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A '''bad ending''' occurs when the player finishes a ] but is not completely successful for some reason, as opposed to a good ending. Generally speaking, in a "bad ending", the player has reached an end-point of the game, and has technically won, but the victory is incomplete, and, in some cases, isn't much of a victory at all. Most bad endings are achieved by being defeated in a certain fight, but some cases are simply glorified ] screens. A bad ending is similar to a ], although with the latter, the player still continues with the story.

In Japanese ]s/]s/]s (and derived works), "bad end" refers to a characteristic technique of the genre wherein an alternative ending depicts things ending poorly for most or all of the characters. Exactly how things turn out can range from a romance simply not forming to brutal murders or suicides by a ] character and the protagonist.

==Examples==

In the arcade version of '']'', failure to defeat the game's end boss ] at the 10th and final stage results in an ending where the player character is placed in a machine and his/her power is used to destroy a city.

In '']'', losing to the final boss Lavos results in a short scene followed by the Earth being destroyed with the message "But...the future refused to change."

Most games with multiple endings have a simple three-tier structure with at least one bad, neutral and good ending usually depending on the player's dialog choices or items he/she may or may not have collected.

The '']'' games for the Nintendo DS both have multiple endings. In '']'', the game ends with a bad ending if the player fails to equip a certain accessory when entering a specific room. If the accessory is equipped, however, the game continues, and the good ending will be achieved upon beating the final boss. (The path to these endings is determined by how the player defeats a boss earlier in the game; if the presented boss is defeated, the neutral ending will be attained, but if the player instead enters a mirror and fights an alternate boss, the story continues and the player can potentially earn the bad or good endings.) In '']'', an alternate ending can be unlocked if the Sanctuary spell is used on a certain boss instead of defeating it. In '']'' and its ], '']'', if Richter Belmont fails to save the maidens, the player will get a bad ending, but once the player gets a good ending for the first time in this game, he or she will no longer see the bad ending again unless he or she starts a new save entry.

In '']'', if you defeat the final boss yet forgot the keys to unlock the girl's cell, you fade away to join the girl in the afterlife.

In '']'', if you quit the game or run out of lives before rescuing Tooty, a bad ending will play in which Klungo activates Gruntilda's machine and Grunty steals Tooty's looks. As Gruntilda steps out of the machine looking slim and gorgeous (with Mumbo running in with a flower for her, declaring his love), Tooty limps out as a hideous, green troll, declaring she must have a word with Banjo. Many gamers make fun of this ending and mockingly refer to it as "bad" ending due to the new Gruntilda's appearance.

In '']'', if you do not save Alisa from drowning in the end, you receive a bad ending.

In '']'', Col. Bahamut will ask you to join his cause. If the player agrees, the world would be in complete chaos.

In '']'', quitting the game results in viewing a bad ending where King K. Rool laughs maniacally as the Blast-o-Matic finishes charging. The scene then cuts to outside with the Blast-o-Matic preparing to fire on DK Isles, but fades away to the title without viewing the actual firing sequence.

In '']'', the player is given the option of escaping the village without their sister, whom they have spent most of the game protecting. If the player chooses this option, a cut scene will be played but no points will be scored, and it does not count as a true ending.

In '']'', if the rose is placed on the injured prince instead of the extra life, he will die.

In every game in the ], except for '']'', if the player doesn't collect the object needed to defeat ] the game shows a bad ending.

In '']'', you have 2 choices over the black orb. If you choose to keep it, you will be corrupted by the temptation for power and become the new dark lord.

In '']'', failure to shoot down the mast will result in the helicopter taking off and shooting Max with its miniguns.

In '']'', if the user quits Lance Boyle will say shamefully "The enforcer can't take it."

In '']'', if ] does not fulfill a prophecy at the end of the game, then a scene will play where the planet she is on explodes without showing her escaping, while if she does fulfill said prophesy, an extra boss will appear, with Samus escaping following the boss' defeat.

