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* The NES/Famicom PortingDisaster of SNK's ''VideoGame/{{Athena}}'' has a very nasty example. After beating the boss of the fourth stage, you get a seemingly useless inventory item and move on to the fifth stage, the [[MeaningfulName World of Hell]]. [[ThatOneLevel This stage is very easy to die in]], with constant RespawningEnemies and {{Bottomless Pit}}s abound. After much strife, you may eventually reach the boss, only to notice that [[DamageSpongeBoss no matter how much damage you pump into it, it just won't go down]], try after try. As it turns out, the item the boss of the fourth stage dropped is what prevents the fifth boss from being completely invincible. However, if you die, it's ''gone forever'', and since you can't revisit previous stages, the only remedy is to [[ContinuingIsPainful restart the entire game]].

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* The NES/Famicom PortingDisaster of SNK's ''VideoGame/{{Athena}}'' has a very nasty example. After beating the boss of the fourth stage, you get a seemingly useless inventory item and move on to the fifth stage, the [[MeaningfulName World of Hell]]. [[ThatOneLevel This stage is very easy to die in]], with constant RespawningEnemies and {{Bottomless Pit}}s BottomlessPits abound. After much strife, you may eventually reach the boss, only to notice that [[DamageSpongeBoss no matter how much damage you pump into it, it just won't go down]], try after try. As it turns out, the item the boss of the fourth stage dropped is what prevents the fifth boss from being completely invincible. However, if you die, it's ''gone forever'', and since you can't revisit previous stages, the only remedy is to [[ContinuingIsPainful restart the entire game]].
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** Similarly, in some online Pokémon battle simulators like ''Showdown!'' you can select a Random Battle, which, as above, gives you a random team and sends you up against a player with their own random team. It's ''slightly'' better than the Stadium version in that you can be at least certain that every Pokémon will be EV-trained and have competitively viable movesets. The levels are also tweaked to try and make it more fair--most Legendaries will be around level 70, while under-evolved Pokémon are generally in the 80s or 90s. This is very little comfort when the Random Number God hands you a team filled with useless Pokémon like Caterpie, or ones that have strategies that rely on other Pokémon you don't have (i.e. a sun sweeper like Venusaur always relies on someone else to set up the sun) or a team that shares a weakness. Meanwhile, your opponent may have three Uber-Legendaries that'll destroy you faster than you can forfeit. For extra punishment, you can choose to be ranked for this.

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** Similarly, in some online Pokémon battle simulators like ''Showdown!'' ''[[Website/{{Smogon}} Pokemon Showdown!]]'' you can select a Random Battle, which, as above, gives you a random team and sends you up against a player with their own random team. It's ''slightly'' better than the Stadium version in that you can be at least certain that every Pokémon will be EV-trained and have competitively viable movesets. The levels are also tweaked to try and make it more fair--most Legendaries will be around level 70, while under-evolved Pokémon are generally in the 80s or 90s. This is very little comfort when the Random Number God hands you a team filled with useless Pokémon like Caterpie, or ones that have strategies that rely on other Pokémon you don't have (i.e. a sun sweeper like Venusaur always relies on someone else to set up the sun) or a team that shares a weakness. Meanwhile, your opponent may have three Uber-Legendaries that'll destroy you faster than you can forfeit. For extra punishment, you can choose to be ranked for this.
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* ''VideoGame/NinjaGaidenII'' on Xbox 360 is a tricky little devil. While not exactly a sandbox-type game, there are plenty of places you can explore - and you'll have to if you want to have any hope whatsoever of beating the bosses, since you'll have to search high and low for ammo, health upgrades, new weapons, and cash. And make ''damn'' sure you're thorough, as [[PointOfNoReturn you will likely not be able to backtrack]]. You can get stuck as early as the boss fight of Chapter 3 which is ''impossible'' if you didn't equip yourself properly. If you play it right, you can upgrade a weapon all the way to the third and highest level in the same chapter you found it, which you will desperately need since the game is ''[[NintendoHard stupid]]'' [[NintendoHard hard]], befitting the series' notorious legacy. This is not a game you should approach with the mentality of merely getting to the end of each level; each level holds secrets you ''must'' unlock to have any hope of finishing the game, or even beating the current boss - which can actually be fairly easy to beat if you have the right equipment. This is definitely one for the [[SaveScumming save scummers]] among us, and the game's files enable save scumming quite easily.

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* ''VideoGame/NinjaGaidenII'' on Xbox 360 ''VideoGame/NinjaGaidenII2008'' is a tricky little devil. While not exactly a sandbox-type game, there are plenty of places you can explore - and you'll have to if you want to have any hope whatsoever of beating the bosses, since you'll have to search high and low for ammo, health upgrades, new weapons, and cash. And make ''damn'' sure you're thorough, as [[PointOfNoReturn you will likely not be able to backtrack]]. You can get stuck as early as the boss fight of Chapter 3 which is ''impossible'' if you didn't equip yourself properly. If you play it right, you can upgrade a weapon all the way to the third and highest level in the same chapter you found it, which you will desperately need since the game is ''[[NintendoHard stupid]]'' [[NintendoHard hard]], befitting the series' notorious legacy. This is not a game you should approach with the mentality of merely getting to the end of each level; each level holds secrets you ''must'' unlock to have any hope of finishing the game, or even beating the current boss - which can actually be fairly easy to beat if you have the right equipment. This is definitely one for the [[SaveScumming save scummers]] among us, and the game's files enable save scumming quite easily.
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** Both ''Driller'' and ''Dark Side'' have a game map in the shape of a [[http://en.wikipedia.org/wiki/Rhombicuboctahedron rhombicuboctahedron]] (18 squares and 8 triangles, of which 3 squares and a triangle meet at every corner), the back-story in both cases being that this is an artificial world built around a natural moon by the erection of the square platforms over the moon's surface. In ''Dark Side,'' the triangular facets are simply inaccessible (blocked off by forcefields), but in ''Driller'' it's possible to drive off the edge of a platform and fall through the triangular hole onto the surface of the original moon... from which there is no way back, so it's quit-and-restart time.

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** Both ''Driller'' and ''Dark Side'' have a game map in the shape of a [[http://en.[[https://en.wikipedia.org/wiki/Rhombicuboctahedron rhombicuboctahedron]] (18 squares and 8 triangles, of which 3 squares and a triangle meet at every corner), the back-story in both cases being that this is an artificial world built around a natural moon by the erection of the square platforms over the moon's surface. In ''Dark Side,'' the triangular facets are simply inaccessible (blocked off by forcefields), but in ''Driller'' it's possible to drive off the edge of a platform and fall through the triangular hole onto the surface of the original moon... from which there is no way back, so it's quit-and-restart time.



* The programmers for the Amiga 500 port of ''Film/DennisTheMenace'' ran out of time and didn't put in the final boss or the ending, so they just put an impossible jump in the final stage. All the other Amiga ports are finished.

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* The programmers for the Amiga 500 port of ''Film/DennisTheMenace'' ''VideoGame/DennisTheMenace'' ran out of time and didn't put in the final boss or the ending, so they just put an impossible jump in the final stage. All the other Amiga ports are finished.



** The game was a FullMotionVideo video game that was also part adventure. There are numerous times where you can make the game unwinnable. A few of them are GuideDangIt moments. One requires you to go to a bookstore late at night so you know there is a secret passage there. If you didn't go there, then you don't know that there is a clue you can look for. And if you go into the Asylum unprepared, then Hellsing is strangled in front of you and you can do nothing more but wait for a Game Over.

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** The game was a FullMotionVideo video game that was also part adventure. There are numerous times where you can make the game unwinnable. A few of them are GuideDangIt moments. One requires you to go to a bookstore late at night so you know there is a secret passage there. If you didn't go there, then you don't know that there is a clue you can look for. And if you go into the Asylum unprepared, then Hellsing is strangled in front of you and you can do nothing more but wait for a Game Over.



* ''VideoGame/FiveNightsAtFreddys'''s creator stated that he was ''pretty sure'' that 4/20 Mode (playing the custom night with all four [=AIs=] set to the max difficulty of 20) was impossible to beat... and then gamers began beating it. So many people beat it that he added a CosmeticAward for beating the mode.[[note]]However -- no matter how good you are at the game -- the mode is still a LuckBasedMission without very specific and counter-intuitive strategies. 4/20 mode cannot be beaten without running out of power. Winning the mode is a total matter of luck -- if Freddy decides not to play his longest song at the end of the night you cannot win, and if Foxy attacks too many times he will drain your power prematurely.[[/note]]

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* ''VideoGame/FiveNightsAtFreddys'''s The creator of ''VideoGame/FiveNightsAtFreddys'' stated that he was ''pretty sure'' that 4/20 Mode (playing the custom night with all four [=AIs=] set to the max difficulty of 20) was impossible to beat... and then gamers began beating it. So many people beat it that he added a CosmeticAward for beating the mode.[[note]]However -- no matter how good you are at the game -- the mode is still a LuckBasedMission without very specific and counter-intuitive strategies. 4/20 mode cannot be beaten without running out of power. Winning the mode is a total matter of luck -- if Freddy decides not to play his longest song at the end of the night you cannot win, and if Foxy attacks too many times he will drain your power prematurely.[[/note]]



* In ''[[VideoGame/TheHobbit1982 The Hobbit]]''. it was ''essential'' to read the accompanying book first to pick up a few hints. In particular, if you reached the Black River without having read the corresponding part of the book, you wouldn't know that attempting to swim across is a dumb idea, hence might try this... only to fall asleep and drown.

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* In ''[[VideoGame/TheHobbit1982 The Hobbit]]''. ''VideoGame/{{The Hobbit|1982}}'', it was ''essential'' to read the accompanying book first to pick up a few hints. In particular, if you reached the Black River without having read the corresponding part of the book, you wouldn't know that attempting to swim across is a dumb idea, hence might try this... only to fall asleep and drown.



* In the Facebook app ''VideoGame/LittleCaveHero'' there are various levels with underground springs which endlessly produces water. If tiles of water block a path and you can't destroy the source, or if for some reason you can't get the water to hit important water-switches, the level becomes unwinnable. What's worse is that you either have to pay real money or get a item from a Level 20 Facebook friend to be able to restart levels. Also troublesome is that (this being a Facebook game and all) you ''need'' to invite friends to get the tools necessary to clear many levels.

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* In the Facebook app ''VideoGame/LittleCaveHero'' there are various levels with underground springs which endlessly produces water. If tiles of water block a path and you can't destroy the source, or if for some reason you can't get the water to hit important water-switches, the level becomes unwinnable. What's worse is that you either have to pay real money or get a an item from a Level 20 Facebook friend to be able to restart levels. Also troublesome is that (this being a Facebook game and all) you ''need'' to invite friends to get the tools necessary to clear many levels.



* In ''VideoGame/TheLongestJourney'', there is a risk you'll end up stuck if you don't pick up a certain item inside an archive. There is no early indication you need this item - it's pretty much impossible to know you need it until the very moment you're supposed to use it. What is this item? ''A can of soda.'' Which you buy from a inconspicuous vending machine standing inside a building you ''can't get back into once you've left''. Chances are you never even saw the machine.

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* In ''VideoGame/TheLongestJourney'', there is a risk you'll end up stuck if you don't pick up a certain item inside an archive. There is no early indication you need this item - it's pretty much impossible to know you need it until the very moment you're supposed to use it. What is this item? ''A can of soda.'' Which you buy from a an inconspicuous vending machine standing inside a building you ''can't get back into once you've left''. Chances are you never even saw the machine.



** ''VideoGame/GuildOfThieves'' had puzzles so mind-breaking and deliriously insane that even walkthroughs won't always help. It is possible to destroy your ability to complete the game with one wrong command, and there are ''hundreds'' of wrong commands. Famously, [[spoiler:opening a bag you've just found [[PermanentlyMissableContent instantly destroys]] the ancient sheet music that you didn't know was in there]].

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** ''VideoGame/GuildOfThieves'' ''VideoGame/TheGuildOfThieves'' had puzzles so mind-breaking and deliriously insane that even walkthroughs won't always help. It is possible to destroy your ability to complete the game with one wrong command, and there are ''hundreds'' of wrong commands. Famously, [[spoiler:opening a bag you've just found [[PermanentlyMissableContent instantly destroys]] the ancient sheet music that you didn't know was in there]].



* Invoked InUniverse with Lucas Baker's final DeathTrap in ''VideoGame/ResidentEvil7Biohazard''. The "quest" appears easy; you need to place a lit candle on a birthday cake to earn your freedom. But, a pressure-plate in the floor of the doorway triggers a roof-mounted sprinkler that douses your candle when you get near. There's a window outside to another room that you can see a wheel-crank in, which can be used to deactivate the sprinkler. So, you set off on what seems like a typical [[SolveTheSoupCans Resident Evil-style puzzle]]. You pull out a big key from a wooden cask near the birthday cake and stick it in a creepy animatronic clown-scribe to unblock a nearby toilet. Recovering a dirty polarized telescope from the toilet, you wash it off under the sprinkler and then look at a nearby family portrait to reveal the three symbols you need to open a safe containing a straw doll. Burning the doll on a lit stove reveals a dummy finger, which you use to repair the clown-scribe's missing hand. Lighting the candle, you burn off the rope holding a third door closed, which takes you to the room with the door to the crank-room. But it's protected by a code-word tumbler. Looking around, you find an uninflated balloon nearby and take it back to the main room to a gas vent. Here's your first warning that things aren't what they seem: the balloon is full of sharp objects, so you wind up with a nail through your hand and a feather pen driven quill-first into your gut. When you give the clown-scribe the quill, it ''carves the code into your arm with it''. And then, finally, when you solve the puzzle... [[spoiler: you die a horribly flaming death. See, that cask with the key in it? Was full of ''oil'', which has been seeping all over the room since you pulled it out and so promptly ignites when the firecrackers in the cake go off. With the room sealing itself and locking the sprinkler system when it does.]] This comes with a unique solution: [[spoiler: you have to watch a VHS of some poor bastard solving it the intended way, so that instead you can skip the deadly parts and just burn the rope, enter the password, turn off the water and light the cake, as an invoked/meta example of SaveScumming]].

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* Invoked InUniverse with Lucas Baker's final DeathTrap in ''VideoGame/ResidentEvil7Biohazard''. The "quest" appears easy; you need to place a lit candle on a birthday cake to earn your freedom. But, a pressure-plate in the floor of the doorway triggers a roof-mounted sprinkler that douses your candle when you get near. There's a window outside to another room that you can see a wheel-crank in, which can be used to deactivate the sprinkler. So, you set off on what seems like a typical [[SolveTheSoupCans Resident Evil-style puzzle]]. You pull out a big key from a wooden cask near the birthday cake and stick it in a creepy animatronic clown-scribe to unblock a nearby toilet. Recovering a dirty polarized telescope from the toilet, you wash it off under the sprinkler and then look at a nearby family portrait to reveal the three symbols you need to open a safe containing a straw doll. Burning the doll on a lit stove reveals a dummy finger, which you use to repair the clown-scribe's missing hand. Lighting the candle, you burn off the rope holding a third door closed, which takes you to the room with the door to the crank-room. But it's protected by a code-word tumbler. Looking around, you find an uninflated balloon nearby and take it back to the main room to a gas vent. Here's your first warning that things aren't what they seem: the balloon is full of sharp objects, so you wind up with a nail through your hand and a feather pen driven quill-first into your gut. When you give the clown-scribe the quill, it ''carves the code into your arm with it''. And then, finally, when you solve the puzzle... [[spoiler: you [[spoiler:you die a horribly flaming death. See, that cask with the key in it? Was full of ''oil'', which has been seeping all over the room since you pulled it out and so promptly ignites when the firecrackers in the cake go off. With the room sealing itself and locking the sprinkler system when it does.]] This comes with a unique solution: [[spoiler: you [[spoiler:you have to watch a VHS of some poor bastard solving it the intended way, so that instead you can skip the deadly parts and just burn the rope, enter the password, turn off the water and light the cake, as an invoked/meta example of SaveScumming]]. SaveScumming]].



* The online video game ''[[http://www.newsgaming.com/games/index12.htm September 12th]]'', by [[http://en.wikipedia.org/wiki/Gonzalo_Frasca Gonzalo Frasca]], was written as a social commentary on UsefulNotes/TheWarOnTerror. The player has to shoot terrorists with missiles who are openly marching around a city full of civilians, but if the missiles kill any of the civilians, other civilians may come around, see the bodies, and suddenly decide to become terrorists themselves. This will happen '''without fail''', and is (hopefully unintentionally) pretty damning, since it suggests that the only way to end terrorism is to kill them all.

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* The online video game ''[[http://www.newsgaming.com/games/index12.htm September 12th]]'', by [[http://en.[[https://en.wikipedia.org/wiki/Gonzalo_Frasca Gonzalo Frasca]], was written as a social commentary on UsefulNotes/TheWarOnTerror. The player has to shoot terrorists with missiles who are openly marching around a city full of civilians, but if the missiles kill any of the civilians, other civilians may come around, see the bodies, and suddenly decide to become terrorists themselves. This will happen '''without fail''', and is (hopefully unintentionally) pretty damning, since it suggests that if one is to end terrorism by shooting missiles at all terrorists, then the only way to end terrorism is to kill them all.''everyone'' in the city.



* ''VideoGame/{{Strife}}: Quest for the Sigil'' has ''many'' Cruel dead ends. One quest giver, Harris, gives you a quest to steal a chalice from the villainous Order's interrogation complex. [[spoiler:If you do so the game becomes unwinnable, as he sends you to report to Governor Mourel (who normally is an NPC who gives out an essential quest a bit later).]] Mourel tells you you are under arrest and waves of [[TheGoomba Acolytes]] spawn in all over the city to kill you. There is no way of knowing this will happen and no turning back once you have the [[spoiler:chalice]]. And that's just ''one'' dead end. Killing any NPC could potentially make the game unwinnable as that character would not be able to give out important quests or items.

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* ''VideoGame/{{Strife}}: Quest for the Sigil'' has ''many'' Cruel dead ends. One quest giver, Harris, gives you a quest to steal a chalice from the villainous Order's interrogation complex. [[spoiler:If you do so the game becomes unwinnable, as he sends you to report to Governor Mourel (who normally is an NPC who gives out an essential quest a bit later).]] Mourel tells you that you are under arrest and waves of [[TheGoomba Acolytes]] spawn in all over the city to kill you. There is no way of knowing this will happen and no turning back once you have the [[spoiler:chalice]]. And that's just ''one'' dead end. Killing any NPC could potentially make the game unwinnable as that character would not be able to give out important quests or items.



