apparently have them on speed dial? They are never shown or referenced anywhere else in the game, so it's anyone's guess.
      BRRING! BRRING! BRRING! CLICK! Yeees! It's the Bucket Mouse! Thanks for calling! ...Well... CLICK! ??? ... You must have dialed a wrong number...
  • The Giger-esque alien's lair at the end of the arcade version of The Astyanax.
  • In Trauma Center: Under the Knife, the gameplay generally involves performing operations. But in one level, you have to defuse a bomb, using the exact same equipment and methodology as the operations. This is from an organization that primarily works via an evil living virus; a bomb doesn't seem like them.
  • Phantasmagoria 2 has gangsters dancing past a bondage club before you enter. In a (supposedly) serious horror game. There's also Batman visiting the psychiatrist, but that's an Easter Egg anyways (the fact that it's so poorly integrated could easily make it a BLAM, though).
  • Halo: Reach: In the mission "Nightfall" we get two fifty-foot tall gorilla-looking beasts. They attack the Covenant, and when they're through, for absolutely no reason, they go after you. These so-called "indigenous species" are never ever referenced before or after. The creatures were supposed to show up in more than just one level, but were ultimately cut from the game except for this one part.
  • Darksiders: In an After the End setting, there are masses of zombies (which, incidentally, did not cause a Zombie Apocalypse). In at least three locations, there is one male zombie who looks exactly the same as all the others - except he wears black pants, a black top hat, carries a cane, and speaks with a British accent. Each time you meet, Wicked K pops out of nowhere, says something along the lines of "Pleasure to make your acquaintance, War! Sorry, but I'm going to have to kill you now." and attacks you. He's an optional Miniboss, is never seen or mentioned in the game besides those few fights, and doesn't even refer to past fights (though he does seem to get less Affably Evil each defeat). When defeated, he jumps into his suddenly super-sized hat, and disappears.
  • Aladdin (Capcom) has two strong contenders for this. The first stage, in which Aladdin is sucked into the Genie's lamp, seems the more obvious example due its bright and trippy nature in contrast to the rest of the game, but it's somewhat justified in that a) this covers the "Friend Like Me" sequence from the movie, and b) you have to do it before Genie will let you out of the cave. The other example is the Egypt stage, where Abu accidentally falls off the magic carpet during their trip back to Agrabah, and Aladdin must find him inside an Egyptian pyramid. It's definitely not as outlandish as the former example, but it more obviously has no bearing to the rest of the plot and is clearly there to just pad the game's length.
  • Aladdin (Virgin Games) has its own version of the "Friend Like Me" sequence, with stages involving a lot of platforming with springs and bumpers, with a mountain of random items in the background. The exit is Genie's open mouth, with his tongue forming the stairs.
  • One bonus area in VVVVVV includes a flickering elephant so big its body spans four screens. It causes the player character to adopt a sad expression while standing near it, but otherwise has no significance whatsoever.
  • Several of the events generated by the "Wild Wasteland" trait in Fallout: New Vegas are these, such as the encounter with a vicious gang of old ladies.
  • In Fallout 4, after you fight your way through the Institute's FEV Lab in the climactic mission "The Nuclear Option", you have a fight with... a pair of gorillas. Gorillas that turn out to be robotic. You never find out why the Institute felt the need to build synth gorillas.
  • Scott Pilgrim has one in Roxie's stage where in a Japanese steakhouse random people on fire come out of nowhere and run around until you kill them, or they accidentally run onto the damaging grills. This never really happens any other time in the game.
  • The instruction manual to Totally Rad features a few. In the midst of a lengthy explanation of the game's Excuse Plot, the manual inserts random pictures of an old airplane and the boss of Jaleco Entertainment's USA branch. Another one next to the controls is a picture of some lady — no explanation as to who she is except the writer forgot he put her in there. It's easy to tell that Jaleco USA was having way too much fun with the game itself.
  • Mass Effect 2: Legion beatboxing and doing the robot.