In '']'' there is either an ending where ]'s ] survives (the good ending) or dies (bad ending). Another example is '']'' (and its sequel) which has three endings which can be described as "good", another "bad" and the other neutral (interestingly, in this case all three can be canon).

In '']'', losing to Dr. Muckly in his laser weapon results in a scene of the Earth being destroyed.

In '']'', if you accidentally kill the pilot, after beating the final boss, you see that you are not able to fly away from the hostile territory. Also, if you accidentally kill all of the hostages, you see that your mission has failed.

In several '']'' games on Genesis and Game Gear, a bad ending is earned by failing to gain all available ]s, usually resulting in the game ending early due to Sonic not being able to transform for the final boss battle. <!-- Hm? The only Genesis/Game Gear game that I know of where Sonic transforms for the true final battle is ]. The Doomsday Zone in that game did set a precedent, but it wouldn't really pick up until ]. Since then, virtually all of the games, with the exception of ] and the handheld series, have relegated the collection of the Chaos Emeralds as a part of the plot, meaning that it automatically happens over the course of the game. However, despite the absence of a Super Sonic-based final battle in the early games, you do still need to collect the Chaos Emeralds in order to receive the best ending.-->

The first three games of '']'' series also feature bad endings. In the exclusive fifth case of the ] version of the first game ('']''), revealing a crucial piece of evidence prematurely causes the case to end immediately, with dire consequences for Phoenix and his client. The second game ('']'') features a bad ending if the player fails to present a crucial piece of evidence at the last possible cross-examination which drastically changes the outcome of the final case. In the fourth game ('']'') having a juror vote for a ''guilty'' ] triggers the bad ending, and the case ends immediately without a real verdict, as the defendant is left to die in her hospital bed.

In '']'', if the player reaches the 30 day limit, ] must leave the Pikmin planet, even if he hasn't picked up every spaceship part. If the player leaves the planet without every "key" part, the ending results in Captain Olimar crashing into the planet, only to be turned into a Pikmin.

In '']'', ] is asked by the final boss if he will be her servant. If the player gives a positive answer, the game cuts to a ] screen.

In ], if Sailor Moon and her 4 party members are unable to defeat the final boss, but subsequently Chibi Moon and her 4 party members are, the "bad" ending will play.

In '']'', you are presented with a choice after defeating Tokai, protect Tokai or let Otori kill Tokai. If you let Otori kill Tokai, Otori and Mariko succumb to the Komori poison and Scott and Miyu will escape on their own.

In '']'', failure to find all of the hidden ] members, will result in the player being praised for winning, but be told "] to be a True Rock Legend!"

In '']'' on the Genesis, a bad ending is earned on the final level by a two player coop game. The last boss will ask both players if they want to join him. If the two players entered conflicting answers, the players will be forced to fight each other and the victor will get the chance to beat the boss and become the crime lord himself.

In '']'', if you let the timer expire and defeat Robot Y, the bombs go off and destroy the city. Another bad ending is if you let the chief die and take on an alternate final stage.

In '']'', one of the antagonists attempts to convince Mario to help her. If he agrees, he is enslaved through mind-control.

The ] series is notorious for its endings, at least one always being bad, one being always good, and one neutral (The UFO endings) or of some different degrees of good and bad.

In ], if the player reaches Venom from Bolse rather than from Area 6, the player will go through a level known as Venom 1 which ends with a battle against the final boss, Andross. However, it is only a robotic copy and after the credits, the real Andross shows up and delivers his laugh, suggesting that he still alive.

In ], failure to defeat the boss of the bonus level quickly enough results in the death of Takosuke.

In ], there are two endings that can be received by destroying all or near-most of Cyberdyne Systems near the end of the game. The good ending (No equipment intact) says "] is alive. ] is destroyed. Your future is what you make of it." The bad ending (At least 1 Equipment Intact) says the same as the good one, except the last two lines say "But Cyberdyne Research will continue. Judgment Day still could happen."