** ''Under the Knife'' / ''[[VideoGameRemake Second Opinion]]'': [[spoiler:Right before you can deal the finishing dose of serum to Savato, Derek automatically activates a Healing Touch. Even with [[BulletTime slowed time]], Savato still moves too fast for him to inject the serum. You use your manual Healing Touch to [[TimeStandsStill to freeze time]] so you can finish off Savato; if you've already used it, [[HaveANiceDeath the Medical Board will be notified]].]]

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** ''Under the Knife'' / ''[[VideoGameRemake Second Opinion]]'': [[spoiler:Right before you can deal the finishing dose of serum to Savato, Derek automatically activates a Healing Touch. Even with [[BulletTime slowed time]], Savato still moves too fast for him to inject the serum. You use your manual Healing Touch to [[TimeStandsStill to freeze time]] so you can finish off Savato; if you've already used it, [[HaveANiceDeath the Medical Board will be notified]].]]



* In one of the story modes in the ''WWE Smackdown vs. Raw'' games, If you advance the story by NEVER LOSING A MATCH, and retaining your championship title for many seasons, eventually you will be proposed a special referee match, with Vince [=McMahon=] as the referee. The game sets the match rules so that you can't defeat your enemy by doing enough damage to a certain body part, knocking them out with a wrestler's signature move, 10 count ring-out, or anything else other than a 3 count pin. The match is intentionally designed that the referee will NOT count to 3 unless your character is being pinned. The reason being that [=McMahon=] had enough of you being the champion for years on end, and decided to take it away whether you liked it or not.
* According to the devs from ''VideoGame/XCOMEnemyUnknown'', the game in "Ironman Impossible was [[ImpossibleTask only theoretically winnable]]". Players still found a way to succeed. Also according to the developers, ''VideoGame/{{XCOM 2}}'' is based on your first attempt at Ironman Impossible; its setting is a BadFuture where [[TheBadGuyWins XCOM failed and the aliens conquered Earth.]]

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* In one of the story modes in the ''WWE Smackdown vs. Raw'' games, If if you advance the story by NEVER LOSING A MATCH, and retaining your championship title for many seasons, eventually you will be proposed a special referee match, with Vince [=McMahon=] as the referee. The game sets the match rules so that you can't defeat your enemy by doing enough damage to a certain body part, knocking them out with a wrestler's signature move, 10 count ring-out, or anything else other than a 3 count pin. The match is intentionally designed that the referee will NOT count to 3 unless your character is being pinned. The reason being that [=McMahon=] had enough of you being the champion for years on end, and decided to take it away whether you liked it or not.
* According to the devs from ''VideoGame/XCOMEnemyUnknown'', the game in "Ironman Impossible was [[ImpossibleTask only theoretically winnable]]". Players still found a way to succeed. Also according to the developers, ''VideoGame/{{XCOM 2}}'' ''VideoGame/XCOM2'' is based on your first attempt at Ironman Impossible; its setting is a BadFuture where [[TheBadGuyWins XCOM failed and the aliens conquered Earth.]]
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* ''Ravenskull'' features such jollities as floor squares that make gates trap you in or objects disappear from your inventory when stood on. Many of these contain treasures and thus ''have'' to be stood on; the puzzle is working out the correct order to perform certain tasks so as to prevent an {{Unwinnable}} outcome occurring.

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* ''Ravenskull'' ''VideoGame/{{Ravenskull}}'' features such jollities as floor squares that make gates trap you in or objects disappear from your inventory when stood on. Many of these contain treasures and thus ''have'' to be stood on; the puzzle is working out the correct order to perform certain tasks so as to prevent an {{Unwinnable}} outcome occurring.
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* In ''The Theater,'' an UsefulNotes/RPGMaker VX game, the final boss battle can be made unwinnable. An imp just before the battle offers you passage to a final save point after a difficult puzzle; in return, you need to give him one of your items. All but one of your items are needed to defeat the boss. Oh, well, that's not so bad; you can just load your sa- OH, WAIT, YOU JUST SAVED! There is no hint beforehand that this will make it impossible to win. The creator, when questioned, claimed that he added this feature because no other game had done it.

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* In ''The Theater,'' ''VideoGame/TheTheater'', an UsefulNotes/RPGMaker VX game, the final boss battle can be made unwinnable. An imp just before the battle offers you passage to a final save point after a difficult puzzle; in return, you need to give him one of your items. All but one of your items are needed to defeat the boss. Oh, well, that's not so bad; you can just load your sa- OH, WAIT, YOU JUST SAVED! There is no hint beforehand that this will make it impossible to win. The creator, when questioned, claimed that he added this feature because no other game had done it.

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* In the ''VideoGame/BioShock'' games, the hacking mini-game can become unwinnable, especially further on, as a consequence of the increasing difficulty. This is especially true in the first game, where overload and alarm slots can appear in unavoidable patterns. The idea is to force you to use hacking tonics to dial them back down to a winnable state.

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* In the ''VideoGame/BioShock'' games, the hacking mini-game can become unwinnable, especially further on, as a consequence of the increasing difficulty. This is especially true in the first game, where overload and alarm slots can appear in unavoidable patterns. The idea is to force you to use hacking tonics to dial them back down to a winnable state.state, or find other ways to deal with your problems.



** The seven-minute SpeedRun of ''Morrowind'' -- watch it [[https://www.youtube.com/watch?v=m1IRxTN-_kU here]], or watch an even shorter run [[https://www.youtube.com/watch?v=T_fFApDyki4 here]] -- demonstrates that {{Munchkin}} tricks can be used to bypass the plot routes altogether. This changes the problem: the only way to render ''Morrowind'' {{Unwinnable}} when those tricks are taken into consideration is to collect and then misplace either of the two essential {{Plot Coupon}}s. And even then, since nothing (outside of town guards and creatures) respawn, one could theoretically comb through the entire game world trying to find where they left the item.
*** However, placing either of those {{Plot Coupon}}s on a corpse, and then either disposing of it or waiting the three in-game days for them to disappear will render the game well and truly {{Unwinnable}}.

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** The seven-minute SpeedRun of ''Morrowind'' -- watch it [[https://www.youtube.com/watch?v=m1IRxTN-_kU here]], or watch an even shorter run [[https://www.youtube.com/watch?v=T_fFApDyki4 here]] -- demonstrates that {{Munchkin}} tricks can be used to bypass the plot routes altogether. This changes the problem: the only way to render ''Morrowind'' {{Unwinnable}} when those tricks are taken into consideration is to collect and then misplace either of the two essential {{Plot Coupon}}s. And even then, since nothing (outside of town guards and creatures) respawn, one could theoretically comb through the entire game world trying to find where they left the item.
*** However, placing either of those {{Plot
Coupon}}s and then plant them on a corpse, and then either disposing of it or waiting since loose items left anywhere in the three in-game days for them to disappear will render the game well and truly {{Unwinnable}}.world never despawn.

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Unwinnable By Insanity is no longer a trope.


* ''VideoGame/PhantasyStarIII'' can become unwinnable if you engage in a little ScriptBreaking in the beginning by using an Escapipe (which lets you escape dungeons instantly) after being arrested. Apparently, you don't just break the script, [[http://sardoose.rustedlogic.net/reviews/ps3/index.htm you break the whole game]]. It's a logical place to use an Escapipe if you don't know you shouldn't have it yet, so the game designers provide messages telling you that you made the game unwinnable after the fact. This also counts as By Insanity, since the only way to afford an Escapipe at this point is by selling all of your character's starting equipment.

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* ''VideoGame/PhantasyStarIII'' can become unwinnable if you engage in a little ScriptBreaking in the beginning by using an Escapipe (which lets you escape dungeons instantly) after being arrested. Apparently, you don't just break the script, [[http://sardoose.rustedlogic.net/reviews/ps3/index.htm you break the whole game]]. It's a logical place to use an Escapipe if you don't know you shouldn't have it yet, so the game designers provide messages telling you that you made the game unwinnable after the fact. This also counts as By Insanity, since the The only way to afford an Escapipe at this point is by selling all of your character's starting equipment.



* ''Franchise/StarWars'':
** In the movie tie-in game ''VideoGame/ThePhantomMenace'', if you kill anyone in the city on Tatooine before helping Anakin fix his podracer, he will peg you as a murderer and refuse to talk to you--regardless of whether you have started his mandatory quest or not. Where this falls on the scale depends on [[VideoGameCrueltyPotential how readily you slice NPCs with lightsabers]], but there are numerous required battles before this point in the game, including just outside the city.

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* ''Franchise/StarWars'':
**
''Franchise/StarWars'': In the movie tie-in game ''VideoGame/ThePhantomMenace'', if you kill anyone in the city on Tatooine before helping Anakin fix his podracer, he will peg you as a murderer and refuse to talk to you--regardless of whether you have started his mandatory quest or not. Where this falls on the scale depends on [[VideoGameCrueltyPotential how readily you slice NPCs with lightsabers]], but there are numerous required battles before this point in the game, including just outside the city.

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* Subverted in the final map of the first episode of ''VideoGame/{{Doom}}''. The hero is teleported into an inescapable pitch black room surrounded by demons where he is torn to shreds. Many players repeatedly attempted to fight their way through the demons or find their way out of the darkness, wondering if there was a different ending. This is a subversion because [[HopelessBossFight the hero is SUPPOSED to die]], and in fact [[FissionMailed that's the only way to complete the episode]].

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* ''VideoGame/{{Doom}}'':
**
Subverted in the final map of the first episode of ''VideoGame/{{Doom}}''.episode. The hero is teleported into an inescapable pitch black room surrounded by demons where he is torn to shreds. Many players repeatedly attempted to fight their way through the demons or find their way out of the darkness, wondering if there was a different ending. This is a subversion because [[HopelessBossFight the hero is SUPPOSED to die]], and in fact [[FissionMailed that's the only way to complete the episode]].
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* ''VideoGame/ProjectZomboid'' has no actual win condition. The only objective is to survive for as long as you can. This is cemented by the game's TagLine: ''This is how you died.''
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** ''VideoGame/EtrianOdysseyNexus'' features a TrickBoss segment: One boss is defeated ([[spoiler:The Berserker King]]) only for another to show up with no chance for you to jump back to town and rest ([[spoiler:Cernunnos]]). Between these fights, you're given a full-party heal (HP, TP, Force gauges) and a chance to save -- one of the very few times in the series where you can save away from a town or geomagnetic pole, no less. If you choose to save, the game warns you to please save your game in a new slot, because if you can't defeat the second boss with everything you've got and you've got no other save to fall back on, it's time to start ''the entire game'' over!

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** ''VideoGame/EtrianOdysseyNexus'' features a TrickBoss segment: One boss is defeated ([[spoiler:The Berserker King]]) only for another to show up with no chance for you to jump back to town and rest ([[spoiler:Cernunnos]]). Between these fights, you're given a full-party heal (HP, TP, Force gauges) and a chance to save -- one of the very few times in the series where you can save away from a town or geomagnetic pole, no less. If you choose to save, the game warns you to please save your game in a new slot, slot (which in turn requires having an SD card), because if you can't defeat the second boss with everything you've got and you've got no other save to fall back on, it's time to start ''the entire game'' over!
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** Obviously, any mission where you need to [[EscortMission keep plot-critical NPC's alive]] will fail if they die.

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** Obviously, any mission where you need to [[EscortMission keep plot-critical NPC's NPCs alive]] will fail if they die.
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** ''Etrian Odyssey 2 Untold: The Fafnir Knight'' has a floor in its second dungeon - Ginunngagap - that tells you beforehand that you can't leave, and any attempts to do so will do nothing. What it doesn't tell you, however, is that the area is also full of moving walls that are actually overpowered [[DemonicSpider [=F.O.E.s=]]]. Considering that they're able to trap you between walls where your only way out is through them, and that [=F.O.E.s=] are already extremely overpowered to begin with, your only choice is death if you take a wrong turn. However, the game does place three treasure chests in the first room of this floor, each with an item that allows the player to escape from almost any battle - including F.O.E.s - to the entry point of the floor. There are also one-way shortcuts that can aid a player in escaping a situation before it becomes hopeless, and the F.O.E.s will walk back to their neutral positions when the player leaves the room, allowing the player to make a different attempt at passing through the rooms.
** ''Etrian Odyssey Nexus'' features a TrickBoss segment: One boss is defeated ([[spoiler:The Berserker King]]) only for another to show up with no chance for you to jump back to town and rest ([[spoiler:Cernunnos]]). Between these fights, you're given a full-party heal (HP, TP, Force gauges) and a chance to save -- one of the very few times in the series where you can save away from a town or geomagnetic pole, no less. If you choose to save, the game warns you to please save your game in a new slot, because if you can't defeat the second boss with everything you've got and you've got no other save to fall back on, it's time to start ''the entire game'' over!

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** ''Etrian ''[[VideoGame/EtrianOdysseyIIHeroesOfLagaard Etrian Odyssey 2 Untold: The Fafnir Knight'' Knight]]'' has a floor in its second dungeon - Ginunngagap - that tells you beforehand that you can't leave, and any attempts to do so will do nothing. What it doesn't tell you, however, is that the area is also full of moving walls that are actually overpowered [[DemonicSpider [=F.O.E.s=]]]. Considering that they're able to trap you between walls where your only way out is through them, and that [=F.O.E.s=] are already extremely overpowered to begin with, your only choice is death if you take a wrong turn. However, the game does place three treasure chests in the first room of this floor, each with an item that allows the player to escape from almost any battle - including F.O.E.s - to the entry point of the floor. There are also one-way shortcuts that can aid a player in escaping a situation before it becomes hopeless, and the F.O.E.s will walk back to their neutral positions when the player leaves the room, allowing the player to make a different attempt at passing through the rooms.
** ''Etrian Odyssey Nexus'' ''VideoGame/EtrianOdysseyNexus'' features a TrickBoss segment: One boss is defeated ([[spoiler:The Berserker King]]) only for another to show up with no chance for you to jump back to town and rest ([[spoiler:Cernunnos]]). Between these fights, you're given a full-party heal (HP, TP, Force gauges) and a chance to save -- one of the very few times in the series where you can save away from a town or geomagnetic pole, no less. If you choose to save, the game warns you to please save your game in a new slot, because if you can't defeat the second boss with everything you've got and you've got no other save to fall back on, it's time to start ''the entire game'' over!
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Back to UnwinnableByDesignUnwinnableByDesign.
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Killed Off For Real is a plot trope, not a gameplay trope, and only applies in contexts where "killed off for fake" is a plausible alternative


** In ''VideoGame/FireEmblemThracia776'', there are several chapters that require you to use a key (or a lockpick owned by a thief) to progress in the mission. Should the thieves be too tired to participate in the mission (or KilledOffForReal for that matter) and/or you do not have any keys/lockpicks, you will not be able to finish that chapter (and by consequence, the rest of the game). In fact, you can encounter this situation as early as the third chapter if you did not do the Chapter 2 Gaiden mission (to recruit a thief that comes with a Lockpick) and unwittingly kill the only enemy that has a Door Key in Chapter 3.
*** Additionally, from chapter 8 onward in that same game, you are always required to select a minimum number of units in order to begin the chapter; should enough of your units either be exhausted, captured, and of course KilledOffForReal at that time, it is possible to actually lack the required numbers to start the chapter, let alone try to complete it.

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** In ''VideoGame/FireEmblemThracia776'', there are several chapters that require you to use a key (or a lockpick owned by a thief) to progress in the mission. Should the thieves be too tired to participate in the mission (or KilledOffForReal [[{{Permadeath}} too dead]] for that matter) and/or you do not have any keys/lockpicks, you will not be able to finish that chapter (and by consequence, the rest of the game). In fact, you can encounter this situation as early as the third chapter if you did not do the Chapter 2 Gaiden mission (to recruit a thief that comes with a Lockpick) and unwittingly kill the only enemy that has a Door Key in Chapter 3.
*** Additionally, from chapter 8 onward in that same game, you are always required to select a minimum number of units in order to begin the chapter; should enough of your units either be exhausted, captured, and of course KilledOffForReal [[{{Permadeath}} dead]] at that time, it is possible to actually lack the required numbers to start the chapter, let alone try to complete it.

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* It's very hard to get the good ending in ''[[Webcomic/{{Megamanspritecomic}} Megaman Sprite Game]]'' on the first try for one particular reason: [[spoiler:if you walk off the path, you'll be arrested]]. The only time this is foreshadowed is a sign in the beginning of the game... [[spoiler:which requires you to step off the path to read, naturally]].

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* ''Franchise/MegaMan'':
** In the original ''VideoGame/MegaMan1'' game, the first Wily Stage is unwinnable if you don't pick up the Magnet Beam item from Elec Man's stage, as otherwise you'll have no way of traversing a room right before Yellow Devil, forcing you to kill yourself multiple times in order to game over and go back to the stage select. Obtaining said item also requires either Super Arm (by beating Guts Man beforehand) or Elec Beam (which requires you to replay the stage) [[note]]it is possible to pick it up straight away by using an exploit, but it requires the ability to press both up and down inputs at the same time and even then [[UnintentionallyUnwinnable it carries a softlock risk]][[/note]].
** Certain fortress bosses in ''VideoGame/MegaMan2'', ''[[VideoGame/MegaMan3 3]]'' and ''[[VideoGame/MegaMan4 4]]'' are only vulnerable to certain weapons; which run on limited ammo that cannot be replenished during the fight. The most notorious example includes the Boobeam Trap from ''2''; a series of five turrets and breakable walls interspread throughout a small maze, and each turret and wall can only be destroyed with the Crash Bomb weapon which only has seven uses.
**
It's very hard to get the good ending in ''[[Webcomic/{{Megamanspritecomic}} Megaman Sprite Game]]'' on the first try for one particular reason: [[spoiler:if you walk off the path, you'll be arrested]]. The only time this is foreshadowed is a sign in the beginning of the game... [[spoiler:which requires you to step off the path to read, naturally]].
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Kill Em All was renamed Everybody Dies Ending due to misuse. Dewicking


* Due to the story variations in the ending to the ''VideoGame/{{Dishonored}}'' DLC ''The Knife of Dunwall'' you can't complete certain challenges if you were aiming for a [[KillEmAll High Chaos]] game. On High Chaos, [[spoiler: [[TheMole Billie Lurk]] doesn't pull a HeelFaceTurn]] and instead the final conversation leads into an immediate BossBattle, but [[spoiler: Billie]] begins the fight by being alerted as any other guard in the area. As a result, the Ghost Run and StealthRun challenges for that level, and the entire game if you were trying, is instantly voided.

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* Due to the story variations in the ending to the ''VideoGame/{{Dishonored}}'' DLC ''The Knife of Dunwall'' you can't complete certain challenges if you were aiming for a [[KillEmAll High Chaos]] Chaos game. On High Chaos, [[spoiler: [[TheMole Billie Lurk]] doesn't pull a HeelFaceTurn]] and instead the final conversation leads into an immediate BossBattle, but [[spoiler: Billie]] begins the fight by being alerted as any other guard in the area. As a result, the Ghost Run and StealthRun challenges for that level, and the entire game if you were trying, is instantly voided.



