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[[AC: WebOriginal]]
*''WebVideo/ResidentEvilAbridged'': After Chris defets the Tyrant, Rebecca sets off the Umbrella base's self-destruct sequence, giving the surviving S.T.A.R.S. members 4min. to evacuate. But as they near the helipad, another wave of B.O.Ws[[note]]bio-organic weapons[[/note]] attacks. Jill and Rebecca holds them off while Chris signals Brad to pick them up, then defeats the Tyrant a second time. They escape only moments before the Umbrella lab's destruction, which takes the Spencer Mansion along with it.
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** The first game is a bit of an interesting case. While the UsefulNotes/{{N|intendoEntertainmentSystem}}ES original completely averts the trope after defeating Mother Brain, the {{G|ameBoyAdvance}}BA remake ''VideoGame/MetroidZeroMission'' barely offers an appropriate retcon for playing it straight in the same place. However, ''Zero Mission'' does avert the trope later on in the Space Pirate mothership.

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** The first game is a bit of an interesting case. While the UsefulNotes/{{N|intendoEntertainmentSystem}}ES original completely averts the trope after defeating Mother Brain, the {{G|ameBoyAdvance}}BA UsefulNotes/{{GBA}} remake ''VideoGame/MetroidZeroMission'' barely offers an appropriate retcon for playing it straight in the same place. However, ''Zero Mission'' does avert the trope later on in the Space Pirate mothership.



* In the UsefulNotes/SegaGenesis video game ''Franchise/XMen: [[VideoGame/XMenCloneWars Clone Wars]]'', destroying the Sentinel activates the self-destruct function of the entire Sentinel factory... and hundreds of smaller, random explosions prior to the one that actually destroys the factory.

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* In the UsefulNotes/SegaGenesis video game ''Franchise/XMen: [[VideoGame/XMenCloneWars Clone Wars]]'', ''VideoGame/XMenCloneWars'', destroying the Sentinel activates the self-destruct function of the entire Sentinel factory... and hundreds of smaller, random explosions prior to the one that actually destroys the factory.



* A countdown isn't actually seen in ''[[Videogame/RogueSquadron Rebel Strike]]'', but the trope is present in spirit in the climax where [[spoiler:Han Solo has to escape from the self-destructing Endor shield generator Bunker while fighting against Sarkli before the base completely self-destructs.]]
* In ''Videogame/MedalOfHonor: Allied Assault'', after planting the bombs, Fort Schmerzen is rocked by explosions that you have to stay ahead of as you race for the exit, although it doesn't completely explode until you get out.

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* A countdown isn't actually seen in ''[[Videogame/RogueSquadron ''[[VideoGame/RogueSquadron Rebel Strike]]'', but the trope is present in spirit in the climax where [[spoiler:Han Solo has to escape from the self-destructing Endor shield generator Bunker while fighting against Sarkli before the base completely self-destructs.]]
* In ''Videogame/MedalOfHonor: ''VideoGame/MedalOfHonor: Allied Assault'', after planting the bombs, Fort Schmerzen is rocked by explosions that you have to stay ahead of as you race for the exit, although it doesn't completely explode until you get out.
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* In ''Film/{{Aliens}}'', the mining facility where the action is set begins to fall apart several minutes before the 19-minute countdown given by Bishop until the reactor's failure. In this case, there is overlap with ExcessiveSteamSyndrome as well. Justified as the reactor is breaking down as it's overheating -- the countdown is simply an estimate until it goes critical.

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* In ''Film/{{Aliens}}'', the mining facility where the action is set begins to fall apart several minutes before the 19-minute countdown given by Bishop until the reactor's failure. In this case, there is overlap with ExcessiveSteamSyndrome as well. Justified as the reactor is breaking down as it's overheating -- the countdown is simply an estimate until it a warning to get to a safe distance before the reactor goes critical.
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* In ''Film/{{Aliens}}'', the mining facility where the action is set begins to fall apart several minutes before the 19-minute countdown given by Bishop until the reactor's failure. In this case, there is overlap with ExcessiveSteamSyndrome as well.