In ], there are 2 different bad endings. If you fail to collect 200 keys and let Akhboob escape you will be praised for winning but also be called a dufus for letting Akhbood escape and leaving 200 keys behind and be told "No pleasure for you today.". If you capture Akhboob but forgot 200 keys you will thanked for saving the world and killing Akhboob but also tell you the real goal of the game to join the heroes of ].

In ], if you let ] escape, he will reign supreme and take over Jing.

In ], after defeating the 3rd boss you are to make the right decision of crystals. If you make the wrong choice you will be dropped into a pit of spikes. Your grave is shown as the villain will give you this speech: "I congratulate you. You made it pal. However, you may not know that this castle has a mystical force which silly humans can never understand. You know you made a mistake. In order to see me think about the arrangement of the 3 crystals! I look forward to your effort. Ha Ha Ha Ha Ha Ha!!"

In ], if the player completes the game in "Practice" difficulty, the game ends up with a weird and bizarre 5-minute speech about worms, which goes wrong and totally out of shape. This ending is only available in the Special Editions for ] and ].

In '']'', the game has multiple endings, depending on how much good cop/bad cop the player has. In the "Bad Ending" if Nick is defeated by Kim, he wakes up, only to realize his fate has turned against him by falling 30 stories down the building. The chapter ends with Nick falling to his death. In "Average Ending", if Nick is unable to defeat Rocky, he collapses on the ground, seemingly dying. In "Good Ending", if Rocky successfully escapes in a jet plane, leaving Nick behind or Nick has been defeated at the hands of Kim, he collapses to the runway, either dying or passing out from his severe injuries he has.

===Time-based bad endings===

Some bad endings may trigger if the player takes too long to finish the game. For example, '']'' and '']'' start on specific dates in game time, and the player character, Ryo Hazuki, has a certain amount of game-months to complete the game (for example, ''Shenmue II'' starts on ], ] and the player has until ], ] in game time to finish). Failure to do so would mean the antagonist of the series, Lan Di, returns for the Phoenix Mirror and kills the player's character. Or, in '']'', when the 72 game hour timer ends, the moon crashes into the earth. Similarly, the ] game ] for ] has six (or, as is rumored, seven) different endings, depending on how fast the player completes the game and whether they manage to perform key actions. In addition to dying without completing the game, failing to finish within the five game-day time limit (thus being destroyed when the game's main antagonist awakens), and reaching the goal of the game but not coming away alive (thus reaching the 'neutral' ending in which the world is saved, even if the protagonist is killed), the player can:
* Escape the pyramid in which the game is set, but forget to detonate the nuclear device that will bring victory (bad);
* Escape the pyramid, but set the device to detonate after time runs out (bad);
* Detonate the device and escape the pyramid, but fail to collect the radio beacon that will call in the extraction team and be killed in the blast (neutral);
* Detonate the device, escape the pyramid, and collect the radio beacon, but get out too late for the extraction team to rescue the player (neutral);
* Detonate the device and fail to collect the beacon, but escape the pyramid early enough to escape on foot (good);
* Detonate the device, collect the beacon, and escape the pyramid on time (the 'perfect' ending).
(Due to Bungie's repeated use of 'sevens' in their games, players have long suspected the existence of a seventh ending. The most likely candidate for the title is a scenario in which the player detonates the device, escapes the pyramid, collects the radio beacon, and is picked up by the extraction team, but fails to reach minimum safe distance with them - the manual states that it takes ten minutes for the team to rescue the player ''and'' another ten to reach safety.)<ref></ref>

Another time-based "bad ending" takes place in ]. The player (as Rosella) only has a short time to revive Edgar, who sacrificed himself to stop the game's villain. If the player fails to revive him, he perishes, and the ending takes on a sorrowful note, with Valanice and Rosella riding home on a black swan.

==See also==
* ]
* ]

== Notes ==
<references/>

== External links ==
*

]
]

Latest revision as of 15:38, 1 April 2016

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