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Multiple Endings / Visual Novels

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  • Almost every Dating Sim ever, usually regarding whom your character ends up with. Some of the dodgier games even have a "Harem Ending", which allows your character to end up with them all.
  • Technically, every case in Ace Attorney has multiple endings should you fail to defend your client. However, here are the standout examples:
  • Analogue: A Hate Story features five main endings: two for *Hyun-ae (although they are merely variations of each other), one for *Mute, one for neither, and the "Harem Ending", which requires you to cheat the system by showing *Mute a log that can only be seen on *Hyun-ae's route. There are also two Non Standard Game Over endings, one of which requires you to piss off an AI so much that they cut you off from the system, and one for attempting to download the logs during the meltdown segment.
    • Its sequel, Hate Plus, has four endings for *Hyun-ae, two for *Mute, and, once again, a "Harem Ending"note . Unlike the previous game, there are Bittersweet Endings and Downer Endings mixed in. Also parodied with the "Level Four Revive Materia" achievement, which hints at an ending where *Mute ends the game without committing "suicide" outside of the Harem Ending. No such ending exists, and there is no way to get the achievementnote .
  • An Octave Higher has five endings. Three of them are fairly lighthearted but end the story prematurely. The other two are much darker in tone and advance the story toward its proper resolution, though only one of them is considered the true ending. There's also a sixth neutral ending which doesn't resolve much of anything, though it doesn't grant an achievement in the Steam version.
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  • Aoi Shiro has several different types of ending. In addition to the numerous bad ends where the protagonist Syouko dies or becomes possessed by the <<Sword>>, each co-protagonist has two or three 'Normal Ends' where everyone survives, but wind up parting ways, and a 'Good Ending' where they stay together or are reunited, with the same pattern for the Grand Route involving all the main heroines together. There are also a handful of route independent 'Normal Ends' that cut the story short by leaving early.
  • A Profile has five endings, two each for Miku and Rizu and one for Miou, the last heroine. None of these are bad endings, and as a whole, are all rather optimistic.
  • The Bottom of the Well has quite a few variations, although most of them are dying. Besides the numerous ways that Alice can die without getting to the evacuation site, there are three different things that can happen there — she can find that she's been exposed to too much radiation and die anyway, she can be safe and yet have the feeling that it isn't the "right" ending, or she can find out (sort of) what's going on with the dream. The game encourages you to replay for different outcomes — in fact, you can only get a vital piece of information (a code for a keypad) for the "true" ending by having gone down certain death-causing routes in past playthroughs.
  • There are seven heroines in Canvas 2, and each one has her own ending.
  • The CLANNAD Visual Novel twists the idea of Multiple Endings by making them PLOT POINTS. The majority of the ends reward you with Light Orbs, which allows you to unlock the After Story. Then, the game takes the cake and eats it by only enabling the True End once you've obtained every single other Light Orb in the game. Talk about Earn Your Happy Ending.
  • In Death Room, there are 6 endings, but with over 300 choices, you can bet there are variations for each depending on what you said or did before.
  • Dra+Koi has four endings: There's a good ending where you picked all the right options, a bad ending where you either failed to go on the date or made the wrong final choice but still complete the story, and then there are two bad endings that skip the final fight. Either you get killed or the dragon does, based on which of the fights you refused to step in and help out.
  • DRAMAtical Murder has ten different endings: a good and bad end for each character, with a Secret Character becoming available after you finish all the other routes. Notable for the bad endings being absolutely horrible.
    • sweet pool, made by the same company, has six endings, depending on how much you gave into your "instinct" or "reason". Notable for none of the endings being happy; the least depressing one has Youji sacrifice himself to save Tetsuo, and even the "true end" is soul-crushingly sad.
  • Frozen Essence has six paths to choose from, and each of them have both a Light End and a Dark End. The Light Ends generally have Mina being happily together with her love interest or at least being alive and reasonably happy, while the Dark Ends generally have her dying, being resealed, or being trapped in a very twisted relationship with her love interest. In addition, the Life path has three more endings: two are more like Non Standard Game Overs than anything else, but the third one happens to be the game's True End.