  • Bookworm Adventures Volume 2 has the "Dance Battle" level near the end of the game. Lex battles while dancing to the funky music. With robots. It somewhat justifies its existence by not being too easy to beat, since it's a Survival Battlenote , but that doesn't change the fact that it comes completely out of nowhere and is absolutely hilarious. It does, of course, advance the game progress by giving you a companion, but there was no reason for the level to take that form. "Beyond their wildest imaginings", as the level intro puts it, is very much an understatement.
  • Stubbs the Zombie has a level where you and your horde of zombie minions fight your way through a police station, culminating with you taking on Police Chief Masters ("Chief Masters", by the way, is one of several nods in the game to the fact that it runs on the Halo: Combat Evolved engine). When you finally corner Masters, he... challenges you to a dance-off that plays out like the classic memory toy 'Simon'. None of the other boss fights are particularly unusual, you just fight them with the usual controls, like every other enemy. It's just Masters who makes it into a minigame, and it's never mentioned again (although to be fair, the main character is an unspeaking zombie, so the game doesn't really have much by way of plot).
  • Conker's Bad Fur Day:
    • The Great Mighty Poo. Starters, you enter a mountain of poo. Then you clobber and toss 6 pieces of live corn into a puddle of poo. Just when you think it's over, The Great Mighty Poo poops out of the lake and starts singing opera about dreams of throwing itself at you. You beat it by throwing giant rolls of toilet paper into its mouth. When it's over, you pull a handle and flush him down. Conker and The Dung Beetles never mentioned him ever again.
      The Great Mighty Poo [in a nice operatic baritone]: I am the Great Mighty Poo,
      And I'm going to throw my shit at you.
      A huge supply of tish comes from my chocolate starfish.
      How about some scat, you little twat?
    • There's a part in the War Chapter where Conker encounters two Tediz suddenly speaking clearly, one of them saying something about giving that very game to 20 intelligent people and seeing what happens. They see Conker, are surprised, one of them says to "get into character," and they go back to being the gibberish-speaking mooks they had been up until that point. The real-world explanation is that the cutscene originally depicted the Tediz experimenting on a squirrel, but it was deemed too disturbing and replaced with a sillier version of the same scene which had been intended to be shown during the end credits.
  • Vanquish is generally a fairly serious game, but at one point, you sneak behind some crates and observe a dance off by a whole platoon of robot soldiers, accompanied by a giant white boombox. As soon as one sees you, they act normally and the boombox converts into a walking barrier with guns. It never happens again, nor is it ever mentioned.
  • While most of the bosses in the Xbox Ninja Gaiden games can come out of nowhere and have no bearing on the plot, the most notable are the Buddha and Statue of Liberty bosses added in Sigma 2. The Buddha is especially jarring since Ryu saves Sonia from her fall like in the original, then the statue returns, Ryu puts it down again, then Ryu goes and unties Sonia with no mention of the GIANT BUDDHA STATUE that Ryu just broke with his sword.
  • The game Bloodwings: Pumpkinhead's Revenge is all around weird, but if you let Marcie die, she'll appear in a cinematic as a cloaked figure just like everyone else you let die, but then she says "I am the key to your future" and then laughs maniacally for no reason.
  • Embric of Wulfhammer's Castle has the Ancient Scotch sidequest. It starts with randomly drinking a bottle of scotch in the "trophy room", devolves into a Cosmic Horror Story with overtones of Demonic Possession, then ends abruptly without actually resolving or explaining anything. While nearly everything else you can do in the game comes up again at some point in the story, this whole episode is only spoken of again in the Developer's Room. Nevertheless, it's brought up in the demo version of the sequel. As the explanation of why one of the maids never aged.
  • Dragon's Lair II: Time Warp features a series of odd levels as you guide Dirk the Daring through time to rescue Princess Daphne. But none however, are quite as strange, (and that's saying something), than the 5th level when Dirk is not only sent back to the year 1804, but is for some strange reason, shrunk down to the size of a mouse in Ludwig Van Beethoven's study, as the famous composer plays on a piano. During the level Dirk must avoid the composer's hungry cat and from there, it gets weird. Yes, weirder than that. Suddenly Beethoven, his piano, the cat and Dirk are sent flying into the air. The level gets even more chaotic as the cat suddenly starts breathing fire. And as one final cherry on top of this sundae of weirdness, Beethoven suddenly opens his coat and his outlandish clothes underneath make him look like Elton John. As soon as all this ends, Dirk suddenly finds his time machine, he's transported away and the level ends. None of this insanity is ever mentioned again.