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* In ''Film/{{Aliens}}'', the mining facility where the action is set begins to fall apart several minutes before the 19-minute countdown given by Bishop until the reactor's failure. In this case, there is overlap with ExcessiveSteamSyndrome as well.
well. Justified as the reactor is breaking down as it's overheating -- the countdown is simply an estimate until it goes critical.
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* ''VideoGame/{{Star Fox 64}}'': During the Fortuna mission, Slippy notices several enemy craft leaving the captured base. [[MissionControl ROB 64]] informs the team that the enemy planted a bomb in the base; before anyone can defuse it, they must deal with an attack by Star Wolf. If you drag out the battle, you'll notice the base starting to spark and billow forth a few small explosions.

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* ''VideoGame/{{Star Fox 64}}'': During the Fortuna mission, Slippy notices several enemy craft leaving the captured base. [[MissionControl ROB 64]] informs the team that the enemy planted a bomb in the base; before anyone can defuse it, they must deal with an attack by Star Wolf. If you drag out the battle, you'll notice the base starting to spark and billow forth a few small explosions. When your time gets really low, the original stage music will start up again, timed so that the climax of the track will play while everybody retreats.
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** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' features a sequence where Zelda informs you that [[CollapsingLair Ganondorf's castle is collapsing]] and they must escape within three minutes. Justified in that said castle is upheld by magic, [[LoadBearingBoss which would be fading after Ganondorf's defeat]].

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** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' features a sequence where Zelda informs you that [[CollapsingLair Ganondorf's castle is collapsing]] and they must escape within three minutes. Justified in that said castle is upheld by magic, [[LoadBearingBoss which would be fading after Ganondorf's defeat]]. (That, and Ganondorf is deliberately trying to bring the castle down on you in a TakingYouWithMe attempt.)
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!!You have two minutes to read examples of this trope

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!!You have two minutes to read examples of this trope
trope!



** The first game is a bit of an interesting case. While the {{N|intendoEntertainmentSystem}}ES original completely averts the trope after defeating Mother Brain, the {{G|ameBoyAdvance}}BA remake ''Metroid: Zero Mission'' barely offers an appropriate retcon for playing it straight in the same place. However, ''Zero Mission'' does avert the trope later on in the Space Pirate mothership.

to:

** The first game is a bit of an interesting case. While the {{N|intendoEntertainmentSystem}}ES UsefulNotes/{{N|intendoEntertainmentSystem}}ES original completely averts the trope after defeating Mother Brain, the {{G|ameBoyAdvance}}BA remake ''Metroid: Zero Mission'' ''VideoGame/MetroidZeroMission'' barely offers an appropriate retcon for playing it straight in the same place. However, ''Zero Mission'' does avert the trope later on in the Space Pirate mothership.
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Circular link.


The bomb is usually on a short fuse. If the bomb dooms the villain, a CatastrophicCountdown ties in naturally with a CollapsingLair. While this trope usually serves the need to make the danger a bit more visible, it is not unreasonable for a SelfDestructMechanism to destabilize before it obliterates.

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The bomb is usually on a short fuse. If the bomb dooms the villain, a CatastrophicCountdown Catastrophic Countdown ties in naturally with a CollapsingLair. While this trope usually serves the need to make the danger a bit more visible, it is not unreasonable for a SelfDestructMechanism to destabilize before it obliterates.
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No potholes in page quotes.


->''"Thank you for activating the SelfDestructMechanism. This ship will detonate in [[TimeBomb three minutes.]] In the meantime, please enjoy some [[StuffBlowingUp random explosions]] and blasts of steam. Human Resources thought it would make things more dramatic than a red light and a klaxon."''
-->-- Spaceballs

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->''"Thank you for activating the SelfDestructMechanism. self destruct mechanism. This ship will detonate in [[TimeBomb three minutes.]] minutes. In the meantime, please enjoy some [[StuffBlowingUp random explosions]] explosions and blasts of steam. Human Resources thought it would make things more dramatic than a red light and a klaxon."''
-->-- Spaceballs
''VideoGame/RatchetAndClank2002''
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Needed the movie quote name at the top.



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-->-- Spaceballs
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See also: NoOSHACompliance, MadeOfExplodium. Compare GoingCritical.