  • In the Chinese PC fan-made game Fullmetal Alchemist: Bluebird's Illusion, there's a choice of 4 possible endings depending on what you've done during the game and where you've been, the most famous being Edward becoming the homunculus Pride.
  • Hatoful Boyfriend has a couple of characters who have multiple endings. Three of these are bad vs good, while one is a bit different (and is only like that in the HD remake onwards). Sakuya, Okosan and Shuu all require you to max a particular stat (charisma, vitality and wisdom respectively) in order to see their full "good" end, while in Azami's ending you can either get the fake ending (which doesn't end the game) or her romance ending (which does). Getting a certain amount of endings lets you unlock the True Ending, Bad Boy's Love/Hurtful Boyfriend. Getting every character's ending, including both of the endings for the characters with two, lets you see the BBL epilogue.
  • Higurashi: When They Cry: The multiple chapters are connected, but each one has its own ending that neatly wraps up the storyline. Every chapter happens during the weeks leading up to the same disaster, and as it turns out, it's a pseudo-"Groundhog Day" Loop involving alternate universes created by the local deity, who keeps pressing the Reset Button hoping that the one character who remembers what happened can find a way to prevent the cataclysm that keeps killing everyone in the village. Most of the endings range from bittersweet to negative, but each season finale culminates in The Power of Friendship and unshakable determination.
  • Kara no Shoujo has no real good ending and a lot of downer endings. There are only two or three endings that can really qualify as bittersweet... and the true ending is not really one of them.
  • Katawa Shoujo:
    • Katawa Shoujo has a Good End and Bad End for each of the five girls, plus an extra neutral end for two of them (Rin and Hanako), and a Bad End you get at the end of Act 1 if you haven't managed to get one girl by the end. In this one, Hisao has a manly picnic with Kenji, gets drunk, and falls off the roof and dies. The other bad ends generally just involves the girl becoming angry/sad at Hisao and their relationship breaking apart... which, of course, makes them much more heartbreaking.
    • Lilly's bad ending is unique in that the game stops after a certain scene late in the route, when she says goodbye to Hisao and Hanako before leaving to live abroads with her parents in Scotland, instead of showing a scene you would not see otherwise. If, however, the player has made all the right decisions, the story continues until it reaches the good ending where she decides otherwise after Hisao pulls a Race for Your Love and almost dies as a result.
    • The leaked beta is infamous for having endings where the characters die. In Shizune's endings the Bad End has Shizune dying of dehydration not long after Misha's suicide. In the Good End Hisao inspires Shizune to move forward and live on. It ends with them talking about future baby names, particularly naming their kids after Misha. All two of Hanako's Bad Ends involve Hisao dying while the Neutral End has Hanako committing suicide. The Good End instead revolves around Hanako dealing with her Dark and Troubled Past. It ends on a happy note with implications of Babies Ever After.
  • Little Busters! also plays with the multiple endings. Completing certain endings can change the main route for future playthroughs: e.g., completing Rin's first miniroute has her noticeably more confident the next time around. So far, not too unusual... except for the fact that this is integral to the plot: the game takes place in a world created by Kyousuke, Masato, and Kengo after a bus crash caused the entire class bar Riki and Rin to be lethally injured, and for Kyousuke, the sole purpose of this world is to make them strong enough that they can handle the aftermath on their own. So he has them repeat the same semester of school over and over, starting again each time it becomes clear they still aren't strong enough, with the different timelines having ripple-like effects on future playthroughs. Only by meeting and befriending all of the girls is Riki able to gain the confidence he needs. Therefore, it's totally possible that every single route really did happen in that world and that Kyousuke just rewound time at the end because it wasn't quite enough. To continue to talk about Earn Your Happy Ending...
  • Lux-Pain:
    • The standard ending is finishing after two Original SILENT have been encountered and the final boss is Edward Steiner. However, this ending leaves several threads untied. Fulfilling certain conditions (including removing Honoka's SILENT, which prevents Hibiki Kiryu from dying) unlocks another chapter after the 'normal' final boss with a True Final Boss with the third and strongest Original. Beating this earns you the Good Ending, with a more cohesive and happy (well, bittersweet) finish.