  • In Chibi-Robo!, using radar in the living room will eventually lead you to a dig spot in the carpet. Digging into it will reveal a tiny fat blue man with a spark plug for a head in a purple speedo, who will rave at you to "give him sound", which you do by jabbing him with your shovel-spoon repeatedly, causing him to dance as he rapidly grows to several times his size before thanking you and disappearing. You can repeat this any time you enter the living room, it is the only situation in which he appears and doesn't receive any reference or allusion anywhere else, and only Chibi and Telly seem to have any idea he exists.
  • In Rodea: The Sky Soldier, after defeating Geardo and his dragon in the second to last chapter, you face off against Geardo transformed into a gigantic robot tentacle monster in the final chapter. No explanation is given as to how Geardo transformed into this form, and it's not mentioned again after you beat him.
  • In Spider-Man 2, anything to do with the villain Mysterio would fall under this, although throughout most of his appearances and confrontations Mysterio sure knows how to make a good set-up and challenging dangerous scenarios (including creating a "floor made of Lava" within a theatre and making an "Alien Invasion" over the Statue of Liberty) for Spider-Man to tackle. That is until Spider-Man's final confrontation with Mysterio — inside of a corner store where as soon as you are about to have a mono-a-mono fight with Mysterio, a health bar for Mysterio comes up which indicates itself to have multiple layers of health and is different from all of the other villain health bars in the game. And then when you actually do lay just the first punch against Mysterio his Multiple-layer health bar drops from green, to yellow, to red to nothing and Mysterio is immediately sent flying out of the corner shop's front doors along with the now-detached globe-head, where to absolutely nobody's surprise he is revealed to be the egotistical special effects guy Quentin Beck. After this outright psych-out of a boss-battle, -with absolutely nothing explained about the existence of the different health bar or why it was ineffective- Peter then makes it back to The Daily Bugle to report Mysterio's true identity and after that, anything regarding Mysterio/Quentin Beck is never brought up or referred to again (even the 'alien robots' stop appearing) for the rest of the game's story.
  • Tony Hawk examples:
    • In Tony Hawk's Pro Skater 4, the Carnival stage has a haunted house with rails on the ground nearby. Grinding the rails causes you to go (apparently through a solid wall) into a small area with creepy noises and faces everywhere, unavoidably sliding down the tongue of what looks like a giant red demonic mask. This is not mentioned anywhere else in the game.
    • Tony Hawk's Underground had a similar experience to the one above in the Hawaii stage. There is a tiki statue standing outside of a store, which is perfectly fine, as the store is called "Tiki Trading Company". But jump into the mouth of the statue and you are transported into some sort of volcanic vortex world with a giant tiki statue in the center, complete with ominous, demonic laughter. As soon as you touch any of the lava it registers as a bail and you are transported back out to the street. It is never mentioned in story, and its only point is to unlock the Classic Venice stage from Tony Hawk's Pro Skater 2.
    • Tony Hawk's Underground 2 has one in the New Orleans level. By riding around on some crypts, you can turn the level from a street carnival party, to a zombie apocalypse. It can then be undone by doing a Christ-air over a Jesus statue. Unlike other events possible in this game (such as getting abducted by aliens), this one is actually part of the games plot, a realistic contest between two teams over who can cause the most destruction. Oddly enough, in spite of causing an apocalypse, your team is still losing at the end of that level.
  • Kingdom of Loathing is pretty bizarre and intentionally inconsistent in general, but a certain Easter Egg stands out. The Sorceress's Tower is filled with overpowered enemies and difficult puzzles, one of which involves putting different kinds of keys in a door. If you happen to have a balloon monkey, you can somehow cram it in the lock (it's a Balloon-Mon Key) to meet "Unexplained Jamaican Man," who gives you a balloon ("Hey, mon. How about a balloon, mon?") and, true to his name, is never mentioned again or explained, by himself or anyone else.
  • The Matrix: Path of Neo takes Neo's fight with Seraph from the second film and suddenly has them take their fight all the way to our world inside a movie theater playing the Matrix Reloaded. By the time it's over, the two crash back inside their own world and it's never explained what the hell happened.