* The online video game ''[[http://www.newsgaming.com/games/index12.htm September 12th]]'', by [[http://en.wikipedia.org/wiki/Gonzalo_Frasca Gonzalo Frasca]], was written as a social commentary on UsefulNotes/TheWarOnTerror. The player has to shoot terrorists with missiles who are openly marching around a city full of civilians, but if the missiles kill any of the civilians, other civilians may come around, see the bodies, and suddenly decide to become terrorists themselves. This will happen '''without fail''', and is (hopefully unintentionally) pretty damning, since it suggests that the only way to end terrorism is to KillEmAll.

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* The online video game ''[[http://www.newsgaming.com/games/index12.htm September 12th]]'', by [[http://en.wikipedia.org/wiki/Gonzalo_Frasca Gonzalo Frasca]], was written as a social commentary on UsefulNotes/TheWarOnTerror. The player has to shoot terrorists with missiles who are openly marching around a city full of civilians, but if the missiles kill any of the civilians, other civilians may come around, see the bodies, and suddenly decide to become terrorists themselves. This will happen '''without fail''', and is (hopefully unintentionally) pretty damning, since it suggests that the only way to end terrorism is to KillEmAll.kill them all.
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** In ''VideoGame/TheLegendOfZeldaALinkToThePast'' the fire head of Trinex can only be stunned by the ice rod, an up to then optional item. Like with the Zelda 2 boss, dying puts you at the dungeon entrance so you can get it.
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* The text adventure adaptation of ''Literature/TheColourOfMagic'' gives you various opportunities to eat and drink, particularly in part 1. If you miss one, the game becomes unwinnable -- but this only becomes apparent when you are in the Wyrmberg in part 3, after painstakingly transferring your saved position through [[LoadsAndLoadsOfLoading loads and loads of cassette loading]].
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** The first step in unlocking [[spoiler:The Forgotten]] in ''Afterbirth+'' requires you to beat the first boss in under a minute, then use a bomb in the starting room. It's entirely possible for the game to give you no bombs on the first floor, meaning that some attempts are doomed to failure from the moment you start playing. The game attempts to alleviate this by making Sacrifice Rooms grant a bomb on the first life payment if the player has no bombs, but these rooms are not guaranteed to spawn, and the player may not have the health to survive a payment either, especially if they chose to attempt this run with [[GlassCannon Judas]], who has the attack power to meet the timer portion of the challenge more easily but only starts with a single heart.

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** The first step in unlocking [[spoiler:The Forgotten]] in ''Afterbirth+'' requires you to beat the first boss in under a minute, then use a bomb in the starting room. It's entirely possible for the game to give you no bombs on the first floor, meaning that some attempts are doomed to failure from the moment you start playing. The game attempts to alleviate this by making Sacrifice Rooms grant a bomb on the first [[BloodMagic life payment payment]] if the player has no bombs, but these rooms are not guaranteed to spawn, and the spawn. The player may not have the health to survive a payment either, especially if they chose to attempt this run with [[GlassCannon Judas]], who has the attack power to meet the timer portion of the challenge more easily but only starts with a single heart.

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** Getting to Mega Satan usually requires the two key pieces, which can only be gotten from angel rooms. It's entirely possible that the game will just screw you over and only give you devil rooms, as there's no way to guarantee an angel room. ''Afterbirth'' reworked this so you can also get the key pieces from sacrifice rooms. While it's still possible that the game won't give you enough angel rooms and sacrifice rooms combined, it's much less likely. [[OneHitPointWonder Characters who can't get HP]] still have to rely on getting angel rooms though, as they can't use [[BloodMagic sacrifice rooms]].



** Starting the Ascent requires you to fight Mom and then teleport out of the room. To ensure this is possible on every run, a marked skull that drops a Fool card will always appear on the floor. Initially, if you had Little Baggy then the card would change to a random pill and you wouldn't be able to teleport. This was patched so the skull dropped a Telepills instead when you had Little Baggy.

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** Starting the Ascent requires you to fight Mom and then teleport out of the room. To ensure this is possible on every run, a marked skull that drops a Fool card will always appear on the floor. Initially, if you had Little Baggy then the card would change to a random pill and you wouldn't be able to teleport. This was patched so the skull dropped a Telepills instead when you had Little Baggy. Though there's always the chance that Telepills will put you in the Error room.

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* ''VideoGame/HiddenExpedition: The Altar of Lies'' has a GameWithinAGame on the mechanic's computer at the airport. Clicking on the stylized letter E on the screen brings up a MatchThreeGame which is completely unrelated to the plot; it's just a little extra for the player. But it can't be beaten and will simply go on indefinitely until the player gives up and goes back to the plot. Once that happens, the game becomes unavailable.



* In ''VideoGame/MonsterHunter'', slaying a monster is simple: Just beat the crap out of it until it dies. Capturing a monster, on the other hand, requires traps and Tranquilizer Bombs and/or Tranq Shots. If you use them all up without capturing the monster, or have them stolen (especialy by a Gypceros), you may as well abort or fail the quest. It's possible to make more Tranq Bombs and Shots by combining gathered materials[[note]]Sap Plant and a Stone or Iron Ore makes a Bomb Casing, Sleep Herb and a Parashroom makes a Traquilizer, a Bomb Casing and Tranquilizer makes a Tranq Bomb, and Tranquilizer and a Bone Husk makes a Tranq Shot[[/note]], but traps require Trap Tools, which can only be bought at stores in towns and cannot be made with any item combination, let alone combos that use only gatherables.

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* In ''VideoGame/MonsterHunter'', slaying a monster is simple: Just beat the crap out of it until it dies. Capturing a monster, on the other hand, requires traps and Tranquilizer Bombs and/or Tranq Shots. If you use them all up without capturing the monster, or have them stolen (especialy (especially by a Gypceros), you may as well abort or fail the quest. It's possible to make more Tranq Bombs and Shots by combining gathered materials[[note]]Sap Plant and a Stone or Iron Ore makes a Bomb Casing, Sleep Herb and a Parashroom makes a Traquilizer, a Bomb Casing and Tranquilizer makes a Tranq Bomb, and Tranquilizer and a Bone Husk makes a Tranq Shot[[/note]], but traps require Trap Tools, which can only be bought at stores in towns and cannot be made with any item combination, let alone combos that use only gatherables.



** Similarly, in some online Pokémon battle simulators like ''Showdown!'' you can select a Random Battle, which, as above, gives you a random team and sends you up against a player with their own random team. It's ''slightly'' better than the Stadium version in that you can be at least certain that every Pokémon will be EV-trained and have competitively viable movesets. The levels are also tweaked to try and make it more fair--most Legendaries will be around level 70, while under-evolved Pokémon are generally in the 80s or 90s. This is very little comfort when the Random Number God hands you a team filled with useless Pokémon like Caterpie, or ones that have strategies that rely on other Pokémon you don't have (i.e a sun sweeper like Venusaur always relies on someone else to set up the sun) or a team that shares a weakness. Meanwhile, your opponent may have three Uber-Legendaries that'll destroy you faster than you can forfeit. For extra punishment, you can choose to be ranked for this.

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** Similarly, in some online Pokémon battle simulators like ''Showdown!'' you can select a Random Battle, which, as above, gives you a random team and sends you up against a player with their own random team. It's ''slightly'' better than the Stadium version in that you can be at least certain that every Pokémon will be EV-trained and have competitively viable movesets. The levels are also tweaked to try and make it more fair--most Legendaries will be around level 70, while under-evolved Pokémon are generally in the 80s or 90s. This is very little comfort when the Random Number God hands you a team filled with useless Pokémon like Caterpie, or ones that have strategies that rely on other Pokémon you don't have (i.e e. a sun sweeper like Venusaur always relies on someone else to set up the sun) or a team that shares a weakness. Meanwhile, your opponent may have three Uber-Legendaries that'll destroy you faster than you can forfeit. For extra punishment, you can choose to be ranked for this.



** The cruelest of them all; in the first area, you must go through a process to get a map from an old man. After you decode the map, he'll stay on the screen for a while. If you don't [[spoiler:punch him dead]] before leaving the screen, no worries; you'll be allowed to progress. But at the very end, with the treasure in you grasp, [[spoiler:the old man will appear, thank you for leading him to the treasure, and kill you]]. Either have fun ''starting all over'', or assume it was just trying to protect you from seeing [[AWinnerIsYou the "ending"]] and move on.

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** The cruelest of them all; all: in the first area, you must go through a process to get a map from an old man. After you decode the map, he'll stay on the screen for a while. If you don't [[spoiler:punch him dead]] before leaving the screen, no worries; you'll be allowed to progress. But at the very end, with the treasure in you grasp, [[spoiler:the old man will appear, thank you for leading him to the treasure, and kill you]]. Either have fun ''starting all over'', or assume it was just trying to protect you from seeing [[AWinnerIsYou the "ending"]] and move on.
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* In ''VideoGame/HugosHouseOfHorrors 2'', if you bump into the side of the bridge (a ludicrously easy thing to do), then you'll drop your matches and get them wet. You need to cross the bridge with these matches to progress. There is no way to dry the matches, nor is there any other way to set fire to the things you need to burn. And the game tells you that you got them wet, but ''doesn't'' tell you that it's now unwinnable.

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* In ''VideoGame/HugosHouseOfHorrors 2'', if you bump into the side of the bridge (a ludicrously easy thing to do), then you'll drop your matches and get them wet. You need to cross the bridge with these matches to progress. There is no way to dry the matches, nor is there any other way to set fire to the things you need to burn. And the game tells you that you got them wet, but ''doesn't'' tell you that it's now unwinnable. The recommended solution is to drop the matches so that they don't get wet, then pick them back up, then drop them again...
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* The ''[[VideoGame/TheSpellCastingSeries Spellcasting X01]]'' series of games was phenomenally restrictive about what you had to do and when you had to do it; if a day passed by without one tiny thing being taken care of, the game became unwinnable.

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Well it took a while due to Edit Locks, but this page is now properly alphabetized. I hope.


* A big one in ''VideoGame/AnotherWorld'' (also known as ''Out of This World''), among other examples: If the player floods the cave with water but fail to shoot out the wall of the pit so the player can get back into the flooded caverns as well as cross the pit, then the player will be unable to progress. The player also get stuck if Buddy gets killed. Fortunately the game's checkpoint system is based on tasks, not on locations. The player can always die after screwing up and even if that's not possible, a password can still be used that takes the player to the last checkpoint. There are no passwords that takes the player to an unbeatable situation.



* The programmers for the Amiga 500 port of ''Film/DennisTheMenace'' ran out of time and didn't put in the final boss or the ending, so they just put an impossible jump in the final stage. All the other Amiga ports are finished.



* Due to the story variations in the ending to the ''VideoGame/{{Dishonored}}'' DLC ''The Knife of Dunwall'' you can't complete certain challenges if you were aiming for a [[KillEmAll High Chaos]] game. On High Chaos, [[spoiler: [[TheMole Billie Lurk]] doesn't pull a HeelFaceTurn]] and instead the final conversation leads into an immediate BossBattle, but [[spoiler: Billie]] begins the fight by being alerted as any other guard in the area. As a result, the Ghost Run and StealthRun challenges for that level, and the entire game if you were trying, is instantly voided.



* Whether or not El Ajedrecista (Spanish for The Chess Player) counts as a ''video game'' is questionable as the game interface/controller was an actual chessboard[[labelnote:However...]]it ''is'' considered the first ''computer'' game[[/labelnote]], but it does provide the UrExample of this: it played a king vs. king+rook endgame (the human got the king, El Ajedrecista got the king+rook) and won every time. It's an unusual example that the player knew the game was unwinnable from the very beginning. Since El Ajedrecista was built in ''1912'', it makes this trope OlderThanTelevision.



* The first sequel to ''VideoGame/GhostsNGoblins'', titled ''Ghouls 'n Ghosts'' is the only game in the series to give Arthur an actual melee weapon, the Sword, and its range is as awful as you might expect. It also plays host to a boss whose strategy involves Arthur running along its back and firing down at its exposed hearts. Naturally, the Sword can only reach a few of the targets, so your only choice is to waste a life to try grabbing a new weapon from a chest or as a random drop.



* In the ''Literature/GreenSkyTrilogy'' video game, ''Below the Root'', your character is able to pick up a "wand of Befal" (a machete). [[VideoGameCrueltyPunishment Use it on an animal or human being, and your spirit strength goes poof, rendering the game unwinnable.]] Mind you, this is "tough" level at worst, and "Polite" if you actually [[ShownTheirWork read the books]] and knew that you were dealing with a society of pacifists and a book series where the ''major theme'' is the futility of violence.



* In the UsefulNotes/AmstradCPC game ''Heroes Of Karn'', if you wander too far south, a guard comes by and puts you in prison. The way out requires bribing the guard with money taken from a barrow-wight beforehand. If you don't have the money, you have to restart the game.
* In ''[[VideoGame/TheHobbit1982 The Hobbit]]''. it was ''essential'' to read the accompanying book first to pick up a few hints. In particular, if you reached the Black River without having read the corresponding part of the book, you wouldn't know that attempting to swim across is a dumb idea, hence might try this... only to fall asleep and drown.



* Supposedly, ''VideoGame/IWannaBeTheGuy'' enters this trope in the Impossible option. It's the same game as before, but without Save Points. But still, gamers found a way to beat the game.



* ''VideoGame/KeinegedAnNor'': Missing any crucial item will get you screwed. For instance, if you don't get the sword in room 2, you won't be able to open the right lock in room 3, and there's no way to return to a previous room.



* In ''VideoGame/KingsKnight'', you can access the final level as long as at least one character survives their specific level. However, unless all four characters survive ''and'' collect specific magic spell glyphs, completing that final level is impossible. The game is merciful enough to allow you to return to the training stages and try to improve your characters' stats and find any items you missed... if you enter a cheat code, anyway. What makes this stand out is that the game simply proceeds to the next level if you lose a character.



* Rainbird's text adventure ''VideoGame/LegendOfTheSword'' took this to the limit and beyond. Your character's HyperactiveMetabolism meant you burned through your life force at a tremendous rate, so you had to do things in a ''very'' specific order for you to avoid dying of lost energy. On top of this, there were numerous ways to [[PermanentlyMissableContent leave something behind]] when irreversibly entering a new area. The combination of these two factors meant that the situation at any given time would almost always be unwinnable.



* In ''Manga/ThePrinceOfTennis'' dating sim ''Dokidoki Survival'', your success getting a character to be your boyfriend usually depends on the number of "heart points" you have earned for interacting with him throughout the game. For Ooishi, however, whether he accepts your feelings also hinges on answering a single question correctly. If you answer wrong, then no matter how full your heart meter is, he won't accept your feelings. What's more, ''you earn heart points for giving the wrong answer.'' In fact, you earn the exact same amount as for giving the ''right'' answer, and so it's nearly impossible to figure out where you've gone wrong.



* ''Franchise/StarWars'':
** In the movie tie-in game ''VideoGame/ThePhantomMenace'', if you kill anyone in the city on Tatooine before helping Anakin fix his podracer, he will peg you as a murderer and refuse to talk to you--regardless of whether you have started his mandatory quest or not. Where this falls on the scale depends on [[VideoGameCrueltyPotential how readily you slice NPCs with lightsabers]], but there are numerous required battles before this point in the game, including just outside the city.






* In ''Manga/ThePrinceOfTennis'' dating sim ''Dokidoki Survival'', your success getting a character to be your boyfriend usually depends on the number of "heart points" you have earned for interacting with him throughout the game. For Ooishi, however, whether he accepts your feelings also hinges on answering a single question correctly. If you answer wrong, then no matter how full your heart meter is, he won't accept your feelings. What's more, ''you earn heart points for giving the wrong answer.'' In fact, you earn the exact same amount as for giving the ''right'' answer, and so it's nearly impossible to figure out where you've gone wrong.
* A big one in ''[[VideoGame/AnotherWorld Out of This World]]'', among other examples: If the player floods the cave with water but fail to shoot out the wall of the pit so the player can get back into the flooded caverns as well as cross the pit, then the player will be unable to progress. The player also get stuck if Buddy gets killed. Fortunately the game's checkpoint system is based on tasks, not on locations. The player can always die after screwing up and even if that's not possible, a password can still be used that takes the player to the last checkpoint. There are no passwords that takes the player to an unbeatable situation.
* Rainbird's text adventure ''VideoGame/LegendOfTheSword'' took this to the limit and beyond. Your character's HyperactiveMetabolism meant you burned through your life force at a tremendous rate, so you had to do things in a ''very'' specific order for you to avoid dying of lost energy. On top of this, there were numerous ways to [[PermanentlyMissableContent leave something behind]] when irreversibly entering a new area. The combination of these two factors meant that the situation at any given time would almost always be unwinnable.
* In ''[[Literature/GreenSkyTrilogy Below the Root]],'' your character is able to pick up a "wand of Befal" (a machete). [[VideoGameCrueltyPunishment Use it on an animal or human being, and your spirit strength goes poof, rendering the game unwinnable.]] Mind you, this is "tough" level at worst, and "Polite" if you actually [[ShownTheirWork read the books]] and knew that you were dealing with a society of pacifists and a book series where the ''major theme'' is the futility of violence.
* In the UsefulNotes/AmstradCPC game ''Heroes Of Karn'', if you wander too far south, a guard comes by and puts you in prison. The way out requires bribing the guard with money taken from a barrow-wight beforehand. If you don't have the money, you have to restart the game.
* In ''VideoGame/KingsKnight'', you can access the final level as long as at least one character survives their specific level. However, unless all four characters survive ''and'' collect specific magic spell glyphs, completing that final level is impossible. The game is merciful enough to allow you to return to the training stages and try to improve your characters' stats and find any items you missed... if you enter a cheat code, anyway. What makes this stand out is that the game simply proceeds to the next level if you lose a character.
* In ''[[VideoGame/TheHobbit1982 The Hobbit]]''. it was ''essential'' to read the accompanying book first to pick up a few hints. In particular, if you reached the Black River without having read the corresponding part of the book, you wouldn't know that attempting to swim across is a dumb idea, hence might try this... only to fall asleep and drown.
* Whether or not El Ajedrecista (Spanish for The Chess Player) counts as a ''video game'' is questionable as the game interface/controller was an actual chessboard[[labelnote:However...]]it ''is'' considered the first ''computer'' game[[/labelnote]], but it does provide the UrExample of this: it played a king vs. king+rook endgame (the human got the king, El Ajedrecista got the king+rook) and won every time. It's an unusual example that the player knew the game was unwinnable from the very beginning. Since El Ajedrecista was built in ''1912'', it makes this trope OlderThanTelevision.
* The programmers for the Amiga 500 port of ''Film/DennisTheMenace'' ran out of time and didn't put in the final boss or the ending, so they just put an impossible jump in the final stage. All the other Amiga ports are finished.
* Due to the story variations in the ending to the ''VideoGame/{{Dishonored}}'' DLC ''The Knife of Dunwall'' you can't complete certain challenges if you were aiming for a [[KillEmAll High Chaos]] game. On High Chaos, [[spoiler: [[TheMole Billie Lurk]] doesn't pull a HeelFaceTurn]] and instead the final conversation leads into an immediate BossBattle, but [[spoiler: Billie]] begins the fight by being alerted as any other guard in the area. As a result, the Ghost Run and StealthRun challenges for that level, and the entire game if you were trying, is instantly voided.
* In the movie tie-in game ''VideoGame/ThePhantomMenace'', if you kill anyone in the city on Tatooine before helping Anakin fix his podracer, he will peg you as a murderer and refuse to talk to you--regardless of whether you have started his mandatory quest or not. Where this falls on the scale depends on [[VideoGameCrueltyPotential how readily you slice NPCs with lightsabers]], but there are numerous required battles before this point in the game, including just outside the city.
* Supposedly, ''VideoGame/IWannaBeTheGuy'' enters this trope in the Impossible option. It's the same game as before, but without Save Points. But still, gamers found a way to beat the game.
* ''[[VideoGame/GhostsNGoblins Ghouls 'n Ghosts]]'' is the only game in the series to give Arthur an actual melee weapon, the Sword, and its range is as awful as you might expect. It also plays host to a boss whose strategy involves Arthur running along its back and firing down at its exposed hearts. Naturally, the Sword can only reach a few of the targets, so your only choice is to waste a life to try grabbing a new weapon from a chest or as a random drop.
* ''VideoGame/KeinegedAnNor'': Missing any crucial item will get you screwed. For instance, if you don't get the sword in room 2, you won't be able to open the right lock in room 3, and there's no way to return to a previous room.