    • There is also a Bad Ending: At one point, Yui Yamase (under the influence of SILENT) attempts to kill a major suspect in your investigation. If you don't stop her, on returning home your boss will call you to say that you let a very important lead die in front of you, and that if the investigation is exhausting you so much you should pull out and come back to headquarters. Unlike the game's Non Standard Game Overs, the credits actually roll and you are given the chance to start a clear save file, as if you had got New Game+.
  • Both halves of the Muv-Luv Visual Novel (Extra and Unlimited) have endings for each heroine. Unlimited happens in a continuity very different from that of Extra. Alternative (the sequel game) reveals that, like CLANNAD above, each of the routes in both Extra and Unlimited really happened (in alternate universes), and that, similar to Higurashi below, the protagonist has (due to a complicated "quantum causality" phenomenon) lived through all of the route-universes in Unlimited, and has memories of those of both Extra and Unlimited, though he is not able to recall everything except in brief flashes. Gamewise, this is implemented by Unlimited reading the savefile of Extra and displaying new content accordingly, and Alternative reading both Extras and Unlimited's savefiles in turn to do the same thing.
  • In Matches and Matrimony, there are seven unlockable endings in which the player character gets married to one of Jane Austen's heroes (or villains) — and two in which she remains single.
  • Mystic Messenger has five character routes and multiple endings for each of them: about 3 Bad Ends for each character that typically occur if you made too many selfish/mean choices, a Bad Relationship End if you didn't participate in enough chats after getting on a character's route, a Normal End if you avoided the Bad Ends but didn't convince enough people to attend the party, and a Good End if you did everything right. There are also three early Bad Ends you can get if you refuse to follow Unknown's instructions or fail to get on any available character's route, as well as two Secret Ends you can unlock after completing every character's Good End.
  • Prevalent in the main works of the Nasuverse; all of them are Canon, considering the nature of The 'Verse. Various scenarios in the game are generally heroine-focused and mutually exclusive, and there are Good (happy), True (medium-happy to Tear Jerker), and Normal (outright depressing) Ends, depending on whether characters act in-personality or not, and what decisions they choose. There are also Bad Ends in the dozens, premature endings to the plot which may or may not result in death. Each Bad End will be followed by a comical, No Fourth Wall sequence where advice is given (and stupid choices are admonished) by various characters, including villains. Oddly enough, Bad Ends have a tendency to expand considerably on the Canon, to the point where the whole plot can only be figured out by seeing all of them.
    • Tsukihime has five heroine-focused scenarios and 9 endings total: 5 True Ends, 3 Good Ends, and 1 Normal End. Bad Ends range from being completely disabled to the infamous "eaten by a shark on the ninth floor of a hotel", followed by a "Teach Me, Ciel-Sensei!" session. Completing all Endings unlocks the "Eclipse" Epilogue where the protagonist meets with an old friend/teacher...
    • Fate/stay night has three different scenarios which branch out depending on several choices in the beginning of the story. The first route has a single True Ending, while the latter two have multiple endings that depend on your relationship with a specific character — one route (UBW) has a Good End and a True End (both rather optimistic), while the other (HF) has a True End (positive) and a Normal End (ungodly depressing). There are 40 numbered Bad Ends followed by a "Taiga Dojo" sequence that either gives advice to the player or admonishes you for getting a stupidly-obvious choice wrong. One dojo even criticizes the player for looking up the very specific steps needed to reach that dojo and purposely seeking it out. Each sequence gives a "stamp" which are collected to unlock extra bonus videos.
      • Oh, and also once you get every death stamp and every game ending, you unlock the continuation of the Fate Route ending, revealing it to be both a Good and True end (Shirou reunites with Saber in Avalon, letting them be together for eternity in what amounts to FSN's version of heaven.) Certainly a step up for the first Fate ending.
    • This is, however, subverted in Kagetsu Tohya. Very often they lead you to a situation that looks very much like it should be a Bad End, such as being eaten by a Jaguar in Arcueid's room (It Makes Sense in Context... wait, no it doesn't) or having your head pulled off. Yet these are actually all necessary parts of the continuing storyline. If you want to defeat your nightmare, Nanaya, you have to let him kill you a whole bunch. The next day simply starts like any other.