  • The original version of La-Mulana has a secret area based on Maze of Galious (the game that inspire La-Mulana). Instead of fighting the boss of the area, he just talks to you (and I do mean the player) about his new skin pajamas. It's as odd as it sounds.
  • Mystical Ninja Starring Goemon is a pretty out there game to begin with considering the fact that the villains are aliens who want to turn the entire world into a stage. But the biggest BLAM moment happens near the end of the game when the heroes finally manage to confront the villains, Dancin and Lilly, face to face (prior to that they had only been appearing as holograms). Instead of a heated boss battles the Dancin and Lilly put on a stage performance called Gorgeous My Stage. This, while being in character with Dancin and Lilly, progresses the story in no way and of course isn't mentioned afterwards. After their performance the villains set off a time bomb and run away leaving the heroes to chase them in their giant mech. The closest relevance it could possibly have is that they used the time where the Heroes were dumbstruck to escape, even though they could have just not had the performance and escaped...
  • The Secret of Monkey Island has a fight scene during the Test of Thievery where Guybrush automatically interacts with objects offscreen including a yak and a heavily armed clown. He also picks up items he could not normally pick up and performs actions that are not available to the player.
  • In McPixel the solution to a stage based on the Bowser fights from the original Super Mario Bros. is... weird, to say the least. Giving the 1-Up to Mario turns causes him to shrink... then turn into some abstract painting, whereupon his neck stretches out, and turns the Teenage Mutant Ninja Turtle representing Bowser into... something else. Mushroom Samba, taken a bit too literally. There is also one Bonus Round that deliberately mimics the effects of a glitch.
  • OFF has a couple, which even in a weird game like this one manage to stand out:
    • The whales that sometimes pop up in normal encounters in zone 2. No, not a ghostly or ghoulish whale. Just a regular ol' whale that found its way up a tower.
    • One random fish (the Dopefish from Commander Keen) that'll jump when you step on a certain place, and never show up again, in zone 1. Easy to miss.
    • Zone 3 has a regular hallway with some doors on the way in. On the way out (while chased by the zone's boss), it''s completely blank and white, and no doors open.
  • If your character in Vampire: The Masquerade – Bloodlines is a Malkavian, you have the opportunity to experience many BLAM s. Especially memorable is an argument with a 'Stop!' sign.
  • The Talos Principle: At the very end of Road to Gehenna, if you put together the leprechaun statue in the first zone, when you return to the central hub, the assembled programs suddenly start Irish stepdancing. All while the world around you is being deleted. There is no explanation for this whatsoever. And it is hysterical.
  • Teenagent:
    • The strange, green creature in the cave, that looks like a cross between a monkey and an alien. All it does is sit and stare at you. It's labelled only as ???, and the protagonist has nothing to say about it save for "what the hell is that?!?!" and "I don't know its language." It's never explained or elaborated upon.
    • At one point you open a refrigerator, only to find inside an Eskimo who tells you to scram. The protagonist closes the fridge and remarks that he must've gone insane. Next time you open the refrigerator, it's got perfectly ordinary food-stocked shelves inside, and the Eskimo is never seen or mentioned again.
  • Batman Doom has the Super-Secret level. In the middle of chasing a crook around Gotham, Batman comes upon a weird-looking portal in the floor. As he steps in, he is taken to a fleshy island floating in the middle of a black void, where he fights flying eyes that shoot batarangs at him, and then, to find the portal back home, he enters a giant mountain of meat through a tooth-filled mouth. The game then continues as normal. What.
  • Shogo: Mobile Armor Division: In the middle of his journey through the city of Meritropa, with the fate of the world hanging in the balance, Sanjuro is forced to make a detour to rescue an old lady's cat. It Makes Just as Much Sense in Context, and apart from the cat's squeaky toy continuing to take up the #8 weapon slot when Sanjuro's on foot the event is never referred to again. Granted, the game is an Homage to giant robot anime, and the goofier series do this kind of thing a lot.
  • The infamous Zap Dramatic has several of these in his games.
    • Ambition has a few of these.