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See also: CollapsingLair, NoOSHACompliance, MadeOfExplodium. Compare GoingCritical.
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->''Thank you for activating the SelfDestructMechanism. This ship will detonate in [[TimeBomb three minutes.]] In the meantime, please enjoy some [[StuffBlowingUp random explosions]] and blasts of steam. Human Resources thought it would make things more dramatic than a red light and a klaxon.''

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->''Thank ->''"Thank you for activating the SelfDestructMechanism. This ship will detonate in [[TimeBomb three minutes.]] In the meantime, please enjoy some [[StuffBlowingUp random explosions]] and blasts of steam. Human Resources thought it would make things more dramatic than a red light and a klaxon.''
"''
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* ''VideoGame/{{Halo 3}}'' has a variant of this. After starting up the [[DepopulationBomb Halo Ring]] the ring needs several minutes to charge and literally shakes itself apart. The last section of the game is a mad dash to find a way off. While there's no explicit timer, the structural plates fall off at a constant rate. Justified in that the thing was half-built when it was fired. (It was a replacement for the one blown up in the first game.)

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* ''VideoGame/{{Halo 3}}'' has a variant of this. After starting up the [[DepopulationBomb Halo Ring]] the ring ring]], it needs several minutes to charge and literally shakes itself apart. The last section of the game is a mad dash to find a way off. While there's no explicit timer, the structural plates fall off at a constant rate. Justified in that the thing was half-built when it was fired. (It fired (it was a replacement for the one blown up in the [[VideoGame/HaloCombatEvolved first game.)game]]).
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* ''VideoGame/PonyIsland'': [[spoiler: Initiated by the player, when they commence a full system dump. The lost souls, in the vessels of ponies, have to all race to stay ahead of the destruction of Lucifer's machine... they don't all make it.]]
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The bomb is usually on a short fuse. If the bomb dooms the villain, a CatastrophicCountdown ties in naturally with a CollapsingLair. While this trope usually serves the need to make the danger [[ViewersAreMorons a bit more visible]], it is not unreasonable for a SelfDestructMechanism to destabilize before it obliterates.

to:

The bomb is usually on a short fuse. If the bomb dooms the villain, a CatastrophicCountdown ties in naturally with a CollapsingLair. While this trope usually serves the need to make the danger [[ViewersAreMorons a bit more visible]], visible, it is not unreasonable for a SelfDestructMechanism to destabilize before it obliterates.
Is there an issue? Send a MessageReason:
None


* In the UsefulNotes/SegaGenesis video game ''{{Franchise/X-Men}}: [[VideoGame/XMenCloneWars Clone Wars]]'', destroying the Sentinel activates the self-destruct function of the entire Sentinel factory... and hundreds of smaller, random explosions prior to the one that actually destroys the factory.

to:

* In the UsefulNotes/SegaGenesis video game ''{{Franchise/X-Men}}: ''Franchise/XMen: [[VideoGame/XMenCloneWars Clone Wars]]'', destroying the Sentinel activates the self-destruct function of the entire Sentinel factory... and hundreds of smaller, random explosions prior to the one that actually destroys the factory.
Is there an issue? Send a MessageReason:
None


* In the SegaGenesis video game ''{{Franchise/X-Men}}: [[VideoGame/XMenCloneWars Clone Wars]]'', destroying the Sentinel activates the self-destruct function of the entire Sentinel factory... and hundreds of smaller, random explosions prior to the one that actually destroys the factory.

to:

* In the SegaGenesis UsefulNotes/SegaGenesis video game ''{{Franchise/X-Men}}: [[VideoGame/XMenCloneWars Clone Wars]]'', destroying the Sentinel activates the self-destruct function of the entire Sentinel factory... and hundreds of smaller, random explosions prior to the one that actually destroys the factory.
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None


The bomb is usually on a short fuse. If the bomb dooms the villain, a CatastrophicCountdown ties in naturally with a CollapsingLair. While usually this trope is serves the need to make danger [[ViewersAreMorons a bit more visible]], it is not unreasonable for a SelfDestructMechanism to destabilize before it obliterates.

to:

The bomb is usually on a short fuse. If the bomb dooms the villain, a CatastrophicCountdown ties in naturally with a CollapsingLair. While usually this trope is usually serves the need to make the danger [[ViewersAreMorons a bit more visible]], it is not unreasonable for a SelfDestructMechanism to destabilize before it obliterates.
Is there an issue? Send a MessageReason:
None


The bomb is usually on a short fuse. If the bomb dooms the villain, a CatastrophicCountdown ties in naturally with a CollapsingLair. While usually this trope is serves the need to [[ShowDontTell make danger visible]], it is not unreasonable for a SelfDestructMechanism to destabilize before it obliterates.

to:

The bomb is usually on a short fuse. If the bomb dooms the villain, a CatastrophicCountdown ties in naturally with a CollapsingLair. While usually this trope is serves the need to [[ShowDontTell make danger [[ViewersAreMorons a bit more visible]], it is not unreasonable for a SelfDestructMechanism to destabilize before it obliterates.
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** This may be justified, in that the big boom is an engineering failure in progress, rather than a set of bombs programmed to go off at a precise time.

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** This may be justified, in that the big boom is an engineering failure in progress, rather than a set of bombs programmed to go off at a precise time.
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** This may be justified, in that the big boom is an engineering failure in progress, rather than a set of bombs programmed to go off at a precise time.
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The planets don\'t blow up, and even if they did it wouldn\'t be an example of the trope since there\'s no destruction happening during the countdown.


** In ''VideoGame/MetroidPrime'' Hunters, the single player campaign has every single planet you visit blowing up for little more reason than "the Alimbics don't want you here, get out before you die". The countdown itself is rarely problematic, but the enemies and Hunters between you and your ship are a different story.
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* ''VideoGame/Dino Crisis'':

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* ''VideoGame/Dino Crisis'':''VideoGame/DinoCrisis'':

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The trope\'s more about the damage rather than the timer itself.


** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' features a sequence where Zelda informs you that Ganondorf's castle is collapsing and they must escape. You are given a countdown of three minutes to reach the exit.
** ''VideoGame/TheLegendOfZeldaMajorasMask'' displays one when only six hours remain before the moon crashes onto Termina. The countdown replaces the clock.

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** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' features a sequence where Zelda informs you that [[CollapsingLair Ganondorf's castle is collapsing collapsing]] and they must escape. You are given a countdown of escape within three minutes to reach the exit.
minutes. Justified in that said castle is upheld by magic, [[LoadBearingBoss which would be fading after Ganondorf's defeat]].
** ''VideoGame/TheLegendOfZeldaMajorasMask'' displays one when only six hours remain has a downplayed version on the last day before [[ColonyDrop the moon crashes onto Termina. Termina]]. The countdown replaces ground repeatedly shakes, presumably due to tidal forces, but nothing actually blows up until the clock.impact.
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* Dino Crisis 2 plays it straight with facility at the end. There is a large tremor just as the self destruct countdown begins, and then in the final FMV everything begins to blow towards the end of the countdown.
** Dino Crisis 3 does it twice. The first time is justified, as the Ozymandias's primary power core has gone into critical overload and everything is shaking apart as a result, though this part strangely lacks a countdown. The second time however plays it straight, as soon as the self-destruct countdown begins, the ship starts shaking violently every few seconds, and on your way to the escape shuttle there are explosions and falling debris. The following FMV shows the interior of the ship collapsing spectacularly as the ship's computer counts down the last 10 seconds.

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* Dino ''VideoGame/Dino Crisis'':
** ''Dino
Crisis 2 2'' plays it straight with facility at the end. There is a large tremor just as the self destruct countdown begins, and then in the final FMV everything begins to blow towards the end of the countdown.
** Dino ''Dino Crisis 3 3'' does it twice. The first time is justified, as the Ozymandias's primary power core has gone into critical overload and everything is shaking apart as a result, though this part strangely lacks a countdown. The second time however plays it straight, as soon as the self-destruct countdown begins, the ship starts shaking violently every few seconds, and on your way to the escape shuttle there are explosions and falling debris. The following FMV shows the interior of the ship collapsing spectacularly as the ship's computer counts down the last 10 seconds.