  • Illusionary Trauma has eight endings, with two for each character. Though finding the second ending is more difficult than the first.
  • Nine Hours, Nine Persons, Nine Doors features 5 endings (technically 6, but one of them is just a Non Standard Game Over if you try to get the Golden Ending too early), with an extra bad ending in the mobile port and the Updated Re-release Most of them are of the "Bad End" variety, featuring the player's untimely death. The "Safe" ending isn't really "good," but it explains certain plot points and is necessary for completion to get the True Ending. They're all canon, as the game is being controlled by a little girl with the ability to see through time, and it was exploring multiple possibilities in order to determine the best route to ensure her survival nine years in the past.
    • The sequel has a whopping 24 endings. In order to facilitate easily exploring them, it uses a branching game pathway that allows you to go back to points where you make storyline-altering decisions and re-do them. As in the first game, they're all canon, and the 'scene select' feature is an ability of the protagonist rather than a convenience for the player.
    • The third installment in the series has over 30 endings, with 7 "main" endings, 2 secret endings, and many more game overs. Once again, all of the main endings are canon, and this time even some of the game overs are canon too!
  • No, Thank You!!! has thirteen endings, plus many more untimely ends. All of the routes end with either Haru dying, his love interest dying, or Haru just leaving them with little chance of ever returning. Though some of them can be considered bittersweet at best.
    • Ryu's Bad Ending 1: Haru tells Ryu about his younger sister’s death, and Haru dies from bleeding.
    • Ryu's Bad Ending 2: Ryu knows about his younger sister’s situation, breaks down, and tells Haru to kill him. Haru does.
    • Ryu's Good Ending: Ryu asks Haru to liberate his younger sister, and to take care of Yufumi.
    • Hiroyuki's Bad Ending 1: Haru is unable save Yamato, Haru kills Shindo, and Haru dies from blood loss.
    • Hiroyuki's Bad Ending 2: Haru kills Hiroyuki.
    • Hiroyuki's Good Ending: Haru leaves Hiroyuki, says that he will come again.
    • Maki's Bad Ending 1: Haru has a fight with Maki, and Haru lets Maki kill him.
    • Maki's Bad Ending 2: Haru has a fight with Maki, and Haru shoots Maki.
    • Maki's Good Ending: Harua has a fight with Maki, and then takes the laptop.
    • Kouichi's Bad Ending: Haru kills Kouichi with the drug.
    • Kouichi's Good Ending: Haru drugs Kouichi—but just to let him sleep, saying that "We Will Meet Again".
    • Other Ending 1: Hiroyuki dies, Haru’s true identity is exposed, and he runs away.
    • Other Ending 2: The Manufacturing Place is found, and Haru runs away.
  • Plumbers Don't Wear Ties had this. Besides the Hollywood ending, there are other endings. The Angry Video Game Nerd, aka James Rolfe, got to the final choice screen in the game, but he ended up picking, "Gimme something different," and James Rolfe demands for another game and throws it. Taco Man, on the other hand, does not choose the chase scene, and instead picks a option that led to an ending that was never EVER selected in the Angry Video Game Nerd's review.
  • The Portopia Serial Murder Case (1983) is an Ur-Example of multiple endings.
  • In Reflections on the River, there are seven different endings, of varying levels of positivity. Three are fairly definitely bad, while the others are more ambiguous, and may vary in perceived happiness depending on how much players actually know about the plot (which isn't fully revealed by any one single route, so you may have to play through several times to even know what's a happy ending or not).
  • In Rising Angels Rising Angels: Reborn, choices add up, with the results not necessarily being obvious until the end. Some of them are distinctly better than others, and there's a "true ending" (not precisely a Golden Ending, but optimistic) which the sequel will follow on from.
  • Sacred Sand has twenty-one endings in total, and while Aydin and Rhael have the majority of these endings, you can get an ending with anyone who has a character sprite in this game. This includes the man who has a wife of his own, Rhael's brother who's in a coma for most of the game, the sort-of-villainous general, the only girl in the entire BL game world, and even Rhael's father.