      • Before Angie tells Yale that she's pregnant with his child, Yale inexplicably throws a pencil in the air. It rotates like a helicopter blade while a drum-roll plays in the background. Angie catches the pencil, and Yale compliments her catch and then grins sheepishly. There was no reason for any of this to happen.
      • In episode 3, we have Ted's face inexplicably superimposed over Bridget's. Apparently, it's supposed to tie into Ted's philosophy that the truth is like an onion, but it just comes out of nowhere and is never referenced in the game.
      • Helen's pastries in episode 9.
      • Whenever Duke kills you in Episode 10, he's accompanied by a green light. This is never explained at any point in the episode.
    • In the "Raise" episode of Negotiator, the mouse on Rolf Klink's desk will talk to you. And it tells you that there's a woman stripping behind you. And there is a woman stripping behind you. And then the cop materializes from thin air and arrests you for no apparent reason. Another version replaces the stripping woman with a suitcase full of cash that teleports away from your cursor when you try to steal it. It may be more family-friendly this way, but still, when did a susceptibility to hallucinations enter the story?
    • In Sir Basil Pike Public School, agreeing to "rock" with Janina inexplicably triggers a sequence which rivals Ted's dream sequence from earlier in terms of coming out of absolutely nowhere, and looking like a drug trip. It's an even bigger BLAM if the player chooses to play as a girl. Apparently due to an error on the creator's part, Janina doesn't tell you about going to record her song if you're a girl and certain other conditions weren't met. As a boy, it at least sort of makes sense in context, but as a girl it can literally come completely out of nowhere. Sometimes, you'll be sent through a weird time portal if you fail in Sir Basil Pike, with no explanation as to how or why it happens, or why it happens sometimes but not others.
    • In one early version of "Customer Service", if the player defends the other customer by launching into a rant against the store, Lola will not only warn the player about acting like a pig, but she will also summon a knife-wielding shadow by firing off a gray-scale photo-negative of her face. Then if the player claims to have a lawyer brother who will sue the store, the shadowy shape returns and slashes the word "IDIOT" into the screen. It must have been removed for being too frighteningly random even for a ZapDramatic game, but it could also be argued to have been the most interesting part.
  • In Star Trek: Elite Force II, there is a part where you can find a pipe that you can jump into. This transports you from the FPS style you've been using into a Mario Homage Platformer. Once you exit, you're back where you started.
  • In Mario Paint, the exercise scene. After the title screen, the game plays a short, black-and-white animation of sit-ups and a handstand, while the crowd cheers. brentalfloss used this scene in a video with the comment, "Seriously, wtf was this about? Seriously."
  • The Grizz's boss battle in Sly Cooper: Thieves in Time. Throughout the entire chapter he's been touted as a black gangster graffiti artist grizzly bear, but when Murray confronts The Grizz in his hideout, he says he's tired of everybody and abruptly starts ranting about how he always wanted to be an ice skater, which is completely at odds with the gangster image the game's established him to have. This sudden ice-skating is also his main ability in the ensuing boss battle. The only buildup to this is an optional collectible treasure named "Grizz's Skates".
  • The Longest Journey has the defeat of Roper Klacks. You hand him an ordinary calculator, he pushes a few buttons, and he's somehow sucked into it. No explanation for why or how it happens. He returns as a reformed man in the sequel, and the strange anomaly is still never explained. It eventually becomes a Brick Joke years later in the finale Dreamfall Chapters when it is revealed that his time in the calculator gave him the idea to merge the worlds of Stark (Technology) and Arcadia (Magic) together, and the mysterious device the Azadi are building is a giant calculator. The original bit is never explained, however.
    • Whenever Cortez discusses film or art, he rambles on about how modern film or art is inferior to art in his opinion. Then he abruptly switches to what April wants to talk about.
  • Grand Theft Auto V has several:
    • When Michael gets drugged and robbed by his own son, he undergoes a Mushroom Samba that involves spaceships, aliens and flying through a city of rainbows in his underwear that just has to be seen to be believed.
    • Two more Mushroom Samba levels follow that one. The other two involve Michael and Trevor smoking some very potent weed and being forced to battle aliens and clowns, respectively.