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* Dino Crisis 2 plays it straight with facility at the end. There is a large tremor just as the self destruct countdown begins, and then in the final FMV everything begins to blow towards the end of the countdown.
** Dino Crisis 3 does it twice. The first time is justified, as the Ozymandias's primary power core has gone into critical overload and everything is shaking apart as a result, though this part strangely lacks a countdown. The second time however plays it straight, as soon as the self-destruct countdown begins, the ship starts shaking violently every few seconds, and on your way to the escape shuttle there are explosions and falling debris. The following FMV shows the interior of the ship collapsing spectacularly as the ship's computer counts down the last 10 seconds.

Added: 156

Changed: 101

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Why was this example deleted? Also, the realism or not of the escape is irrelevant


** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' features a sequence where Zelda informs you that Ganondorf's castle is collapsing and they must escape. You are given a countdown where one would normally not exist, but more to the trope, large pieces of debris are unexplainably ON FIRE.

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** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' features a sequence where Zelda informs you that Ganondorf's castle is collapsing and they must escape. You are given a countdown where of three minutes to reach the exit.
** ''VideoGame/TheLegendOfZeldaMajorasMask'' displays
one would normally not exist, but more to when only six hours remain before the trope, large pieces of debris are unexplainably ON FIRE.moon crashes onto Termina. The countdown replaces the clock.

Changed: 187

Removed: 156

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** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': During the endgame, Zelda announces that Ganondorf's tower is collapsing and they must escape.
** ''VideoGame/TheLegendOfZeldaMajorasMask'' displays one when only six hours remain before the moon crashes onto Termina. The countdown replaces the clock.

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** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'': During the endgame, ''VideoGame/TheLegendOfZeldaOcarinaOfTime'' features a sequence where Zelda announces informs you that Ganondorf's tower castle is collapsing and they must escape.
** ''VideoGame/TheLegendOfZeldaMajorasMask'' displays one when only six hours remain before the moon crashes onto Termina. The
escape. You are given a countdown replaces where one would normally not exist, but more to the clock.trope, large pieces of debris are unexplainably ON FIRE.
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* ''VideoGame/TheLegendOfZeldaOcarinaOfTime''. During the endgame, Zelda announces that Ganondorf's tower is collapsing and they must escape.
* ''VideoGame/TheLegendOfZeldaMajorasMask'' displays one when only six hours remain before the moon crashes onto Termina. The countdown replaces the clock.
* Turok: Evolution has a huge city suspended above a canyon with giant tethers. At one point, you must destroy the city by releasing the tethers, sending it crashing down to the canyon floor. Once the tether release consoles are activated, the countdown begins, and the city begins to collapse around you, along with lots of tremors. All of this WOULD make perfect sense, if it weren't for the fact that only when you finally DO escape, do the tethers actually detach from the canyon walls.

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* ''VideoGame/TheLegendOfZeldaOcarinaOfTime''. ''Franchise/TheLegendOfZelda'':
** ''VideoGame/TheLegendOfZeldaOcarinaOfTime'':
During the endgame, Zelda announces that Ganondorf's tower is collapsing and they must escape.
* ** ''VideoGame/TheLegendOfZeldaMajorasMask'' displays one when only six hours remain before the moon crashes onto Termina. The countdown replaces the clock.
* Turok: Evolution ''VideoGame/TurokEvolution'' has a huge city suspended above a canyon with giant tethers. At one point, you must destroy the city by releasing the tethers, sending it crashing down to the canyon floor. Once the tether release consoles are activated, the countdown begins, and the city begins to collapse around you, along with lots of tremors. All of this WOULD make perfect sense, if it weren't for the fact that only when you finally DO escape, do the tethers actually detach from the canyon walls.

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* The laboratory self destruct mechanisms in the ''Franchise/ResidentEvil'' series do this.
** While some of them do, others actually averted it. The self destruct sequence in the original the first one in Code Veronica had no destruction or tremors until the countdown expired or you finished the escape.

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* The laboratory self destruct mechanisms in the ''Franchise/ResidentEvil'' series do this.
** While some of them do, others actually averted it. The
this. As an aversion, the self destruct sequence in the original the first one in Code Veronica had has no destruction or tremors until the countdown expired or you finished the escape.

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