  • Saya no Uta has three endings, and they are all Bad Endings:
    • In one ending, Fuminori has his brain restored so the world no longer resembles a gore-splattered hellscape, people appear normal, and food tastes normal. Saya, however, disappears immediately afterwards, unwilling to show her true form to him. Fuminori is arrested for murder and placed in a mental hospital. Saya visits him once, conversing exclusively through text messages on a phone: she is leaving to search for her father so she can return from whence she came. Fuminori vows to wait for her, but the two never meet again.
    • In another ending, Fuminori embraces his new worldview and his newfound taste for human flesh. He attempts to kill his friend Kouji. Kouji is rescued by Dr. Tanbo, though, and he learns of Saya's true nature as well as Fuminori's "condition". The two confront Fuminori and Saya. Tanbo dies, but manages to mortally wound Saya with liquid nitrogen. Fuminori, unable to go on without Saya, is Driven to Suicide. Kouji is left traumatized and mentally broken by these events, purchasing a gun with a single bullet in case his paranoia becomes more than he can bear. On the other hand, the world is safe now that Saya is gone.
    • The last ending is similar to the previous one, except that Fuminori succeeds in murdering Kouji. Saya enters the final stage of her life, where she releases spores into the atmosphere that will rewrite the human genome and convert all of humanity into a race of Eldritch Abominations like Saya. An epilogue from Ougai speculates on whether the newly transformed world to be will be beautiful to Fuminori.
  • School Days is known for its more unique multiple endings compared to other visual novels. But when that's said, no one cares about the happy endings, this game is infamous & notorious for its bad endings in which someone will always get grotesquely killed some way or another, including (from the base HQ version of the game alone):
    • Kotonoha slashing Sekai's neck with a hacksaw.
    • Sekai stabbing Makoto in the gut, leaving him to slowly and painfully bleed out.
    • Kotonoha committing suicide in front of Makoto and Sekai, destroying their relationship.
    • Sekai shoving Kotonoha in front of a train.
    • The ending picked for the anime is worse than any of the bad endings, and comes directly as a result of Makoto acting like a Jerkass to pretty much everyone he was romantically involved with. How bad is it? Makoto tries to commit himself to Kotonoha when he realises how badly he treated her and almost everyone has deserted him. The only problem is that to do so, he dumps Sekai (who by that point might or might not be pregnant with his child) in a really dickish way. Sekai loses it and bloodily stabs Makoto to death. Kotonoha finds his corpse, beheads it, places the head inside a bag, and confronts Sekai. Then, Kotonoha stabs Sekai to death and cuts her body open, then escapes into the Katsura family's yatch with Makoto's head.
  • The Shall We Date? series loves using this trope. The number of endings and the types will vary with each novel. There will always be a default Bad/Normal Ending if the player refuses to meet the criteria for one of the better or best endings.
  • Shining Song Starnova has seven routes, each of which has one Good Ending and one or more bad endings. Sasami's Good Ending doubles as the True Ending, as her route cannot be played until the other six routes have been completed.
  • Songs and Flowers has four different endings, two for each of the game's love interests. The differences are whether the protagonist either has a Relationship Upgrade with them or the two remain Platonic Life-Partners. Neither is treated as a good or bad end, as the game is more about helping them overcome their personal issues rather than outright dating them.
  • Spirit Hunter series:
    • Each chapter of Death Mark has alternative endings depending on who you partner with and what item you use to either appease or defeat the spirit. Generally, appeasement results in a "good" ending. Defeat, on the other hand...
    • Spirit Hunter: NG:
      • Like its predecessor, the game has alternative endings for each chapter that are dependant on how the player deals with the chapter's spirit. If they 'appease' the spirit, then they get the standard good end to the chapter; destroy the spirit instead, and the companion they took along will get murdered by the last remnants of the spirit.
      • The final ending of the game depends on various factors; how many companions are alive, if any of them are alive at all, and whether Akira saved Seiji or Kaoru in the Kubitarou case.
  • Starstruck Love has three endings available for each guy. Oh, and it's worth mentioning that the guys are Yandere. The Bad End, called the Extreme Love End, will show how insane he's become for the player.
  • Steam Prison has thirty possible endings: five each for Eltcreed, Ulrik, Adage, and Ines, six for Yune, and four under the general heading of "Other."