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* In ''VideoGame/BlasterMaster'''s sixth stage, there's one point where you can shoot upwards through a set of blocks and enter a door, but when you return, the blocks will have respawned, and you can't shoot downwards, so you're stuck for good unless you commit suicide. In some other places like this, you can't do that either, so the only option is to reset.

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* ''VideoGame/BlasterMaster'':
**
In ''VideoGame/BlasterMaster'''s the sixth stage, there's one point where you can shoot upwards through a set of blocks and enter a door, but when you return, the blocks will have respawned, and you can't shoot downwards, so you're stuck for good unless you commit suicide. In some other places like this, you can't do that either, so the only option is to reset.



* The freeware Windows version of the old Macintosh game ''{{VideoGame/Bolo}}'' comes with a number of maps prepackaged. One of these, called ''Better Best Map Ever'', has all arrival points in the center of the board, which is deep sea and ''where all the pillboxes are''. And even if you sacrifice a lot of tanks to get the pillboxes to hit each other, ''there will still be a few pillboxes left standing''.



** [[spoiler:On the ship, starting the engine requires the player to find a blowtorch, turn a specific wheel, fix a pipe with the blowtorch, turn another specific wheel. [[NonstandardGameOver Not turning the right wheel will cause the engine to explode and kill the player]].]]
** [[spoiler:On the Devil's Reef, a door near the exit of the level must be reached within a timer. To trigger it, you have to put a jewel in a mechanism, run to the other door and put a red crystal in the opened claw in front of the door; when the timer expires, the claws close; if the red crystal is put in the claws the door opens, if not nothing happens. The first problem is that the timer can only be triggered once. The second is that near the triggering mechanism there are claws like the ones you have to reach; the ones near the triggering mechanism hold a green crystal and also open when you put the jewel in the timer's mechanism. The green crystal can be picked up by the player, but if it isn't in its claws when the timer expires the door won't open.]]

to:

** [[spoiler:On On the ship, starting [[spoiler:starting the engine requires the player to find a blowtorch, turn a specific wheel, fix a pipe with the blowtorch, turn another specific wheel. [[NonstandardGameOver Not turning the right wheel will cause the engine to explode and kill the player]].]]
player]]]].
** [[spoiler:On On the Devil's Reef, a [[spoiler:a door near the exit of the level must be reached within a timer. To trigger it, you have to put a jewel in a mechanism, run to the other door and put a red crystal in the opened claw in front of the door; when the timer expires, the claws close; if the red crystal is put in the claws the door opens, if not nothing happens. The first problem is that the timer can only be triggered once. The second is that near the triggering mechanism there are claws like the ones you have to reach; the ones near the triggering mechanism hold a green crystal and also open when you put the jewel in the timer's mechanism. The green crystal can be picked up by the player, but if it isn't in its claws when the timer expires the door won't open.]]open]].
* ''VideoGame/CannonFodder'': Most phases can become unwinnable if you use up all your grenades and missiles with targets still left to destroy. A couple of phases deliberately give you less explosives than you need to destroy all the targets: the winning tactic in these is to lure enemies to fire on the targets.



* ''VideoGame/ColossalCave Adventure''

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* A mini-game form of this happens in ''VideoGame/TheClueFinders''. There's one mini-game in ''Search and Solve'' where you guess a few times, and then figure out which coordinates the spaces you have to hit are. The problem is, sometimes you can get unlucky and you either '''a)''' have all the spaces clustered into one spot (and your initial guesses are on the other parts of the map), or '''b)''' they're all spread out; and by the time you know which symbol and colour represents which row and column, you won't be able to win. It's going to take a lot more than just four.
* ''VideoGame/ColossalCave Adventure''Adventure'':



* In the SNES version of ''VideoGame/CoolWorld'', you can be teleported to Las Vegas two times after you get the pen. But if you fail to ascend towards the Hotel, or waste your time after capturing the Doodles, you will be teleported back to Cool World. The second time will be the last time, and you will be stuck in Cool World forever.



* ''VideoGame/DarkSeed'', which featured art by Creator/HRGiger, thrives on this. The game has a rather specific solution, complete with many chances to screw up before the end. For example, you only have enough money to buy two items at the store, there are many items available, and you need to buy the right two to win... and you can't buy them at the same time. For another example, you need to set up an alternate way to enter your house before you ever learn that the main way will be blocked. Also, you're playing in "real time", and you need to be in the right place at the right time for certain events. Essentially, the game expects you to [[TrialAndErrorGameplay keep starting over from the beginning until you get it right.]]
** You need to get put in jail at ONE point in this game with three specific items that you need to put in your cell for later to finish the game. The game hints at ''one'' of them if you listen to your car radio, but not the other two.
** The sequel has another mean example: in the DarkWorld, when you see an important character die, you get an extra life, which allows you to avoid getting a game over when you die. You get a freebie after the first cutscene in the Dark World...or so it seems. There's an item you need to escape the Dark World, and you have to see a specific scene ([[spoiler:the privileged worker being sentenced to death]]) and ''then'' die to find it. If you die before you see that scene, or if you don't pick up the item afterwards, you waste the life and are now stuck in the Dark World forever.

to:

* ''VideoGame/DarkSeed'', which featured art by Creator/HRGiger, thrives on this. The game has a rather specific solution, complete with many chances to screw up before the end. For example, you only have enough money to buy two items at the store, there are many items available, and you need to buy the right two to win... and you can't buy them at the same time. For another example, you need to set up an alternate way to enter your house before you ever learn that the main way will be blocked. Also, you're playing in "real time", and you need to be in the right place at the right time for certain events. Essentially, the game expects you to [[TrialAndErrorGameplay keep starting over from the beginning until you get it right.]]
**
]] You also need to get put in jail at ONE point in this game with three specific items that you need to put in your cell for later to finish the game. The game hints at ''one'' of them if you listen to your car radio, but not the other two.
** The * ''VideoGame/DarkSeedII'', the sequel to the above, has another mean example: in the DarkWorld, when you see an important character die, you get an extra life, which allows you to avoid getting a game over when you die. You get a freebie after the first cutscene in the Dark World...or so it seems. There's an item you need to escape the Dark World, and you have to see a specific scene ([[spoiler:the privileged worker being sentenced to death]]) and ''then'' die to find it. If you die before you see that scene, or if you don't pick up the item afterwards, you waste the life and are now stuck in the Dark World forever.



** The first game, ''VideoGame/{{Driller}}'', had an even worse feature. Both ''Driller'' and ''Dark Side'' have a game map in the shape of a [[http://en.wikipedia.org/wiki/Rhombicuboctahedron rhombicuboctahedron]] (18 squares and 8 triangles, of which 3 squares and a triangle meet at every corner), the back-story in both cases being that this is an artificial world built around a natural moon by the erection of the square platforms over the moon's surface. In ''Dark Side,'' the triangular facets are simply inaccessible (blocked off by forcefields), but in ''Driller'' it's possible to drive off the edge of a platform and fall through the triangular hole onto the surface of the original moon... from which there is no way back, so it's quit-and-restart time.
** ''VideoGame/{{Driller}}'' also had an AllThereInTheManual moment which probably served as CopyProtection. The game involved erecting drilling rigs on each of the world's 18 square platforms, in order to tap gas pockets and blow off their contents into space, thereby rendering them harmless so the moon doesn't explode and destroy its world when struck by a meteor in a few hours' time. The gas pockets varied in size, the smaller ones being harder to locate, and one of them was so tiny as to be impossible to locate without being told exactly where it was -- which one of the illustrations in the manual did, so those who got a pirate copy without also getting a copy of the manual (or who didn't bother to read the manual) stood no chance of winning.

to:

** The first game, * ''VideoGame/{{Driller}}'', had an even worse feature. the prequel to ''Dark Side'':
**
Both ''Driller'' and ''Dark Side'' have a game map in the shape of a [[http://en.wikipedia.org/wiki/Rhombicuboctahedron rhombicuboctahedron]] (18 squares and 8 triangles, of which 3 squares and a triangle meet at every corner), the back-story in both cases being that this is an artificial world built around a natural moon by the erection of the square platforms over the moon's surface. In ''Dark Side,'' the triangular facets are simply inaccessible (blocked off by forcefields), but in ''Driller'' it's possible to drive off the edge of a platform and fall through the triangular hole onto the surface of the original moon... from which there is no way back, so it's quit-and-restart time.
** ''VideoGame/{{Driller}}'' There was also had an AllThereInTheManual moment which probably served as CopyProtection. The game involved erecting drilling rigs on each of the world's 18 square platforms, in order to tap gas pockets and blow off their contents into space, thereby rendering them harmless so the moon doesn't explode and destroy its world when struck by a meteor in a few hours' time. The gas pockets varied in size, the smaller ones being harder to locate, and one of them was so tiny as to be impossible to locate without being told exactly where it was -- which one of the illustrations in the manual did, so those who got a pirate copy without also getting a copy of the manual (or who didn't bother to read the manual) stood no chance of winning.



** Normally there are earlier checkpoints; the game autosaves on every [[InUniverseGameClock in-game day]], though it's hard to remember [[NowWhereWasIGoingAgain where you were]] on, say, day 42 or day 77 and the game [[DeletionAsPunishment deletes all subsequent checkpoints]] if you restore an earlier save. However, there's also [[FinalDeathMode True Viking]] mode, where you only have one savefile. If you get to an unwinnable state there, you are well and truly screwed.

to:

** Normally there are earlier checkpoints; the game autosaves on every [[InUniverseGameClock in-game day]], though it's hard to remember [[NowWhereWasIGoingAgain where you were]] on, say, day 42 or day 77 and the game [[DeletionAsPunishment deletes all subsequent checkpoints]] if you restore an earlier save. However, there's also [[FinalDeathMode True Viking]] mode, where you only have one savefile.save file. If you get to an unwinnable state there, you are well and truly screwed.



* Kemco's NES version of ''VideoGame/DejaVu1985'' had one frustrating unwinnable scenario -- if you've used up your last 3 coins going somewhere other than Peoria and have already taken a free cab ride.
** At the beginning of the game, you find pills in a bathroom that can be filled with various medicines, some necessary to complete the game. In the same room is an unlabelled medicine which turns out to be deadly poison. Presumably the designers meant for you to put the poison in the pills swallow them, die, and load your last save. However, if you put the poison in the pills and continue through the game, it becomes unwinnable because there is no way to put a different medicine in the pills without swallowing them first (or feeding them to an NPC, which will kill that person and also make the game unwinnable). It can take several hours to discover this.

to:

* Kemco's NES version of ''VideoGame/DejaVu1985'' had one ''VideoGame/DejaVu1985'':
** The most notable
frustrating unwinnable scenario -- was if you've used up your last 3 coins going somewhere other than Peoria Peoria, required to beat the game, and have already taken a free cab ride.
** At the beginning of the game, you find pills in a bathroom that can be filled with various medicines, some necessary to complete the game. In the same room is an unlabelled unlabeled medicine which turns out to be deadly poison. Presumably the designers meant for you to put the poison in the pills swallow them, die, and load your last save. However, if you put the poison in the pills and continue through the game, it becomes unwinnable because there is no way to put a different medicine in the pills without swallowing them first (or feeding them to an NPC, which will kill that person and also make the game unwinnable). It can take several hours to discover this.



** In ''VideoGame/SeymourGoesToHollywood'', if you try using the teleporter in the Flash Gordon parody, you will be teleported above a spike pit, and you automatically respawn above the spike pit each time you die. You need to teleport the towel item first.



* ''VideoGame/DraculaUnleashed'' was a FullMotionVideo video game that was also part adventure. There are numerous times where you can make the game unwinnable. A few of them are GuideDangIt moments. One requires you to go to a bookstore late at night so you know there is a secret passage there. If you didn't go there, then you don't know that there is a clue you can look for. And if you go into the Asylum unprepared, then Hellsing is strangled in front of you and you can do nothing more but wait for a Game Over.

to:

* ''VideoGame/DraculaUnleashed'' ''VideoGame/DraculaUnleashed'':
** The game
was a FullMotionVideo video game that was also part adventure. There are numerous times where you can make the game unwinnable. A few of them are GuideDangIt moments. One requires you to go to a bookstore late at night so you know there is a secret passage there. If you didn't go there, then you don't know that there is a clue you can look for. And if you go into the Asylum unprepared, then Hellsing is strangled in front of you and you can do nothing more but wait for a Game Over.



* Many of the boss fights in ''VideoGame/FinalFantasyXIV'' are designed to instantly wipe out the whole party if certain mechanics are not done on time or if they are done incorrectly. Other bosses will get a massive buff in attack power or attack speed that make it impossible to weather out since the damage given and/or the rate of damage pumped out is simply too much for the healers to counteract. The bosses are obviously beatable, but they will become unbeatable if you screw up.



* The ''VideoGame/{{Gateway}}'' series of adventure games by Legend could be made unwinnable, but it was usually obvious when you did. For instance, breaking the PV commset in the beginning of Gateway 1 makes it impossible to receive a crucial message later on, but that's obvious because the screen cracks. [[spoiler:Wearing the ring while in the mirror room in Hell in Gateway 1 also eventually makes the portals close, so you'll be stuck. But if that happens, then you can simply type "die" and restart.]]

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* ''VideoGame/FiveNightsAtFreddys'''s creator stated that he was ''pretty sure'' that 4/20 Mode (playing the custom night with all four [=AIs=] set to the max difficulty of 20) was impossible to beat... and then gamers began beating it. So many people beat it that he added a CosmeticAward for beating the mode.[[note]]However -- no matter how good you are at the game -- the mode is still a LuckBasedMission without very specific and counter-intuitive strategies. 4/20 mode cannot be beaten without running out of power. Winning the mode is a total matter of luck -- if Freddy decides not to play his longest song at the end of the night you cannot win, and if Foxy attacks too many times he will drain your power prematurely.[[/note]]
* The US Army's version of ''VideoGame/FullSpectrumWarrior'' (used for NCO tactical training) includes a [[UnwinnableTrainingSimulation mission that is unwinnable]], teaching noncoms that yes, you will lose battles and people will die. {{Defied|Trope}} in the commercial release.
* ''VideoGame/GarfieldBigFatHairyDeal'' is a Cruel variant. You play as ComicStrip/{{Garfield}}, who has a constantly depleting hunger meter. When it runs out, Garfield eats whatever he has on hand. If the meter depletes and Garfield doesn't have any items, it's GameOver. The game is full of {{Moon Logic Puzzle}}s and {{Red Herring}}s, so it's hard to figure out what you actually need and what's just there to refill the hunger meter. There's no indication when Garfield eats something important, so you're doomed to wander around until you run out of items to eat.
* The ''VideoGame/{{Gateway}}'' series of adventure games by Legend could be made unwinnable, but it was usually obvious when you did. did.
**
For instance, breaking the PV commset in the beginning of Gateway 1 makes it impossible to receive a crucial message later on, but that's obvious because the screen cracks. [[spoiler:Wearing the ring while in the mirror room in Hell in Gateway 1 also eventually makes the portals close, so you'll be stuck. But if that happens, then you can simply type "die" and restart.]]



* In ''VideoGame/GrandTheftAutoIII'', conflicting missions can make 100% completion impossible if [[SequenceBreaking taken out of order.]] For instance, one mission will have you betray a crime boss's trust and kill him -- a bad idea if you haven't finished his missions for you yet. Some players were surprised.
** Also, certain missions in the Portland area, such as the ambulance missions, can become unwinnable after you kill the Mafia boss because the Mafia will be all over you like flies on a carcass.