    • Trevor's final rampage missions. He is attacked by hordes of gun-wielding hipsters who drive to the battle in electric cars and scooters, and die while saying things like "I was trying to finish my screenplay."
    • The opening cutscene of the "Blitz Play" mission. In the middle of this almost completely serious dialogue, when Steve mentions that "some parts of the government might be corrupt," all three Player Characters, in perfect unison, make frivolous "see no evil, hear no evil, speak no evil" gestures.
  • Something Else: If Luigi has the Athletic Peach in Darkave, he can reach an area similar to the beginning area and enter the pipe. It leads to an edit of the Testing Area Dummied Out in the original Super Mario World. At the end, there's a pipe that leads to a bizarre area filled with Triangular Blocks and falling Green Apples. The Key use sound repeatedly plays over and over again in this section. In one of the doors, Luigi can fruitlessly pursue a Moon until a pity 1-up Mushroom shows up. Luigi can enter another door and get sent back to the entrance area. This strange level is never mentioned in context at all.
  • The entire scene and boss fight involving Benny in Comic Jumper, made even more jarring by the fact that Smiley is supposed to be in a parody of Silver Age comics, and along comes this walking, talking Total Recall (1990) reference.
  • In Tomodachi Life:
    • One of the things that can happen to a Mii is that they receive a mysterious letter that tells them to meet the sender on the roof. If you have the recipient do go to the roof, the sender Mii will stand there in a Paper-Thin Disguise, make a completely random statement, then leave. Afterwards, the incident is never brought up again.
    • There are several other things you can do with Miis that don't advance anything and only cough up a very small amount of cash ($3 at most). These include the Mii asking you if they can show you a funny face (their face becoming suddenly adjusted), an impression of another Mii (they repeat another Mii's Catchphrase in the other Mii's voice), ask a question, or look inside their brain or stomach.
    • Anything that offers only treasures as a prize (the Islander Games and the Game Within a Game Tomodachi Quest) will also count as this, since Treasures have virtually no use other than to be sold off.
  • The elevator scene in Batman: Arkham Knight. Early on, Poison Ivy and Batman are talking as they are about to enter an elevator on the roof floor of a building. Just before they enter, vines snare Batman and drag him upward as Poison Ivy goes down, chuckling "Will he ever learn?" As the doors open at the ground floor, Batman is standing there looking no worse for wear. This has no impact on the mission beyond a humorous aside.
  • The Reveal on the Golden Path of Fire Emblem Fates is this. Turns out, Azura is the Avatar's cousin! It has no prior foreshadowing, no plot importance, is revealed through a throw-away line of dialogue, and is never brought up again—even by the characters involved. Not even if they're married or if they get married afterwards.
  • Silent Hill 2:
    • James opens a door to find a Shiba Inu at a control panel, apparently having directed your adventure the whole time. James despairs, the dog jumps off the chair to lick his face, and then the dog sings a song while the credits roll. It's serious Mood Whiplash, given that James has just killed Eddie, watched Angela commit suicide, battled Maria, and come to terms with the fact that he murdered his own wife. After this game, the dog joins the aliens in the joke endings and becomes a Brick Joke for fans.
    • James reunites with Maria in the hospital and they get on an elevator. From out of absolutely nowhere, a radio announcer starts a game show quizzing James on obscure questions totally irrelevant to the plot with the promise of a prize if he gets the questions right and pain if he gets them wrong. Maria is just as confused as the player.
  • In Silent Hill 3
    • The Hilltop Center has the optional Store Front Poseables storeroom, in which a lone mannequin is posed with a head attached, while the rest only consist of torsos. When you go to the other side of the room to pick up the items, you hear a scream and return to find the mannequin decapitated with a blood splatter. This room has no bearing on the story.
    • In the hospital, Heather gets a call from a creepy voice wishing her happy birthday. This event has no plot significance, and at the end of it all Heather has to say is that it isn't her birthday.
    Unknown caller: Happy birthday, dear... I'm sorry. I forgot your name.
    Heather: Who are you?
    Unknown caller: Oh... okay. Happy birthday dear "Hooaryou"...
    • Also in the hospital, the basement area where you find the submachine gun (also optional) features an upended wheelchair with a wheel still spinning, bullet holes riddling the walls, and a blood streak leading into the ajar elevator doors, none of which have any explanation or plot relevance.