  • Steins;Gate has six endings. Three of them are bad endings that end the story early, while the last three are determined by how many of Kurisu's messages you've properly responded to. Those last three are a bad ending, the True Ending, and another bad ending that cuts off right before the True Ending.
    • The "sequel" Steins;Gate 0 is a bit more complicated. Like the first game, there are three bad endings that end the story early, but the catch is the story diverges into two main routes depending on a choice early in the game. You have to get to the ending of one route, then either start a new game or reload a save from before the route split and then go down the other route in order to get the True Ending.
  • In Strawberry Vinegar, your choices throughout the VN will influence events in it. There's one at the beginning that will either properly begin the rest of the storyline or have Rie be cast to Hell, cutting your gameplay quite short.
  • This is actually mostly averted in Suika. The first chapter has one ending, the second chapter has one ending, the third has two, but only one appears to be canon. The fourth has multiple endings and a true ending when you've unlocked both of the best endings from it. This unlocks an alternate route in the second chapter focusing on Mie and Souji's Broken Ace personality.
  • Sunrider Liberation Day's [RE]turn mode has eighteen: seven bad endings, one "worst" ending, three normal endings, two "alternative" endings, four happy endings and one secret ending. The happy endings are effectively interchangeable, as they play out the same way and the only difference between them is which Love Interest Kayto ends up with.
  • Syrup And The Ultimate Sweet has ten endings, one for each character and five less than stellar ones.
  • Tokyo Dark has 11 possible endings.
    • Revenge: Unlocked by choosing to confront Reina instead of following Tanaka, and killing her.
    • Only a Child: Unlocked by choosing to confront Reina instead of following Tanaka, and forgiving her. Reina reverts to her child, untainted self, and Ito uses the Mask to send her to her mother in the afterlife. Reina disappears with a smile, and though Tanaka has ventured too far into the Dark for Ito to find him, she feels strangely at peace.
    • The End Of The Mask: Unlocked by destroying the Mask instead of using it. Ito, Mai, and her grandmother perform the ritual to destroy the Mask, and they succeed. Neither Tanaka nor Reina is ever found, and the crime rate in Tokyo goes up since there is no Mask Bearer to control the Dark anymore. Ito gets her job back, but she quits later, not having enough motivation to do police work anymore.
    • Reap What You Sow: Unlocked by killing Goto in the sewer, then going to Kamakura to purify the mask after going to Aokigahara. Taira (a detective whom Ito doesn't like) and Mori (an officer) catch Ito and arrest her.
    • Goodbye, I Love You: Unlocked by choosing to follow Tanaka instead of confronting Reina, then returning to the real world alone. Ito recognizes that Tanaka's mind has deteriorated too far to live in reality again, and leaves after a heartfelt farewell. She continues her life and discards the Mask in the ocean, though she can sense it is still connected with her mind.
    • I'll Remember How You Were: Unlocked by choosing to follow Tanaka instead of confronting Reina, then returning to the real world with him. Ito convinces Tanaka to leave the afterlife, but he emerges a vague Empty Shell who needs to be cared for. They "live" out their days together.
    • Alone Together: Unlocked by choosing to follow Tanaka instead of confronting Reina, then staying in the afterlife with him. Their memories fade together- or adapt to their new plane of existence, depending on how you interpret it- and in the real world, their bodies are never found.
    • Lost: Unlocked by overdosing on the antipsychotics in Ito's apartment. As expected, she dies.
    • Nothing Is Real: Unlocked by having too low sanity upon being nearly done exploring Aokigahara. The scene changes, showing a visibly crazed Ito in a straitjacket. Apparently the plot was just a delusion of hers- the real (?) Ito is a crazed stalker being confined in a mental asylum. In this reality, Tanaka and Reina are a couple Ito victimized, and Ito's neighbour is her nurse.
    • Becoming: The true ending. Ito helps Reina go through the Door with the Mask, and Reina disappears, her anguish gone at last. But the Mask returns, now without someone to bear it, and so Ito decides to become the Mask Bearer. She reunites with Tanaka in the Dark and bids him farewell before she kills him since she needs a sacrifice for the Mask. In the end, she stands as the new Mask Bearer, and mankind is kept safe at the cost of her happiness.