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* While you're trying to save somebody in the past in ''VideoGame/GhostTrick'', you can only use a telephone when it's in use, and can only travel to the other phone's location. This creates many scenarios where you'll get stuck in a place that doesn't have anything useful to prevent the token person from being killed, forcing you to start the segment over and not take the bait again. Played with even further when you discover that sometimes the same phone will ring twice, with the former call being [[RedHerring the misleading trap]] and the latter being the key to prevent the killing.
* Originally, the LevelEditor in ''VideoGame/GliderPRO'' allowed a switch to be linked to a {{star|ShapedCoupon}}. When triggered, the switch would destroy the star permanently without excluding it from the number required to win (or turning off its animation). Later versions ostensibly disabled this, but it could still be done with a bit of trickery. (Not that one really needed it to make houses unwinnable...)
* ''VideoGame/GoldenEye1997'' was one of the first games ever to include objectives you could actually mess up, to the point where the manual has an entire page warning the player that just destroying everything won't get them far. As a general rule, many levels give you things to do (like placing a bug), to find (like the golden gun), or to avoid (like killing scientists) and if you fail, the levels will be unwinnable and the player has to restart. Other well-known instances are:
**
In ''VideoGame/GrandTheftAutoIII'', conflicting ''Facility'' destroying the computer that operated the remote door leaves the player completely stuck in this room. Killing Dr. Doak will prevent Bond from entering the bottling room (00Agent only) and damaging the tanks in the bottling room will lock the exit doors and Bond will be killed by poisonous gas.
** In ''Surface 1'' destroying the console instead of powering it down will fail the mission (however you have to destroy it in ''Surface 2'').
** In ''Bunker 1'' if you kill Boris, you can't steal the data with your data thief and fail (00Agent).
** In ''Statue'' failing to meet Valentin or killing him beforehand fails the mission. Also encountering Janus with your gun equipped will get you nowhere.
** In ''Control'' if you destroy the computer in the elevator hall or kill Boris, Natalya will refuse to help you and abort the mission. However players get around the 2nd one with a glitch.
** In ''Caverns'' if you destroy the radio (and this is very easy to do) you won't be able to contact Jack Wade, thus fail (00Agent)
** In ''Aztec'' destroying the computers that are needed to open doors will get you stuck with no way around it. Also, if you fail to reprogram the shuttle you still can launch it, but the mission will be a failure.
* ''VideoGame/GrandTheftAutoIII'':
** Conflicting
missions can make 100% completion impossible if [[SequenceBreaking taken out of order.]] order]]. For instance, one mission will have you betray a crime boss's trust and kill him -- a bad idea if you haven't finished his missions for you yet. Some players were surprised.
** Also, certain Certain missions in the Portland area, such as the ambulance missions, can become unwinnable after you kill the Mafia boss because the Mafia will be all over you like flies on a carcass.



* ''VideoGame/TheImpossibleQuiz''. As you progress through the game, you're given skips, which you can use to skip most questions. But [[spoiler:the last question is introduced as either the easiest question or the hardest. It turns out that you have to use all your skips to pass it. If you used even one before this, then the game is impossible to win and you have to start over from the beginning.]]
** Not only that, but Question [[spoiler: 84]] has [[spoiler: two hidden skips that you must grab before collecting the star that advances you to the next question]]. Failure to [[spoiler: get both will leave you unable to beat the final question]].

to:

* ''VideoGame/TheImpossibleQuiz''. ''VideoGame/TheImpossibleQuiz'': As you progress through the game, you're given skips, which you can use to skip most questions. But [[spoiler:the last question is introduced as either the easiest question or the hardest. It turns out that you have to use all your skips to pass it. If you used even one before this, then the game is impossible to win and you have to start over from the beginning.]]
**
beginning]]. Not only that, but Question [[spoiler: 84]] [[spoiler:84]] has [[spoiler: two [[spoiler:two hidden skips that you must grab before collecting the star that advances you to the next question]]. Failure to [[spoiler: get [[spoiler:get both will leave you unable to beat the final question]].question]].
* ''VideoGame/IsleOfTheDead'', an [[FirstPersonShooter FPS]]/AdventureGame mix, faceplants squarely into the Cruel type. If you decide to use the flare gun at the beginning of the game (sensible given you're on a desert island), you won't find out until the end of the game that you need it. Whoops! Time to start over!



* ''VideoGame/{{Jumpman}}'': One of the levels can be made completely unwinnable, to the point where you must lose all of your lives and start over if you pick up certain bombs near that starting place too early, which then traps you on the starting platform, unable to jump to anywhere else. There is no way to find this out in advance.



* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' gives you an option to destroy a Door Control Panel on Telos. If you actually destroy it, you will be unable to enter the room later and thus you won't be able to progress.
* ''VideoGame/KronologTheNaziParadox'' (Localized and released as ''Red Hell'' in Europe [[NoSwastikas for obvious reasons]]) is just RIFE with these, mostly from failing to realize you need to acquire and keep certain items to solve later puzzles. Most notable is the zeppelin condom, hinted at in the elevator immediately after the second room in the game (which has the coin required to get the condom) and used to solve the second-to-last puzzle in the entire game. The 12-item limit in your inventory only makes this worse, as some items are not automatically discarded after their usefulness is gone, and unless you write down and remember EVERYTHING, you'll probably discard the condom to make space for other things, rendering the game completely unwinnable from that point on.
* A short flash game called ''VideoGame/LabyrinthX'' has this with the final opponent. You have three choices as to attack her; Low Punch, Kick, or High Punch, but no matter which one you choose, she kills you and it's game over. In order to defeat her, you need to find the katana that a warrior lady you free from a spider web tells you about, and when you reach the boss, you'll have the Katana option, which is how you defeat her. The thing is, the warrior is found on a path past the point you can get the katana, so learning about it the first time means you won't be able to win.



* In the Facebook app ''VideoGame/LittleCaveHero'' there are various levels with underground springs which endlessly produces water. If tiles of water block a path and you can't destroy the source, or if for some reason you can't get the water to hit important water-switches, the level becomes unwinnable. What's worse is that you either have to pay real money or get a item from a Level 20 Facebook friend to be able to restart levels. Also troublesome is that (this being a Facebook game and all) you ''need'' to invite friends to get the tools necessary to clear many levels.
* ''Franchise/TheLegendOfZelda'':
** There's a boss in ''VideoGame/ZeldaIITheAdventureOfLink'' that can only be damaged by using the Reflect spell to bounce his magic spells back at him. If you reached him without obtaining Reflect, you cannot win. Luckily, dying puts you in the room before the boss room so you're free to leave the temple and find the spell.
* In ''VideoGame/TheLongestJourney'', there is a risk you'll end up stuck if you don't pick up a certain item inside an archive. There is no early indication you need this item - it's pretty much impossible to know you need it until the very moment you're supposed to use it. What is this item? ''A can of soda.'' Which you buy from a inconspicuous vending machine standing inside a building you ''can't get back into once you've left''. Chances are you never even saw the machine.



* Several levels in ''VideoGame/TheLostVikings'' and its sequel require hitting switches that can only be reached by one of the three controlled characters. The problem is, two of the Vikings can't jump at all - if they walk to an area that doesn't have a way back to where they need to hit a switch, the level can't be cleared. Luckily, there's a "level restart" option that can be taken at any time from the pause menu.



* The final game in the ''VideoGame/MentalSeries'', ''Murder Most Foul'' has a chemistry lab that a character can go into after triggering a door, but there's only one trigger, and it's outside the door. Another character will need to come and get them out. It's possible to trap all three characters in the lab, making it impossible to progress, with the game have to be started over. Though you need to be actively trying to do this, thankfully.
* In ''VideoGame/MonsterHunter'', slaying a monster is simple: Just beat the crap out of it until it dies. Capturing a monster, on the other hand, requires traps and Tranquilizer Bombs and/or Tranq Shots. If you use them all up without capturing the monster, or have them stolen (especialy by a Gypceros), you may as well abort or fail the quest. It's possible to make more Tranq Bombs and Shots by combining gathered materials[[note]]Sap Plant and a Stone or Iron Ore makes a Bomb Casing, Sleep Herb and a Parashroom makes a Traquilizer, a Bomb Casing and Tranquilizer makes a Tranq Bomb, and Tranquilizer and a Bone Husk makes a Tranq Shot[[/note]], but traps require Trap Tools, which can only be bought at stores in towns and cannot be made with any item combination, let alone combos that use only gatherables.



* If you run out of nitro in ''VideoGame/MotocrossManiacs'' you might as well restart the game, because not only are the vast majority of nitro pick-ups only reachable with a nitro boost, but some later courses literally cannot be beaten without it (as in, even with unlimited time you can't even finish the lap due to mandatory obstacles with no alternate routes.)
* In ''VideoGame/MuseDash'', playing as Little Devil Marija gives you a 25% score boost every time you hit an enemy, but she makes easier, less dense charts literally impossible to complete simply because there aren't enough hearts to offset her 10 HP per second depletion; at 200 HP, she will fail in 20 seconds and no track in the game is anywhere near that short. Even if she also equips her Lilith companion to restore 2 HP per Perfect and hits every enemy perfectly, she will still lose if the chart isn't dense enough.
* The Myst games are typically Merciful for 99% of the game, then Polite at the end, with a mistake quickly killing you or otherwise telling you that it's Game Over. However, the ending of ''VideoGame/MystIIIExile'' has a dash of Cruel, when it doesn't ''tell'' you that the Releeshahn book, if dropped onto the surface of Narayan (which, you're told, is an inhabited world), is unrecoverable. It's entirely possible to save after that happens, limiting you to a sad ending.
* ''VideoGame/NinjaGaidenII'' on Xbox 360 is a tricky little devil. While not exactly a sandbox-type game, there are plenty of places you can explore - and you'll have to if you want to have any hope whatsoever of beating the bosses, since you'll have to search high and low for ammo, health upgrades, new weapons, and cash. And make ''damn'' sure you're thorough, as [[PointOfNoReturn you will likely not be able to backtrack]]. You can get stuck as early as the boss fight of Chapter 3 which is ''impossible'' if you didn't equip yourself properly. If you play it right, you can upgrade a weapon all the way to the third and highest level in the same chapter you found it, which you will desperately need since the game is ''[[NintendoHard stupid]]'' [[NintendoHard hard]], befitting the series' notorious legacy. This is not a game you should approach with the mentality of merely getting to the end of each level; each level holds secrets you ''must'' unlock to have any hope of finishing the game, or even beating the current boss - which can actually be fairly easy to beat if you have the right equipment. This is definitely one for the [[SaveScumming save scummers]] among us, and the game's files enable save scumming quite easily.



* ''VideoGame/{{Oddworld}}: Abe's Oddysee'' has the HubLevel Scrabanian Temple, where, in several areas, you need to light a lamp, then leave. It's possible in at least one area to take the lift up to the exit without lighting the lamp (which is on the bottom level). If you do so, the game is unwinnable, as the next time you enter this area to fix your mistake, you cannot access the lift anymore -- it's still up there and you cannot call it down, and thus the exit is unreachable. Time to reload!



** ''VideoGame/{{Turgor}}'', Ice-pick's better translated game is worse. Much of the game centers around the allocation of a resource that slowly kills the entire game world every time you use it, meaning you have to think wisely about what you're doing. You would think that the cleaner translation would mean that the game would actually instruct you on how to not lock yourself into an unwinnable state, but no such luck.

to:

** ''VideoGame/{{Turgor}}'', Ice-pick's better translated game is worse. Much of * ''VideoGame/PerfectDark'', the game centers around the allocation SpiritualSuccessor to ''[=GoldenEye=] (1997)'', has a ''lot'' of a resource that slowly kills the entire game world every time you use it, meaning you have to think wisely about what you're doing. these, as well. Some prominent examples:
**
You would think that the cleaner translation would mean that the game would can actually instruct (and on higher difficulties, ''have to'') encounter the DiscOneFinalBoss in the ''very first mission''. You can freely gun her down, but it will fail the mission and prevent you from progressing. (The InUniverse justification is that she has a key you need to get into the secret lab, but it will stop working if she dies - and the mission's intro cutscene even tells you as much!)
** Rarely, mission objectives will have (non-obvious) [[TimedMission timers]]; two big examples in the ''same mission'' are the taxi and the limo
on how the Chicago stage. You need to not bug both of them, but the taxi will leave permanently only a short time into the mission, and the limo will depart a short time after (they'll also both leave if you make too much of a ruckus.) Didn't bug them before they depart? Mission failed, abort and try again.
*** Also in the Chicago mission, you need to create an opening to sneak into the secret base. If you just casually waltz into the guards' line of sight, they'll ''permanently''
lock yourself the door; mission failed.
** Obviously, any mission where you need to [[EscortMission keep plot-critical NPC's alive]] will fail if they die.
** You need a disguise to infiltrate Area 51 in the second self-named mission. If you get the disguise, but then botch it by raising the alarm anyway, you can't get
into the room you need to to complete the mission. Time to restart!
*** Likewise, in the start of that same mission, you need to escort a hovercrate to a weakened wall to blast
an unwinnable state, but no such luck.opening into the base itself. You have to move it through a warehouse full of enemies. The crate is fragile, and there is only one. You do the math. [[spoiler:However, you can still pull it off if you lose the crate, by throwing the assault rifle in proximity mine mode next to the marked wall, then shooting it with another gun to detonate it.]]
** In the Airbase missions, raise the alarm in the airbase before you've infiltrated it, or on Air Force One before you've proven the conspiracy to the President (or don't have the evidence when you do, or leave before you present it, etc.) will turn the level hostile and prevent you from finishing.



* ''VideoGame/PrinceOfPersia1'' features an [[TimedMission in-game timer]] that gave the player one hour to reach the top of the castle and save the princess. However, the SNES version gives two hours, and if the clock runs out, the players are allowed to keep going, lulling them into thinking that the quest is still doable they didn't get the Game Over... [[NonStandardGameOver only for them to arrive and see her missing]], necessitating a restart.
* After beating the main game and Title Defense of the Wii ''VideoGame/PunchOut'' game, you can partake in Mac's Last Stand, an EndlessGame where you will face the boxers [[spoiler:and Donkey Kong]] until you eventually lose three times and retire. [[GameOver Permanently]]. This is justified, as Little Mac wants to cement his place in boxing history with one last show.



* The demo of ''VideoGame/{{Ratropolis}}'' is unwinnable from the beginning. After beating wave 15, you are told to "prepare the last defense". Shortly afterwards, a horde of mooks buffed to 99 attack and 999 health spawns and reduces your city to smouldering ruins. Since this is a demo version, this was to be expected. The full game is 30 waves long and so is the demo [[LordBritishPostulate if you somehow find a way to defeat these enemies]].



* Invoked InUniverse with Lucas Baker's final DeathTrap in ''VideoGame/ResidentEvil7Biohazard''. The "quest" appears easy; you need to place a lit candle on a birthday cake to earn your freedom. But, a pressure-plate in the floor of the doorway triggers a roof-mounted sprinkler that douses your candle when you get near. There's a window outside to another room that you can see a wheel-crank in, which can be used to deactivate the sprinkler. So, you set off on what seems like a typical [[SolveTheSoupCans Resident Evil-style puzzle]]. You pull out a big key from a wooden cask near the birthday cake and stick it in a creepy animatronic clown-scribe to unblock a nearby toilet. Recovering a dirty polarized telescope from the toilet, you wash it off under the sprinkler and then look at a nearby family portrait to reveal the three symbols you need to open a safe containing a straw doll. Burning the doll on a lit stove reveals a dummy finger, which you use to repair the clown-scribe's missing hand. Lighting the candle, you burn off the rope holding a third door closed, which takes you to the room with the door to the crank-room. But it's protected by a code-word tumbler. Looking around, you find an uninflated balloon nearby and take it back to the main room to a gas vent. Here's your first warning that things aren't what they seem: the balloon is full of sharp objects, so you wind up with a nail through your hand and a feather pen driven quill-first into your gut. When you give the clown-scribe the quill, it ''carves the code into your arm with it''. And then, finally, when you solve the puzzle... [[spoiler: you die a horribly flaming death. See, that cask with the key in it? Was full of ''oil'', which has been seeping all over the room since you pulled it out and so promptly ignites when the firecrackers in the cake go off. With the room sealing itself and locking the sprinkler system when it does.]] This comes with a unique solution: [[spoiler: you have to watch a VHS of some poor bastard solving it the intended way, so that instead you can skip the deadly parts and just burn the rope, enter the password, turn off the water and light the cake, as an invoked/meta example of SaveScumming]].



* ''Franchise/{{RoboCop}}'' on UsefulNotes/{{Commodore 64}} has a GameBreakingBug that turns level 4 into a big glitchy mess, so the programmers put a time limit on level 3 that's too narrow to beat legitimately so no-one could get that far. Though it is possible to complete level 3 within the time limit by glitching through a wall.



* In ''VideoGame/SCPContainmentBreach'' if you make the fatal error of [[DontLookAtMe looking at SCP-096's face]] (which is entirely avoidable as he is docile and curled up in a ball until provoked) he will go into a fit for 30 seconds and then pursue and kill you. Regardless of how many doors you put between him and you, [[TheJuggernaut nothing can impede his progress]] and, as he moves incredibly quickly, [[ControllableHelplessness this is essentially a game over]].
** A later update changed things so SCP-096 walks around in front of a room containing a pivotal switch, making avoiding him significantly more difficult.

to:

* In ''VideoGame/SCPContainmentBreach'' if you make the fatal error of [[DontLookAtMe looking at SCP-096's face]] (which is entirely avoidable as he is docile and curled up in a ball until provoked) he will go into a fit for 30 seconds and then pursue and kill you. Regardless of how many doors you put between him and you, [[TheJuggernaut nothing can impede his progress]] and, as he moves incredibly quickly, [[ControllableHelplessness this is essentially a game over]].
**
over]]. A later update changed things so SCP-096 walks around in front of a room containing a pivotal switch, making avoiding him significantly more difficult.difficult.
* In the Accolade adventure game ''VideoGame/SearchForTheKing'', there are two places (Las Vegas and Graceland) that, once you go there, you can't go back. The game will let you go to those areas before you have everything you need, making the game unwinnable. Fortunately, the game informs you that you don't have everything you need as soon as you get there, so you can go back to a previous save and hunt around some more.
* The online video game ''[[http://www.newsgaming.com/games/index12.htm September 12th]]'', by [[http://en.wikipedia.org/wiki/Gonzalo_Frasca Gonzalo Frasca]], was written as a social commentary on UsefulNotes/TheWarOnTerror. The player has to shoot terrorists with missiles who are openly marching around a city full of civilians, but if the missiles kill any of the civilians, other civilians may come around, see the bodies, and suddenly decide to become terrorists themselves. This will happen '''without fail''', and is (hopefully unintentionally) pretty damning, since it suggests that the only way to end terrorism is to KillEmAll.
* In ''VideoGame/SeymourGoesToHollywood'', by the same developers as ''VideoGame/{{Dizzy}}'', if you try using the teleporter in the Flash Gordon parody, you will be teleported above a spike pit, and you automatically respawn above the spike pit each time you die. You need to teleport the towel item first.



* In ''VideoGame/{{Shift}}'', on one level, if you press a particular button, you are trapped in an inescapable little area with spikes above you, and it reveals a message 'suicide time!' that describes the only way to get out of there. DeathIsASlapOnTheWrist, though - it simply restarts the level.

to:

* In ''VideoGame/{{Shift}}'', on The coin-op game ''Shanghai 3'' (an arcade version of ''VideoGame/{{Shanghai}}'' by Sunsoft, licensed from Activision) uses fair shuffles, so every deal can be beaten -- but not if you don't pay close attention to how the tiles lie, as deals usually include at least one level, situation (such as a tile being laid on top of another of the same type) which is unwinnable if you remove the wrong pair of that tile -- indeed, often four or more of that type of situation.
* Both ''VideoGame/{{Shenmue}}'' games have a time limit that automatically locks the player into the BadEnding if they haven't reached the final mission by a certain date. However, the time limit is so generous that most players would have to deliberately fail just to see it.
* The ''VideoGame/{{Shift}}'' series:
** On one level in the original game,
if you press a particular button, you are trapped in an inescapable little area with spikes above you, and it reveals a message 'suicide time!' that describes the only way to get out of there. DeathIsASlapOnTheWrist, though - it simply restarts the level.