    • The Borely Haunted Mansion in the theme park and most definitely the Advancing Red Light of Doom. There's no explanation or warning that the light will kill you, there's no reason for it to be in a theme park haunted house, it isn't like any of the other enemies in the game, and Heather never mentions it.
  • Silent Hill 4: The Room has the giant Eileen head in one room. It's massive, malformed, its eyes twitchily follow you about the room, there is absolutely no purpose to it whatsoever, and neither Henry or Eileen so much as even comment on it. Given the series habit of screwing with the player on a Meta level, the head might just be there for you the player specifically and neither Henry or Eileen can even see it. Hopefully there's not a giant head in your room watching you that only Henry and Eileen can see...
  • The RPG Maker game Girlfriend Rescue has as its second area the building of a Japanese company full of corrupt security guards and literal Corporate Samurai. At one point you have to fight... a medieval knight with a broadsword. Our heroes briefly comment on it, but there seems to be no reason for his presence there, other than to reuse graphics from some other unrelated RPG Maker game.
  • Just before the Final Boss of The House of the Dead 4, as you infiltrate DBR Corporation's headquarters via the same path traveled in 2, you see one room that's since been inexplicably decked out in Japanese decor, something just so contrary not just to the rest of the building, but to anything else in the mainline games. It's never mentioned why the room is decorated this way and it's never brought up again after you leave it.
  • While traversing through Waterfall in Undertale, you'll find yourself in a featureless corridor containing Onionsan. Onionsan makes some Stepford Smiler-ish comments about the state of Waterfall and wanting to start a band, and then never appears again unless you for some reason re-enter this completely unnecessary room. Toby Fox can't even remember why he put Onionsan in the game.
    • Should you do the piano puzzle (which is in a room that coincidentally is not too far from the one you encounter Onionsan in), an opening will appear in the wall, leading to a room with some kind of artifact that looks like a red orb. Trying to pick it up results in you being told you can't because you're "carrying too many dogs", and you'll find the Annoying Dog in your inventory. Dropping it results in the dog wandering over to the artifact, somehow absorbing it, and then flying off, while "Dogsong" plays. You'll also find "Dog Residue" left in your inventory that can be multiplied when used, and has strange descriptions. Other than that, the incident isn't brought up again, and can be quite jarring when done on a No Mercy run.
  • In MonsterBag, the stage "Love" is in a radically different visual style from the rest of the game and doesn't have any relation to the ongoing plot. It's a surreal and disturbing Nightmare Sequence just before the final set of stages that seems to reveal that Nia was born with a serious heart condition and wasn't expected to live past infancy.
  • Sega's Rent A Hero puts the player in the power suit of a "hero for hire" that can accept several missions, from home deliveries to search for missing people to investigations against loan sharks and mafia thugs. It's all rooted in reality (specifically, Japan's reality in the early Nineties)... until near the end of the game, where you have to fight the soul of a 3000-years-old pharoah who possessed one of the archeologists that exhumed his sarcophagus. Yes, in Japan. Unlike the others, this mission is totally unrelated to the main plot. The pharaoh does return in the remake of the game, Rent A Hero No. 1 for Dreamcast, as unexplained as ever, and this time he brought mummies with him.
  • The Witness: The third windmill video. The game already contains many audio logs and other videos with philosophical and spiritual quotes and teachings, but this video goes one step further. It's a 12-minute-long video of a man holding a candle. This clip is the end of the 1983 movie Nostalghia by Andrei Tarkovsky, known for his dry, difficult style and highly metaphysical themes. The scene already qualifies as a Gainax Ending even taken on the context of the whole movie. Now, imagine watching the scene without said context, and you'll end the video asking yourself "What have I just watched?"
  • The Turing Test: The secret room in chamber C26 has a computer that, when activated, triggers a short segment of virtual reality with stairs and balconies floating in a void. It seems to be a Shout-Out to the game Pneuma: Breath of Life, made by the same developers, but it just seems out of place in the context of this game.