    • The Cat God's Blessing: Unlocked by clicking on all the camouflaged cats. Ito wakes up in a sanctum far away from the human world, with Lady Fluffington watching over her. Fluffington convinces Ito to abandon the investigation and rest. Curling up to sleep, Ito muses that she feels like she's forgotten something important...
  • Following Higurashi, Umineko: When They Cry has multiple self-contained "episodes" in which things happen differently, but end in disaster for the characters involved. This time, the different episodes are different "what-if" scenarios set up by a Game Master, who exists in a "Meta World" along with "other selves" of the characters on the "game board" and witches. Events from across the episodes are used by the said "Meta-characters" in debating and arguing about the identity/ies of the culprit(s) behind the killings.
    • It's only towards the end of the last game that the player can actually choose between two endings: the "Magic" ending or the "Trick" ending. The Trick ending is a rather cynical one, but the Magic ending is more bittersweet. Which one is canon is ultimately up to the reader's interpretation of the events of the series.
    • The Magic ending can then be interpreted in two different ways depending on whether or not you believe the story is a fantasy or a mystery. The fantasy side is bittersweet, where the Metaworld is real and the ending shows how Battler finally reunites with Beatrice and his family in the golden land. The mystery approach, on the other hand, is more depressing, as the ending is just a metaphor for how Tohya is finally able to come to terms with his memories as Battler. The downer part is especially apparent when it's made clear that no matter what side of the fence you are standing on, almost everyone who was on the island is dead and Ange has no family left even after finally meeting her brother again.
  • The Romance Games produced by Voltage, Inc. typically have two endings: a reasonably happy "Good Ending" in which the couple have more or less gotten together but still have some obstacles to overcome, and a "Happy Ending" in which everything works out and they presumably live happily ever after. Only rarely do they include endings that could be considered less than good, although this is notably the case in Office Secrets, which replaces the "Good Ending" with a "Normal Ending" in which the player character does not get the guy.
  • War: 13th Day has over 13 endings, each of which reveal a piece of the mystery. You have to get certain ones to unlock the True End, which will blow your mind.
  • Winter Shard has eight endings: a Non Standard Game Over early in the game, a "worst" ending where Frederone dethrones Krotus and rules the entire world with an iron fist, two variations of the "worst" ending where Frederone dethrones Krotus but isn't quite as ruthless as he is in the worst ending, a neutral ending where Frederone remains in Undying Loyalty to Krotus, a "better" variation of the neutral ending where Marliene joins Frederone in his Undying Loyalty, a "better" ending where Frederone and Rosetta are married, and a "true" ending that's the most conclusive but bittersweet one.
  • The Yarudora series, an interactive anime visual novel franchise by Sony initially released in 1998, had this trope as one of its big specialities. Each Yarudora game would sport lots of Endings, divided in 3 categories: Good (usually 3 to 5 ones), Normal (usually 3 to 5 ones too), and Bad (usually 17 to 20 ones; Yukiwari No Hana had 32). This series, and its first game, Double Cast, in particular (due not only to the interactive anime style and the numerous gruesome bad endings, but also because Double Cast's main heroine is ultimately revealed to have a Yandere Split Personality, were so revolutionary at the time, they would become a primary inspiration for the creators of School Days cited above.
  • Yo-Jin-Bo has a total of eighteen possible endings, three for each bodyguard: the Good endings involve a final confrontation with the Big Bad and a Happily Ever After, usually with Sayori choosing to stay in the past to be with her chosen love interest, while the Bad endings involve Sayori being yanked back to the present, typically immediately after she and her love interest admit their feelings for one another. And then there's the "forgotten dream" ending, in which the guy simply leaves and Sayori wakes up in the present with only vague memories of the experience and a feeling that she has lost something.
  • Your Turn to Die offers multiple Bad Endings resulting from things like failing the deadly mini games or letting Sara's Hallucinations overwhelm her.
    • The first named ending, Massacre, comes at the climax of Chapter 2-2, and hinges on Sara deciding to join Nao in sacrificing the other survivors so that the two of them can escape together, carrying the guilt of their betrayal.


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