* ''VideoGame/SoFar'', by Creator/AndrewPlotkin, has this in some places:
** Play around too much with the hatch on the west pillar on the abandoned road? Now you can't get past the gate and into the castle.
** Waste too much time in the alley with the granite statue during the rodeo world? Now you can't get back in at all, and have no way of jumping to the next world.
** Fail to get the knife on the hillside before the locals are alerted? Now you can't jump the river in the rodeo world.
** Went through the castle without inhaling the vapor? Better not save anytime soon.
** Get rid of the blanket after leaving the ice world for the first time? Good luck making it out alive the next go around.
** Of course the worst cases are failing to get objects located near the beginning of the game. Failing to get the square from the rodeo makes the second-to-last puzzle unwinnable, while leaving the box at the theatre (the very first part of the game), will make it impossible to traverse the dark world in safety.
* ''VideoGame/SolarWinds'' can be unwinnable by poor design if you step off the intended story track, either by killing someone you shouldn't have or by picking a wrong dialog option. Once you go OffTheRails, the storyline comes apart at the seams: people tell you to do things you've already done, or you can't find anything to do, or you're stuck taking the two-hour route from Point A to Point B, or...



* In ''VideoGame/SoulSacrifice'', if you sacrifice [[spoiler:Magusar]] at any point during the "Seven Years Later" chapters, you won't be able to continue the game since [[spoiler:he's the BigBad of the single-player campaign, and he needs to be kept alive so that you can fight him later.]] However, it is possible to spend Lacrima to undo the sacrifice and continue the game normally.
* ''VideoGame/StarControl2'' is a very sneaky one. It looks like an open-world sandbox, and your first quest giver actually encourages you to take your time to explore, gather resources and spend time leveling up. Unbeknown to a first-time player, and unlike all other similar games, the main plot unfolds itself even without any input from the player. Even when you learn that there is a world-ending menace looming over the galaxy, it's not obvious that the game has a time limit and it already started counting at the very beginning! Sandbox {{Role Playing Game}}s almost always feature stopping a world-threatening evil as the main plot, but even if in-story you are urged to hurry, the evil advances only at instances when you accept and complete quests, so no matter if you were as fast as possible or spent an eternity dawdling around, the last scene always features you stopping the menace at the last moment. Not in ''Star Control 2''! Here if you spend your time building up, being proud of your uber-advanced starship, you arrive to a plot-critical location, discover that it was already destroyed by the Big Bad, and after playing countless hours you are greeted with a "Game Over", and only then do you realize that you lost. However, as plot progresses, and [[spoiler:Kohr-Ah exterminate various races one-by-one]], you can easily pick up various plot-crucial artifacts from their planets, bypassing their quests entirely. As villains proceed with their evil plan, they make your work easier.



* ''VideoGame/TakeshisChallenge'', [[TrollingCreator having been designed by someone who wanted players to break their controllers]], sits squarely on the Cruel end of the spectrum and refuses to budge an inch.
** Money is a very finite resource; if you lose too much of it, you won't be able to buy everything you need. The things that you need to buy to win (or are very useful to have) are mixed with items made purely to waste your time. Even if you know what you have to buy, there's another pitfall; when you divorce your wife, you have to pay her alimony, which means you give her a good amount of what you have. If you have too much on hand, even if you've bought everything in the first area, you probably won't have enough to buy what you need after flying off to the South Pacific. For the record, if you don't divorce your wife, [[NonStandardGameOver your plane explodes, for no discernible reason, on the way to the South Pacific]].
** Talking to your boss gives you plenty of options. If you select ''any'' option other than quitting your job, your boss will get angry, and will refuse to pay you when you do quit (which, if done too early, is wasted on alimony). Similarly, on the island with the treasure, you can enter a house and be put into a cooking pot without any warning. There's two options that get you out of that situation; "Play Shamisen" (you need a shamisen and lessons for it) and "Lunge" (no requirements). Choosing to lunge gets you out of the pot, but the chief who put you there will never talk to you again. If you didn't give him a specific gift before this happens, you can't get into the caves.
** Since you can't get back once you leave an area, you need to have all required items beforehand; the game won't stop you from leaving the first area without [[spoiler:hang-gliding lessons]], and the second will allow you to leave without [[spoiler:a gun and canteen]].
** The cruelest of them all; in the first area, you must go through a process to get a map from an old man. After you decode the map, he'll stay on the screen for a while. If you don't [[spoiler:punch him dead]] before leaving the screen, no worries; you'll be allowed to progress. But at the very end, with the treasure in you grasp, [[spoiler:the old man will appear, thank you for leading him to the treasure, and kill you]]. Either have fun ''starting all over'', or assume it was just trying to protect you from seeing [[AWinnerIsYou the "ending"]] and move on.



* In the ''[[VideoGame/UltimaVII Ultima VII: The Black Gate]]'' expansion ''Forge of Virtue'', you can forge a weapon known as the Obsidian Sword, which is capable of drinking the souls of your enemies, killing them instantly. In a combination of Unwinnable By Design and UnintentionallyUnwinnable, you can use this to instantly kill Lord British, the BigGood of the Ultima games, rendering ''Ultima 7'' essentially unwinnable. [[WebVideo/TheSpoonyExperiment Spoony]] lampshades how ridiculous this is, because while you can do this and make the game unwinnable, you ''cannot'' use the touch of death on the final bosses of the game or the villain who you see earlier in the game for some reason.

to:

* In ''VideoGame/{{Turgor}}'', by ''Pathologic'' developer Ice-pick, is worse in this regard despite being the better translated game. Much of the game centers around the allocation of a resource that slowly kills the entire game world every time you use it, meaning you have to think wisely about what you're doing. You would think that the cleaner translation would mean that the game would actually instruct you on how to not lock yourself into an unwinnable state, but no such luck.
*
''[[VideoGame/UltimaVII Ultima VII: The Black Gate]]'' Gate]]'':
** In the
expansion ''Forge of Virtue'', you can forge a weapon known as the Obsidian Sword, which is capable of drinking the souls of your enemies, killing them instantly. In a combination of Unwinnable By Design and UnintentionallyUnwinnable, you can use this to instantly kill Lord British, the BigGood of the Ultima games, rendering ''Ultima 7'' essentially unwinnable. [[WebVideo/TheSpoonyExperiment Spoony]] lampshades how ridiculous this is, because while you can do this and make the game unwinnable, you ''cannot'' use the touch of death on the final bosses of the game or the villain who you see earlier in the game for some reason.



* Done in-universe in ''VideoGame/TheWorldEndsWithYou''. [[spoiler:At the beginning of week 3, Kitanji takes all of the other Players as Neku's entry fee for the Reaper's Game. No Players means no partners means no way to fight the Noise (in gameplay, it translates to your pins being disabled) means bye-bye Neku. [[SpannerInTheWorks Then cue Beat.]]]]
** Another in-universe example in the sequel, ''VideoGame/NEOTheWorldEndsWithYou''. [[spoiler:Under the new rules of the Reapers' Game, Players now participate in larger Teams. The winning Team at the end of the week gets whatever they wish for, including resurrection, the team in last gets last place gets Erased, while everyone else has to play for another week. However, the game blatantly favors the Ruinbringers, a team of Reapers headed by the Game Master and Conductor Shiba. Thus, the Ruinbringers maintain the top spot, even if they don't lift a finger, until the end of the week, and if someone manages to get close, then Shiba just makes up a technicality to give the Ruinbringers the win anyways. And if push comes to shove, Shiba can always just threaten the winners with his dangerous Plague Noise into forfeiting. The only way to "win" is to become powerful enough to take down Shiba.]]



* According to the devs from ''VideoGame/XCOMEnemyUnknown'', the game in "Ironman Impossible was [[ImpossibleTask only theoretically winnable]]". Players still found a way to succeed. Also according to the developers, ''VideoGame/{{XCOM 2}}'' is based on your first attempt at Ironman Impossible; its setting is a BadFuture where [[TheBadGuyWins XCOM failed and the aliens conquered Earth.]]



* ''VideoGame/KnightsOfTheOldRepublicIITheSithLords'' gives you an option to destroy a Door Control Panel on Telos. If you actually destroy it, you will be unable to enter the room later and thus you won't be able to progress.
* In ''VideoGame/TheLongestJourney'', there is a risk you'll end up stuck if you don't pick up a certain item inside an archive. There is no early indication you need this item - it's pretty much impossible to know you need it until the very moment you're supposed to use it. What is this item? ''A can of soda.'' Which you buy from a inconspicuous vending machine standing inside a building you ''can't get back into once you've left''. Chances are you never even saw the machine.
* ''VideoGame/{{Jumpman}}'': One of the levels can be made completely unwinnable, to the point where you must lose all of your lives and start over if you pick up certain bombs near that starting place too early, which then traps you on the starting platform, unable to jump to anywhere else. There is no way to find this out in advance.
* Originally, the LevelEditor in ''VideoGame/GliderPRO'' allowed a switch to be linked to a {{star|ShapedCoupon}}. When triggered, the switch would destroy the star permanently without excluding it from the number required to win (or turning off its animation). Later versions ostensibly disabled this, but it could still be done with a bit of trickery. (Not that one really needed it to make houses unwinnable...)
* In the Facebook app ''VideoGame/LittleCaveHero'' there are various levels with underground springs which endlessly produces water. If tiles of water block a path and you can't destroy the source, or if for some reason you can't get the water to hit important water-switches, the level becomes unwinnable. What's worse is that you either have to pay real money or get a item from a Level 20 Facebook friend to be able to restart levels. Also troublesome is that (this being a Facebook game and all) you ''need'' to invite friends to get the tools necessary to clear many levels.
* A mini-game form of this happens in ''VideoGame/TheClueFinders''. There's one mini-game in ''Search and Solve'' where you guess a few times, and then figure out which coordinates the spaces you have to hit are. The problem is, sometimes you can get unlucky and you either '''a)''' have all the spaces clustered into one spot (and your initial guesses are on the other parts of the map), or '''b)''' they're all spread out; and by the time you know which symbol and colour represents which row and column, you won't be able to win. It's going to take a lot more than just four.
* The US Army's version of ''VideoGame/FullSpectrumWarrior'' (used for NCO tactical training) includes a [[UnwinnableTrainingSimulation mission that is unwinnable]], teaching noncoms that yes, you will lose battles and people will die. {{Defied|Trope}} in the commercial release.
* ''VideoGame/KronologTheNaziParadox'' (Localized and released as ''Red Hell'' in Europe [[NoSwastikas for obvious reasons]]) is just RIFE with these, mostly from failing to realize you need to acquire and keep certain items to solve later puzzles. Most notable is the zeppelin condom, hinted at in the elevator immediately after the second room in the game (which has the coin required to get the condom) and used to solve the second-to-last puzzle in the entire game. The 12-item limit in your inventory only makes this worse, as some items are not automatically discarded after their usefulness is gone, and unless you write down and remember EVERYTHING, you'll probably discard the condom to make space for other things, rendering the game completely unwinnable from that point on.



* In the Accolade adventure game ''VideoGame/SearchForTheKing'', there are two places (Las Vegas and Graceland) that, once you go there, you can't go back. The game will let you go to those areas before you have everything you need, making the game unwinnable. Fortunately, the game informs you that you don't have everything you need as soon as you get there, so you can go back to a previous save and hunt around some more.
* ''VideoGame/{{Oddworld}}: Abe's Oddysee'' has the HubLevel Scrabanian Temple, where, in several areas, you need to light a lamp, then leave. It's possible in at least one area to take the lift up to the exit without lighting the lamp (which is on the bottom level). If you do so, the game is unwinnable, as the next time you enter this area to fix your mistake, you cannot access the lift anymore -- it's still up there and you cannot call it down, and thus the exit is unreachable. Time to reload!
* The online video game ''[[http://www.newsgaming.com/games/index12.htm September 12th]]'', by [[http://en.wikipedia.org/wiki/Gonzalo_Frasca Gonzalo Frasca]], was written as a social commentary on UsefulNotes/TheWarOnTerror. The player has to shoot terrorists with missiles who are openly marching around a city full of civilians, but if the missiles kill any of the civilians, other civilians may come around, see the bodies, and suddenly decide to become terrorists themselves. This will happen '''without fail''', and is (hopefully unintentionally) pretty damning, since it suggests that the only way to end terrorism is to KillEmAll.
* ''VideoGame/SolarWinds'' can be unwinnable by poor design if you step off the intended story track, either by killing someone you shouldn't have or by picking a wrong dialog option. Once you go OffTheRails, the storyline comes apart at the seams: people tell you to do things you've already done, or you can't find anything to do, or you're stuck taking the two-hour route from Point A to Point B, or...
* ''VideoGame/CannonFodder'': most phases can become unwinnable if you use up all your grenades and missiles with targets still left to destroy. (A couple of phases deliberately give you less explosives than you need to destroy all the targets: the winning tactic in these is to lure enemies to fire on the targets.)
* In ''VideoGame/SoulSacrifice'', if you sacrifice [[spoiler:Magusar]] at any point during the "Seven Years Later" chapters, you won't be able to continue the game since [[spoiler:he's the BigBad of the single-player campaign, and he needs to be kept alive so that you can fight him later.]] However, it is possible to spend Lacrima to undo the sacrifice and continue the game normally.
* The freeware Windows version of the old Macintosh game ''{{VideoGame/Bolo}}'' comes with a number of maps prepackaged. One of these, called ''Better Best Map Ever'', has all arrival points in the center of the board, which is deep sea and ''where all the pillboxes are''. And even if you sacrifice a lot of tanks to get the pillboxes to hit each other, ''there will still be a few pillboxes left standing''.
* ''VideoGame/IsleOfTheDead'', an [[FirstPersonShooter FPS]]/AdventureGame mix, faceplants squarely into the Cruel type. If you decide to use the flare gun at the beginning of the game (sensible given you're on a desert island), you won't find out until the end of the game that you need it. Whoops! Time to start over!
* The coin-op game ''Shanghai 3'' (an arcade version of ''VideoGame/{{Shanghai}}'' by Sunsoft, licensed from Activision) uses fair shuffles, so every deal can be beaten -- but not if you don't pay close attention to how the tiles lie, as deals usually include at least one situation (such as a tile being laid on top of another of the same type) which is unwinnable if you remove the wrong pair of that tile -- indeed, often four or more of that type of situation.



* The final game in the ''VideoGame/MentalSeries'', ''Murder Most Foul'' has a chemistry lab that a character can go into after triggering a door, but there's only one trigger, and it's outside the door. Another character will need to come and get them out. It's possible to trap all three characters in the lab, making it impossible to progress, with the game have to be started over. Though you need to be actively trying to do this, thankfully.
* ''VideoGame/StarControl2'' is a very sneaky one. It looks like an open-world sandbox, and your first quest giver actually encourages you to take your time to explore, gather resources and spend time leveling up. Unbeknown to a first-time player, and unlike all other similar games, the main plot unfolds itself even without any input from the player. Even when you learn that there is a world-ending menace looming over the galaxy, it's not obvious that the game has a time limit and it already started counting at the very beginning! Sandbox {{Role Playing Game}}s almost always feature stopping a world-threatening evil as the main plot, but even if in-story you are urged to hurry, the evil advances only at instances when you accept and complete quests, so no matter if you were as fast as possible or spent an eternity dawdling around, the last scene always features you stopping the menace at the last moment. Not in ''Star Control 2''! Here if you spend your time building up, being proud of your uber-advanced starship, you arrive to a plot-critical location, discover that it was already destroyed by the Big Bad, and after playing countless hours you are greeted with a "Game Over", and only then do you realize that you lost. However, as plot progresses, and [[spoiler: Kohr-Ah exterminate various races one-by-one]], you can easily pick up various plot-crucial artifacts from their planets, bypassing their quests entirely. As villains proceed with their evil plan, they make your work easier.
* According to the devs from ''VideoGame/XCOMEnemyUnknown'', the game in "Ironman Impossible was [[ImpossibleTask only theoretically winnable]]". Players still found a way to succeed.
** Also according to the developers, ''VideoGame/{{XCOM 2}}'' is based on your first attempt at Ironman Impossible; its setting is a BadFuture where [[TheBadGuyWins XCOM failed and the aliens conquered Earth.]]
* ''VideoGame/FiveNightsAtFreddys'''s creator stated that he was ''pretty sure'' that 4/20 Mode (playing the custom night with all four [=AIs=] set to the max difficulty of 20) was impossible to beat... and then gamers began beating it. So many people beat it that he added a CosmeticAward for beating the mode.[[note]] However -- no matter how good you are at the game -- the mode is still a LuckBasedMission without very specific and counter-intuitive strategies. 4/20 mode cannot be beaten without running out of power. Winning the mode is a total matter of luck -- if Freddy decides not to play his longest song at the end of the night you cannot win, and if Foxy attacks too many times he will drain your power prematurely.[[/note]]



* ''VideoGame/TakeshisChallenge'', [[TrollingCreator having been designed by someone who wanted players to break their controllers]], sits squarely on the Cruel end of the spectrum and refuses to budge an inch.
** Money is a very finite resource; if you lose too much of it, you won't be able to buy everything you need. The things that you need to buy to win (or are very useful to have) are mixed with items made purely to waste your time. Even if you know what you have to buy, there's another pitfall; when you divorce your wife, you have to pay her alimony, which means you give her a good amount of what you have. If you have too much on hand, even if you've bought everything in the first area, you probably won't have enough to buy what you need after flying off to the South Pacific. For the record, if you don't divorce your wife, [[NonStandardGameOver your plane explodes, for no discernible reason, on the way to the South Pacific]].
** Talking to your boss gives you plenty of options. If you select ''any'' option other than quitting your job, your boss will get angry, and will refuse to pay you when you do quit (which, if done too early, is wasted on alimony). Similarly, on the island with the treasure, you can enter a house and be put into a cooking pot without any warning. There's two options that get you out of that situation; "Play Shamisen" (you need a shamisen and lessons for it) and "Lunge" (no requirements). Choosing to lunge gets you out of the pot, but the chief who put you there will never talk to you again. If you didn't give him a specific gift before this happens, you can't get into the caves.
** Since you can't get back once you leave an area, you need to have all required items beforehand; the game won't stop you from leaving the first area without [[spoiler:hang-gliding lessons]], and the second will allow you to leave without [[spoiler:a gun and canteen]].
** The cruelest of them all; in the first area, you must go through a process to get a map from an old man. After you decode the map, he'll stay on the screen for a while. If you don't [[spoiler:punch him dead]] before leaving the screen, no worries; you'll be allowed to progress. But at the very end, with the treasure in you grasp, [[spoiler:the old man will appear, thank you for leading him to the treasure, and kill you]]. Either have fun ''starting all over'', or assume it was just trying to protect you from seeing [[AWinnerIsYou the "ending"]] and move on.
* In ''VideoGame/MonsterHunter'', slaying a monster is simple: Just beat the crap out of it until it dies. Capturing a monster, on the other hand, requires traps and Tranquilizer Bombs and/or Tranq Shots. If you use them all up without capturing the monster, or have them stolen (especialy by a Gypceros), you may as well abort or fail the quest. It's possible to make more Tranq Bombs and Shots by combining gathered materials[[note]]Sap Plant and a Stone or Iron Ore makes a Bomb Casing, Sleep Herb and a Parashroom makes a Traquilizer, a Bomb Casing and Tranquilizer makes a Tranq Bomb, and Tranquilizer and a Bone Husk makes a Tranq Shot[[/note]], but traps require Trap Tools, which can only be bought at stores in towns and cannot be made with any item combination, let alone combos that use only gatherables.