  • Thief: The Dark Project: The Cragscleft Prison mission has a strange skeleton that's sitting casually in the middle of a mine tunnel. As you approach it, the skeleton suddenly vanishes while its skull flies out at you. It's never explained and nothing like this ever happens again in the entire series.
  • The kaiju vs. giant mecha playable fight in Cosmic Star Heroine. It seems Zeboyd Games put it in the game just to raise the count of sci-fi tropes in it and as another nod to the general animesque nature of the game.
  • The zombie dance-off from The Bard's Tale. Even the Bard himself doesn't know what to make of it.
  • Kirby games often feature instances of multiple Kirbies running around without much explanation, such as when he does his victory dance and a pair of fellow pink blobs pop up to back him up or when, at the end of the first game and its Super Star adaptation, he brings food back to a load of Kirbies. On the other hand, some games do have Kirby clones with proper involvement in the plot. Also of note is that Kirby's Dream Land 3 had a recurring creature called Batamon that looked like an Off-Model Kirby and wandered around inaccessible areas. It never appeared again after this game.
  • Frogger: Ancient Shadow has yet another literal big-lipped alligator moment, brought to you by Dr. Wani. During the cutscene after defeating Wani atop his castle, he explains his plan... by channeling the performance of a weather reporter, complete with music, as he predicts "Tonight's forecast, death and pestilence, with a chance of scattered torture." Later, Wani ends the cutscene by flying away while shouting at Frogger to not follow him, as "I've rigged explosives to your brain!", a claim which is simultaneously untrue, completely random, and never mentioned again, not even by the supposed brain explosive recipient himself, Frogger.
  • The Blast Corps side level Orion Plaza. It's some sort of giant billiards table in space, with TNT crates in place of the 15 object balls, the Ramdozer in place of the cue ball, and a cue stick in each pocket that needs to be destroyed with said TNT. All to some jazzy music used exclusively for this level. This level and its bizarre premise are never referenced anywhere else in the game.
  • There's a hidden Coliseum boss fight in the DLC for NieR: Automata against the CEOs of Square Enix and Platinum Games, who for some reason are super-powered demigods with Adam and Eve's movesets and the ability to spam Bullet Hell patterns where the bullets are their own disembodied heads. Meanwhile, the boss theme is "Birth of a Wish", but with voice clips from the two spliced in. The only acknowledgement of this bizarre fight you get outside of it is if you lose, where the fight organizer declares that CEOs are the strongest beings on the planet, which just raises more questions than it answers.
  • BoxxyQuest: The Gathering Storm:
    • Along the trail to 4chan, near the big bridge entrance, there’s an unassuming little cave with a lone treasure chest. Opening the chest reveals… deceased yodeling legend Franzl Lang, who promptly challenges you to a fight. He drops a bit of unique gear, but the encounter itself is literally never explained or mentioned again.
    • Four words: “Welcome to Jurassic Park.”
    • This trope is played for terror at one point in the hidden Deep Web dungeon. In a seemingly random room, you suddenly get pulled into an enemy encounter with… nothing. An empty field, with no music playing. After a few turns, this… twisted, melted ghost thing fades into view, and a distorted voice starts repeating the words “I love you” over and over again. After a few more turns, the battle just… ends, and that’s it. This is never referenced again, not even in the developer’s room.
  • Prince of Persia's SNES port has two of these:
  • At one point during level 3 of Haunted Castle, Simon Belmont inexplicably enters a portal to some sort of mirror dimension, where he has to slay three harpies. After defeating them the level goes on as usual, and the incident is never referenced again in the whole Castlevania series.
  • Yakuza 2: The Sengoku family headquarters is situated under Osaka castle. It is also another, larger and gold-plated castle that rises up out of the ground. The security measures include ninjas, pitfalls, samurai and two actual tigers for a boss fight. The entire sequence is jarringly out of place in an otherwise fairly down-to-earth crime drama, and nothing is ever made of this.
  • Wonder Boy:
  • In the Japan-only Die Hard Licensed Game for the PC Engine, McClane for some reason has to fight his way through a jungle and a swamp to get to Nakatomi Plaza.
  • One of Deathsmiles' bosses is Mary, the Giant Cow. A huge cow drawn in a realistic way that appears for no explained reason and looks out of place even in a game full of fantasy creatures.


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