* After beating the main game and Title Defense of the Wii ''VideoGame/PunchOut'' game, you can partake in Mac's Last Stand, an EndlessGame where you will face the boxers [[spoiler:and Donkey Kong]] until you eventually lose three times and retire. [[GameOver Permanently]]. This is justified, as Little Mac wants to cement his place in boxing history with one last show.



* ''Franchise/{{RoboCop}}'' on UsefulNotes/{{Commodore 64}} has a GameBreakingBug that turns level 4 into a big glitchy mess, so the programmers put a time limit on level 3 that's too narrow to beat legitimately so no-one could get that far. Though it is possible to complete level 3 within the time limit by glitching through a wall.



* Many of the boss fights in ''VideoGame/FinalFantasyXIV'' are designed to instantly wipe out the whole party if certain mechanics are not done on time or if they are done incorrectly. Other bosses will get a massive buff in attack power or attack speed that make it impossible to weather out since the damage given and/or the rate of damage pumped out is simply too much for the healers to counteract. The bosses are obviously beatable, but they will become unbeatable if you screw up.
* Several levels in ''VideoGame/TheLostVikings'' and its sequel require hitting switches that can only be reached by one of the three controlled characters. The problem is, two of the Vikings can't jump at all - if they walk to an area that doesn't have a way back to where they need to hit a switch, the level can't be cleared. Luckily, there's a "level restart" option that can be taken at any time from the pause menu.
* ''VideoGame/NinjaGaidenII'' on Xbox 360 is a tricky little devil. While not exactly a sandbox-type game, there are plenty of places you can explore - and you'll have to if you want to have any hope whatsoever of beating the bosses, since you'll have to search high and low for ammo, health upgrades, new weapons, and cash. And make ''damn'' sure you're thorough, as [[PointOfNoReturn you will likely not be able to backtrack]]. You can get stuck as early as the boss fight of Chapter 3 which is ''impossible'' if you didn't equip yourself properly. If you play it right, you can upgrade a weapon all the way to the third and highest level in the same chapter you found it, which you will desperately need since the game is ''[[NintendoHard stupid]]'' [[NintendoHard hard]], befitting the series' notorious legacy. This is not a game you should approach with the mentality of merely getting to the end of each level; each level holds secrets you ''must'' unlock to have any hope of finishing the game, or even beating the current boss - which can actually be fairly easy to beat if you have the right equipment. This is definitely one for the [[SaveScumming save scummers]] among us, and the game's files enable save scumming quite easily.
* Invoked InUniverse with Lucas Baker's final DeathTrap in ''VideoGame/ResidentEvil7Biohazard''. The "quest" appears easy; you need to place a lit candle on a birthday cake to earn your freedom. But, a pressure-plate in the floor of the doorway triggers a roof-mounted sprinkler that douses your candle when you get near. There's a window outside to another room that you can see a wheel-crank in, which can be used to deactivate the sprinkler. So, you set off on what seems like a typical [[SolveTheSoupCans Resident Evil-style puzzle]]. You pull out a big key from a wooden cask near the birthday cake and stick it in a creepy animatronic clown-scribe to unblock a nearby toilet. Recovering a dirty polarized telescope from the toilet, you wash it off under the sprinkler and then look at a nearby family portrait to reveal the three symbols you need to open a safe containing a straw doll. Burning the doll on a lit stove reveals a dummy finger, which you use to repair the clown-scribe's missing hand. Lighting the candle, you burn off the rope holding a third door closed, which takes you to the room with the door to the crank-room. But it's protected by a code-word tumbler. Looking around, you find an uninflated balloon nearby and take it back to the main room to a gas vent. Here's your first warning that things aren't what they seem: the balloon is full of sharp objects, so you wind up with a nail through your hand and a feather pen driven quill-first into your gut. When you give the clown-scribe the quill, it ''carves the code into your arm with it''. And then, finally, when you solve the puzzle... [[spoiler: you die a horribly flaming death. See, that cask with the key in it? Was full of ''oil'', which has been seeping all over the room since you pulled it out and so promptly ignites when the firecrackers in the cake go off. With the room sealing itself and locking the sprinkler system when it does.]] This comes with a unique solution: [[spoiler: you have to watch a VHS of some poor bastard solving it the intended way, so that instead you can skip the deadly parts and just burn the rope, enter the password, turn off the water and light the cake, as an invoked/meta example of SaveScumming]].
* In the SNES version of ''VideoGame/CoolWorld'', you can be teleported to Las Vegas two times after you get the pen. But if you fail to ascend towards the Hotel, or waste your time after capturing the Doodles, you will be teleported back to Cool World. The second time will be the last time, and you will be stuck in Cool World forever.
* While you're trying to save somebody in the past in ''VideoGame/GhostTrick'', you can only use a telephone when it's in use, and can only travel to the other phone's location. This creates many scenarios where you'll get stuck in a place that doesn't have anything useful to prevent the token person from being killed, forcing you to start the segment over and not take the bait again. Played with even further when you discover that sometimes the same phone will ring twice, with the former call being [[RedHerring the misleading trap]] and the latter being the key to prevent the killing.
* If you run out of nitro in ''VideoGame/MotocrossManiacs'' you might as well restart the game, because not only are the vast majority of nitro pick-ups only reachable with a nitro boost, but some later courses literally cannot be beaten without it (as in, even with unlimited time you can't even finish the lap due to mandatory obstacles with no alternate routes.)
* ''VideoGame/PrinceOfPersia1'' features an [[TimedMission in-game timer]] that gave the player one hour to reach the top of the castle and save the princess. However, the SNES version gives two hours, and if the clock runs out, the players are allowed to keep going, lulling them into thinking that the quest is still doable they didn't get the Game Over... [[NonStandardGameOver only for them to arrive and see her missing]], necessitating a restart.
* Both ''VideoGame/{{Shenmue}}'' games have a time limit that automatically locks the player into the BadEnding if they haven't reached the final mission by a certain date. However, the time limit is so generous that most players would have to deliberately fail just to see it.
* Done in-universe in ''VideoGame/TheWorldEndsWithYou''. [[spoiler:At the beginning of week 3, Kitanji takes all of the other Players as Neku's entry fee for the Reaper's Game. No Players means no partners means no way to fight the Noise (in gameplay, it translates to your pins being disabled) means bye-bye Neku. [[SpannerInTheWorks Then cue Beat.]]]]
** Another in-universe example in the sequel, ''VideoGame/NEOTheWorldEndsWithYou''. [[spoiler:Under the new rules of the Reapers' Game, Players now participate in larger Teams. The winning Team at the end of the week gets whatever they wish for, including resurrection, the team in last gets last place gets Erased, while everyone else has to play for another week. However, the game blatantly favors the Ruinbringers, a team of Reapers headed by the Game Master and Conductor Shiba. Thus, the Ruinbringers maintain the top spot, even if they don't lift a finger, until the end of the week, and if someone manages to get close, then Shiba just makes up a technicality to give the Ruinbringers the win anyways. And if push comes to shove, Shiba can always just threaten the winners with his dangerous Plague Noise into forfeiting. The only way to "win" is to become powerful enough to take down Shiba.]]
* ''VideoGame/GoldenEye1997'' was one of the first games ever to include objectives you could actually mess up, to the point where the manual has an entire page warning the player that just destroying everything won't get them far. As a general rule, many levels give you things to do (like placing a bug), to find (like the golden gun), or to avoid (like killing scientists) and if you fail, the levels will be unwinnable and the player has to restart. Other well-known instances are:
** In ''Facility'' destroying the computer that operated the remote door leaves the player completely stuck in this room. Killing Dr. Doak will prevent Bond from entering the bottling room (00Agent only) and damaging the tanks in the bottling room will lock the exit doors and Bond will be killed by poisonous gas.
** In ''Surface 1'' destroying the console instead of powering it down will fail the mission (however you have to destroy it in ''Surface 2'').
** In ''Bunker 1'' if you kill Boris, you can't steal the data with your data thief and fail (00Agent).
** In ''Statue'' failing to meet Valentin or killing him beforehand fails the mission. Also encountering Janus with your gun equipped will get you nowhere.
** In ''Control'' if you destroy the computer in the elevator hall or kill Boris, Natalya will refuse to help you and abort the mission. However players get around the 2nd one with a glitch.
** In ''Caverns'' if you destroy the radio (and this is very easy to do) you won't be able to contact Jack Wade, thus fail (00Agent)
** In ''Aztec'' destroying the computers that are needed to open doors will get you stuck with no way around it. Also, if you fail to reprogram the shuttle you still can launch it, but the mission will be a failure.
* The SpiritualSuccessor, ''VideoGame/PerfectDark'', has a ''lot'' of these, as well. Some prominent examples:
** You can actually (and on higher difficulties, ''have to'') encounter the DiscOneFinalBoss in the ''very first mission''. You can freely gun her down, but it will fail the mission and prevent you from progressing. (The InUniverse justification is that she has a key you need to get into the secret lab, but it will stop working if she dies - and the mission's intro cutscene even tells you as much!)
** Rarely, mission objectives will have (non-obvious) [[TimedMission timers]]; two big examples in the ''same mission'' are the taxi and the limo on the Chicago stage. You need to bug both of them, but the taxi will leave permanently only a short time into the mission, and the limo will depart a short time after (they'll also both leave if you make too much of a ruckus.) Didn't bug them before they depart? Mission failed, abort and try again.
*** Also in the Chicago mission, you need to create an opening to sneak into the secret base. If you just casually waltz into the guards' line of sight, they'll ''permanently'' lock the door; mission failed.
** Obviously, any mission where you need to [[EscortMission keep plot-critical NPC's alive]] will fail if they die.
** You need a disguise to infiltrate Area 51 in the second self-named mission. If you get the disguise, but then botch it by raising the alarm anyway, you can't get into the room you need to to complete the mission. Time to restart!
*** Likewise, in the start of that same mission, you need to escort a hovercrate to a weakened wall to blast an opening into the base itself. You have to move it through a warehouse full of enemies. The crate is fragile, and there is only one. You do the math. [[spoiler:However, you can still pull it off if you lose the crate, by throwing the assault rifle in proximity mine mode next to the marked wall, then shooting it with another gun to detonate it.]]
** In the Airbase missions, raise the alarm in the airbase before you've infiltrated it, or on Air Force One before you've proven the conspiracy to the President (or don't have the evidence when you do, or leave before you present it, etc.) will turn the level hostile and prevent you from finishing.
* ''VideoGame/SoFar'', by Creator/AndrewPlotkin, has this in some places:
** Play around too much with the hatch on the west pillar on the abandoned road? Now you can't get past the gate and into the castle.
** Waste too much time in the alley with the granite statue during the rodeo world? Now you can't get back in at all, and have no way of jumping to the next world.
** Fail to get the knife on the hillside before the locals are alerted? Now you can't jump the river in the rodeo world.
** Went through the castle without inhaling the vapor? Better not save anytime soon.
** Get rid of the blanket after leaving the ice world for the first time? Good luck making it out alive the next go around.
** Of course the worst cases are failing to get objects located near the beginning of the game. Failing to get the square from the rodeo makes the second-to-last puzzle unwinnable, while leaving the box at the theatre (the very first part of the game), will make it impossible to traverse the dark world in safety.
* A short flash game called ''VideoGame/LabyrinthX'' has this with the final opponent. You have three choices as to attack her; Low Punch, Kick, or High Punch, but no matter which one you choose, she kills you and it's game over. In order to defeat her, you need to find the katana that a warrior lady you free from a spider web tells you about, and when you reach the boss, you'll have the Katana option, which is how you defeat her. The thing is, the warrior is found on a path past the point you can get the katana, so learning about it the first time means you won't be able to win.



* In ''VideoGame/MuseDash'', playing as Little Devil Marija gives you a 25% score boost every time you hit an enemy, but she makes easier, less dense charts literally impossible to complete simply because there aren't enough hearts to offset her 10 HP per second depletion; at 200 HP, she will fail in 20 seconds and no track in the game is anywhere near that short. Even if she also equips her Lilith companion to restore 2 HP per Perfect and hits every enemy perfectly, she will still lose if the chart isn't dense enough.
* There's a boss in ''VideoGame/ZeldaIITheAdventureOfLink'' that can only be damaged by using the Reflect spell to bounce his magic spells back at him. If you reached him without obtaining Reflect, you cannot win. Luckily, dying puts you in the room before the boss room so you're free to leave the temple and find the spell.



* The Myst games are typically Merciful for 99% of the game, then Polite at the end, with a mistake quickly killing you or otherwise telling you that it's Game Over. However, the ending of ''VideoGame/MystIIIExile'' has a dash of Cruel, when it doesn't ''tell'' you that the Releeshahn book, if dropped onto the surface of Narayan (which, you're told, is an inhabited world), is unrecoverable. It's entirely possible to save after that happens, limiting you to a sad ending.
* The demo of ''VideoGame/{{Ratropolis}}'' is unwinnable from the beginning. After beating wave 15, you are told to "prepare the last defense". Shortly afterwards, a horde of mooks buffed to 99 attack and 999 health spawns and reduces your city to smouldering ruins. Since this is a demo version, this was to be expected. The full game is 30 waves long and so is the demo [[LordBritishPostulate if you somehow find a way to defeat these enemies]].
* ''VideoGame/GarfieldBigFatHairyDeal'' is a Cruel variant. You play as ComicStrip/{{Garfield}}, who has a constantly depleting hunger meter. When it runs out, Garfield eats whatever he has on hand. If the meter depletes and Garfield doesn't have any items, it's GameOver. The game is full of {{Moon Logic Puzzle}}s and {{Red Herring}}s, so it's hard to figure out what you actually need and what's just there to refill the hunger meter. There's no indication when Garfield eats something important, so you're doomed to wander around until you run out of items to eat.

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* In the indie platformer game ''[[https://www.youtube.com/watch?v=pulUACg6cxw Seven Minutes]]'' (not the [[SimilarlyNamedWorks similarly named]] [=RPGMaker=] horror game ''VideoGame/SevenMinutes''), the ''entire game'' is a trap. The only way to win is to do nothing for seven minutes. [[PressStartToGameOver Leaving the first room makes the game unwinnable]] and leads to a NightmareFuel ending: "You were too eager to know what was out there; but sometimes, there is nothing out there. There is nothing. NOTHING."

to:

* In the indie platformer game ''[[https://www.youtube.com/watch?v=pulUACg6cxw ''[[https://archive.org/details/7_Minutes_game Seven Minutes]]'' (not the [[SimilarlyNamedWorks similarly named]] [=RPGMaker=] horror game ''VideoGame/SevenMinutes''), the ''entire game'' is a trap. The only way to win is to do nothing for seven minutes. [[PressStartToGameOver Leaving the first room makes the game unwinnable]] and leads to a NightmareFuel ending: "You "[[https://youtu.be/pulUACg6cxw?t=360 You were too eager to know what was out there; but sometimes, there is nothing out there. There is nothing. NOTHING."]]"



* In ''VideoGame/CastleMaster'', instead of BottomlessPits, there are pits that drop you into a dungeon called an oubliette. You survive the fall just fine, and you can still move around down there, but there's nothing to see except the walls and a skull called [[Theatre/{{Hamlet}} Yorick]], and there's no way to get out. You're just stuck there, trying to find the exit, until you eventually give up and start the game over.



* ''VideoGame/CompanionsOfXanth'': In the real world, before using the ''Xanth'' CD to begin the game proper, you must take the mustard from the refrigerator. You need it to defeat a hot dog half-way through the game.

to:

* ''VideoGame/CompanionsOfXanth'': ''VideoGame/CompanionsOfXanth'':
**
In the real world, before using the ''Xanth'' CD to begin the game proper, you must take the mustard from the refrigerator. You need it to defeat a hot dog half-way through the game.



* The adventure game adaptation of the Polish ''ComicBook/KajkoIKokosz'' comic has numerous opportunities to get stuck. For example: picked up the flower at the beginning with your bare hands? It withers immediately, and you will need it later. There are also two [[PointOfNoReturn Points of no Return]] in the game; if you leave any necessary items behind (you have limited space in your inventory) before moving to the next part, you're screwed--and there's no way to tell ahead of time which items will be useful and which won't.



* ''VideoGame/{{Kingdom}}: New Lands'' has a finite number of resources, which may make it impossible to complete the task of getting off that island and moving onto the next one. Sometime around the 25th day, the forests will wither up and die, and water will run out. This means that you can no longer collect gold by hunting rabbits and deer, or from farming (the farmers themselves eventually throw away their tools and become jobless peasants again.) At this point, there's only one way you can collect gold, which is to pay a single gold coin to the Merchant and have him send off for supplies, which will give you gold upon the start of the next day that he's returned to your camp. However, if you clear out the trees next to the merchant's camp, it'll disappear along with the cleared out woods surrounding it, making it impossible to earn any more coin at that point.



* The NES billiards game ''VideoGame/LunarBall'' allows the friction of the pool table to be altered. It goes as far down as 0 -- ''no'' friction. At 0, balls will move at a constant speed, making it possible for the balls to be caught in an infinite loop if none of them are pocketed.



* ''VideoGame/ResidentEvilCodeVeronica'' not only has the most limited ammo supply in the series, but in many areas, zombies ''respawn''. Don't blow away your ammo so that you can't get past an [[InescapableAmbush unavoidable ambush]] later in the game. Also, [[SoLongAndThanksForAllTheGear don't take any of the big guns as Claire near the end]], especially the Grenade Launcher, or they will be [[PermanentlyMissableContent lost]] and you will find yourself up the creek without a paddle in the FinalBoss fight.
* The InteractiveFiction game ''VideoGame/SavoirFaire'' gives you several opportunities to screw yourself out of victory. One occurs when you have to retrieve a bauble from a high shelf; you not only have to make sure it doesn't shatter, you also need to throw one of your inventory items up there for it to fall down - and the inventory item you use for that purpose [[PermanentlyMissableContent can't be retrieved]], so you'd better hope that said item isn't one you'll need later on.



* In ''VideoGame/ShiningForceTheSwordOfHajya'', Prince Nick, whose right arm is turned to stone and rendered unusable for the majority of the game, shows up in the confrontation with the FinalBoss, Iom. The only thing that can break the invincibility seal on the boss is the Sword of Hajya, and he is the only one who can use it. And if Iom happens to kill Nick before he gets a chance to use his sword, which in this battle can ''easily'' happen because of how absurdly over-powered the boss is, you'll have to start all over again because it becomes unwinnable.



* In ''Videogame/{{Submachine}} Extended'', the second version of the original ''Submachine'' game, a puzzle was added where one of the four pieces you needed appeared in a teleporter once you pulled certain switches and the power was on. However, it also retained the puzzle where you had to burn out the power in order to get another piece. Blow the fuses before you've found the former piece and it disappears again, so you're screwed. Mateusz Skutnik later decided this was a mistake, and in the current version the teleporter does not require power.



* The NES billiards game ''VideoGame/LunarBall'' allows the friction of the pool table to be altered. It goes as far down as 0 -- ''no'' friction. At 0, balls will move at a constant speed, making it possible for the balls to be caught in an infinite loop if none of them are pocketed.



* ''VideoGame/ResidentEvilCodeVeronica'' not only has the most limited ammo supply in the series, but in many areas, zombies ''respawn''. Don't blow away your ammo so that you can't get past an [[InescapableAmbush unavoidable ambush]] later in the game. Also, [[SoLongAndThanksForAllTheGear don't take any of the big guns as Claire near the end]], especially the Grenade Launcher, or they will be [[PermanentlyMissableContent lost]] and you will find yourself up the creek without a paddle in the FinalBoss fight.
* In ''VideoGame/ShiningForceTheSwordOfHajya'', Prince Nick, whose right arm is turned to stone and rendered unusable for the majority of the game, shows up in the confrontation with the FinalBoss, Iom. The only thing that can break the invincibility seal on the boss is the Sword of Hajya, and he is the only one who can use it. And if Iom happens to kill Nick before he gets a chance to use his sword, which in this battle can ''easily'' happen because of how absurdly over-powered the boss is, you'll have to start all over again because it becomes unwinnable.
* The InteractiveFiction game ''VideoGame/SavoirFaire'' gives you several opportunities to screw yourself out of victory. One occurs when you have to retrieve a bauble from a high shelf; you not only have to make sure it doesn't shatter, you also need to throw one of your inventory items up there for it to fall down - and the inventory item you use for that purpose [[PermanentlyMissableContent can't be retrieved]], so you'd better hope that said item isn't one you'll need later on.



* In ''Videogame/{{Submachine}} Extended'', the second version of the original ''Submachine'' game, a puzzle was added where one of the four pieces you needed appeared in a teleporter once you pulled certain switches and the power was on. However, it also retained the puzzle where you had to burn out the power in order to get another piece. Blow the fuses before you've found the former piece and it disappears again, so you're screwed. Mateusz Skutnik later decided this was a mistake, and in the current version the teleporter does not require power.



* The adventure game adaptation of the Polish ''ComicBook/KajkoIKokosz'' comic has numerous opportunities to get stuck. For example: picked up the flower at the beginning with your bare hands? It withers immediately, and you will need it later. There are also two [[PointOfNoReturn Points of no Return]] in the game; if you leave any necessary items behind (you have limited space in your inventory) before moving to the next part, you're screwed--and there's no way to tell ahead of time which items will be useful and which won't.
* ''VideoGame/{{Kingdom}}: New Lands'' has a finite number of resources, which may make it impossible to complete the task of getting off that island and moving onto the next one. Sometime around the 25th day, the forests will wither up and die, and water will run out. This means that you can no longer collect gold by hunting rabbits and deer, or from farming (the farmers themselves eventually throw away their tools and become jobless peasants again.) At this point, there's only one way you can collect gold, which is to pay a single gold coin to the Merchant and have him send off for supplies, which will give you gold upon the start of the next day that he's returned to your camp. However, if you clear out the trees next to the merchant's camp, it'll disappear along with the cleared out woods surrounding it, making it impossible to earn any more coin at that point.



* In ''VideoGame/CastleMaster'', instead of BottomlessPits, there are pits that drop you into a dungeon called an oubliette. You survive the fall just fine, and you can still move around down there, but there's nothing to see except the walls and a skull called [[Theatre/{{Hamlet}} Yorick]], and there's no way to get out. You're just stuck there, trying to find the exit, until you eventually give up and start the game over.

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* ''VideoGame/AIWarFleetCommand'': If the player beats a max-difficulty AI without resorting to massive cheese (in the sequel, on a game made which disables cheesy options outright), they're expected to file a bug report telling the developer how they did it and offering suggestions on how to improve the AI to fix the vulnerability. This AI arms race is behind quite a lot of the game's ArtificialBrilliance even at lower difficulties.

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* ''VideoGame/AIWarFleetCommand'': ''VideoGame/AIWarFleetCommand'':
**
If the player beats a max-difficulty AI without resorting to massive cheese (in the sequel, on a game made which disables cheesy options outright), they're expected to file a bug report telling the developer how they did it and offering suggestions on how to improve the AI to fix the vulnerability. This AI arms race is behind quite a lot of the game's ArtificialBrilliance even at lower difficulties.difficulties.
** A game with two opponents both at difficulty 10 is intended to be unwinnable. Anything that lets you win such a game without massive cheese or exploits is considered a bug or imbalance and will be patched; if the difficulty scaling bug out and spawns a million ships, as long as it doesn't happen on lower difficulties it's a feature and will remain. The devs have stated that 10/10 is meant to only be honestly beatable by someone who sinks as much time into the game as pro VideoGame/StarcraftII players put in; since nobody does, the level should be unwinnable.



* ''VideoGame/ClockTowerTheFirstFear'' has two such possible states that get you stuck in a permanent loop of {{Game Over}}s, ironically triggered by the game's otherwise very merciful "continue in the room you died in" mechanic. Thankfully they both rely on fairly unlikely circumstances:
** Meeting Ms. Mary in the telephone room without learning her true identity ''or'' picking up the ham will get you tossed in the cage with the starving-to-the-point-of-cannibalism Simon Barrows, trapping you in a permanent loop of waking up in the cage, getting killed and eaten, game over, continuing from the moment you woke up in the cage...
** Fleeing from Scissorman by jumping the gap in the second story hallway, and then entering the storeroom and happening to be ambushed by Scissorman without first picking up the rope and using it to make an escape to the first floor, makes you unable to get away. You'll be unable to interact with the rope to create the escape when being pursued, be cornered and killed by Scissorman, and continue in the room where he immediately ambushes you again...
* ''VideoGame/ClockTower'' plays with this. It's possible on more than a few occasions to create unwinnable scenarios, depending on if you missed an item or failed to do something, and you won't know about it until ''much'' later when there's nothing you can do about it. However rather than just giving you the generic GameOver screen you instead get alternate (and worse) ending sequences, all of which you need for HundredPercentCompletion. There are also obtainable extras that give you warnings on how to avoid these fates (or trigger them if you're a completionist), such as advising you to find the flashlight or remember who you gave the Demon Idol to.
* ''[[VideoGame/ClockTower Clock Tower 2]]'' (Ghost Head in Japan) features several unwinnable scenarios, most of which involve talking to a particular character in the wrong form. Two particularly cruel instances involve situations that the game doesn't properly warn you about:
** Shortly after the protagonist survives an attack from the first enemy of the game, she leaves the room the enemy is lying in and stands in the hallway. You're supposed to turn around and lock the door with the key you used to open the room, but this is never made clear anywhere. If you don't lock the door and you leave the hallway, then the game becomes unwinnable and one of the worst endings will play shortly after reaching another section of the house.
** The worst case is the samurai armor the player has to inspect. It can only be examined in the first section of the game. Failure to do so will result in the armor dropping out of a window during an unavoidable cutscene several hours later, killing the player character and securing a bad ending long after anything could be done to avoid it.

to:

* ''VideoGame/ClockTowerTheFirstFear'' has two such possible states A few times near the end of ''VideoGame/CallOfCthulhuDarkCornersOfTheEarth'', which is especially unpredictable since in most of the game it's impossible to make a mistake during the riddles. But it isn't as frustrating as it seems, because at these moments it is impossible to reach a savepoint.
** [[spoiler:On the ship, starting the engine requires the player to find a blowtorch, turn a specific wheel, fix a pipe with the blowtorch, turn another specific wheel. [[NonstandardGameOver Not turning the right wheel will cause the engine to explode and kill the player]].]]
** [[spoiler:On the Devil's Reef, a door near the exit of the level must be reached within a timer. To trigger it, you have to put a jewel in a mechanism, run to the other door and put a red crystal in the opened claw in front of the door; when the timer expires, the claws close; if the red crystal is put in the claws the door opens, if not nothing happens. The first problem is
that get you stuck in a permanent loop of {{Game Over}}s, ironically the timer can only be triggered once. The second is that near the triggering mechanism there are claws like the ones you have to reach; the ones near the triggering mechanism hold a green crystal and also open when you put the jewel in the timer's mechanism. The green crystal can be picked up by the game's otherwise very merciful "continue player, but if it isn't in the room you died in" mechanic. Thankfully they both rely on fairly unlikely circumstances:
** Meeting Ms. Mary in the telephone room without learning her true identity ''or'' picking up the ham will get you tossed in the cage with the starving-to-the-point-of-cannibalism Simon Barrows, trapping you in a permanent loop of waking up in the cage, getting killed and eaten, game over, continuing from the moment you woke up in the cage...
** Fleeing from Scissorman by jumping the gap in the second story hallway, and then entering the storeroom and happening to be ambushed by Scissorman without first picking up the rope and using it to make an escape to the first floor, makes you unable to get away. You'll be unable to interact with the rope to create the escape
its claws when being pursued, be cornered and killed by Scissorman, and continue in the room where he immediately ambushes you again...
timer expires the door won't open.]]
* The ''VideoGame/ClockTower'' series as a whole plays with this. It's possible on more than a few occasions to create unwinnable scenarios, depending on if you missed an item or failed to do something, and you won't know about it until ''much'' later when there's nothing you can do about it. However rather than just giving you the generic GameOver screen you instead get alternate (and worse) ending sequences, all of which you need for HundredPercentCompletion. There are also obtainable extras that give you warnings on how to avoid these fates (or trigger them if you're a completionist), such as advising you to find the flashlight or remember who you gave the Demon Idol to.
* ** ''VideoGame/ClockTowerTheFirstFear'' has two such possible states that get you stuck in a permanent loop of {{Game Over}}s, ironically triggered by the game's otherwise very merciful "continue in the room you died in" mechanic. Thankfully they both rely on fairly unlikely circumstances:
*** Meeting Ms. Mary in the telephone room without learning her true identity ''or'' picking up the ham will get you tossed in the cage with the starving-to-the-point-of-cannibalism Simon Barrows, trapping you in a permanent loop of waking up in the cage, getting killed and eaten, game over, continuing from the moment you woke up in the cage...
*** Fleeing from Scissorman by jumping the gap in the second story hallway, and then entering the storeroom and happening to be ambushed by Scissorman without first picking up the rope and using it to make an escape to the first floor, makes you unable to get away. You'll be unable to interact with the rope to create the escape when being pursued, be cornered and killed by Scissorman, and continue in the room where he immediately ambushes you again...
**
''[[VideoGame/ClockTower Clock Tower 2]]'' (Ghost Head in Japan) features several unwinnable scenarios, most of which involve talking to a particular character in the wrong form. Two particularly cruel instances involve situations that the game doesn't properly warn you about:
** *** Shortly after the protagonist survives an attack from the first enemy of the game, she leaves the room the enemy is lying in and stands in the hallway. You're supposed to turn around and lock the door with the key you used to open the room, but this is never made clear anywhere. If you don't lock the door and you leave the hallway, then the game becomes unwinnable and one of the worst endings will play shortly after reaching another section of the house.
** *** The worst case is the samurai armor the player has to inspect. It can only be examined in the first section of the game. Failure to do so will result in the armor dropping out of a window during an unavoidable cutscene several hours later, killing the player character and securing a bad ending long after anything could be done to avoid it.



* ''VideoGame/CompanionsOfXanth'': In the real world, before using the ''Xanth'' CD to begin the game proper, you must take the mustard from the refrigerator. You need it to defeat a hot dog half-way through the game.
** If you drink from the lake filled with "hate water", there are no apparent ill effects at first, but then your character begins hating everything around himself until he can no longer continue with his quest. Almost mockingly, there's an option to "undo" your last move once the game over happens, but obviously it won't work since you've drank the water many turns ago. Especially annoying as drinking from the lake seems to be just harmless game flavor.



* ''VideoGame/CryptOfTheNecrodancer''
** There is a trap that consists of four arrow pads pointing towards an item. If you grab the item without either destroying one of the pads or having boots that allow you to move over them, you get stuck with no way out. Normally, you could just wait for the stage's song to end, which would make you skip to the next stage, but if you play as Aria (who dies if the song ends) or Bard (who is unaffected by any music-related mechanics, including the song's time limit), you are completely stuck.
** If you play as Monk, who dies if he so much as touches a single coin, you'd better always keep a spare bomb handy. If you kill an enemy that is standing over the exit, or kill a boss's minions in such a way that the gold they drop forms an impassable barrier, and you cannot blow up the coins, you have no hope of ever getting past them.



* The 1980s platform adventure game ''VideoGame/{{Dizzy}}'' had a nasty situation two screens from the starting position. A bridge over a deep crevasse needs to be crossed many times during the course of the game. Many, many times. If just once you tread in the middle of it rather than jump, then the bridge vanishes. It doesn't respawn.
** In ''VideoGame/SeymourGoesToHollywood'', if you try using the teleporter in the Flash Gordon parody, you will be teleported above a spike pit, and you automatically respawn above the spike pit each time you die. You need to teleport the towel item first.



* The NES version of ''VideoGame/{{Gauntlet}}'' is laden with these.
** You must complete all of the "?" rooms to acquire the password to Room 00 at the end. The password is randomized within a certain pattern, and while it's possible to guess if you know the patterns, not knowing them or missing ''all'' the "?" rooms (which is entirely possible) traps you right before the last level.
** Room 96 is a trap - it has no exits. There are two exits in Room 94 - one goes to Room 95, the other to Room 99. As Room 95 only exits to Room 96, taking the Room 95 exit screws you out of finishing the game.



* In ''VideoGame/TheJourneymanProject'', you are a time traveler. At one point, you have to get a computer chip from a robot you disable in one era so that you can fool a retinal scanner in another. The problem is that there are a handful of chips you can take from the robot after you disable it, you can take them in any order, and taking a certain chip (which isn't the one you need to get past the scanner) will cause the robot to explode. There's no indication which chip does what, the game doesn't give any hints about how to solve the scanner puzzle, and there's no way to access the robot again after it's been destroyed. Good luck figuring out where you went wrong and pulling the chips out in the correct order after you restart!
** In the sequel, ''Journeyman Project 2: Buried in Time'', you can go back to any of your time zones and re-obtain any item you missed, or even obtained and later lost again (the Grappling Hook, notoriously, had to be used, lost, and retrieved multiple times) at any time, except once you reach the [[spoiler:Krynn embassy in the present day]]. Even then, the two items required in this area are impossible to progress through the game without obtaining[[note]]The Explosive Charge, which is automatically added to your inventory after Arthur disengages it from the door where it's found, and the Spent Power Core, which you have to remove in order to replace it.[[/note]] However, there's one problem: the explosive charge is used to open a pod to find certain items. You get one charge, which can open one pod. There are seven pods, four of which contain items you need[[note]]Two are empty, and one contains a BigLippedAlligatorMoment.[[/note]]. One of those items can be used to open the other pods. Use the charge on the wrong pod, and you're done.



* It's very hard to get the good ending in ''[[Webcomic/{{Megamanspritecomic}} Megaman Sprite Game]]'' on the first try for one particular reason: [[spoiler:if you walk off the path, you'll be arrested]]. The only time this is foreshadowed is a sign in the beginning of the game... [[spoiler:which requires you to step off the path to read, naturally]].



* ''[[VideoGame/PokemonStadium Pokémon Stadium 2]]'' has the nefarious Challenge Cup, where you must win a tournament using a team of Pokémon that the game selects at random. The problem is that--and the game's strategy guide admits this--the game will often give you a team that makes completion of the tournament impossible, either because you don't have a good mixture of types, your Pokémon's stats are too low, or some members of your party know useless attacks (all of these problems being depressingly common among ''Pokémon Stadium 2''[='=]s rental Pokémon). What's worse is that you need to complete the Challenge Cup on ''four difficulty levels... then on four more in R2 mode.''
** Similarly, in some online Pokémon battle simulators like ''Showdown!'' you can select a Random Battle, which, as above, gives you a random team and sends you up against a player with their own random team. It's ''slightly'' better than the Stadium version in that you can be at least certain that every Pokémon will be EV-trained and have competitively viable movesets. The levels are also tweaked to try and make it more fair--most Legendaries will be around level 70, while under-evolved Pokémon are generally in the 80s or 90s. This is very little comfort when the Random Number God hands you a team filled with useless Pokémon like Caterpie, or ones that have strategies that rely on other Pokémon you don't have (i.e a sun sweeper like Venusaur always relies on someone else to set up the sun) or a team that shares a weakness. Meanwhile, your opponent may have three Uber-Legendaries that'll destroy you faster than you can forfeit. For extra punishment, you can choose to be ranked for this.
*** As of Generation VI, the random battle system has improved. You will never receive a not-fully-evolved Pokémon, with the exception of Chansey, Scyther, Magneton or [=Porygon2=], all of which see usage in Smogon's official tiers due to increased bulk from holding an Eviolite. Still, the game can hand you an Unown, which will always have STAB HP Psychic and is generally the worst thing you can get. Even freaking ''Delibird'' can have a viable set or two!
* ''VideoGame/RadiantHistoria'' uses a Nasty level of this InUniverse. Stocke, either under the guidance of the player or not, will frequently find his decisions or actions (many of which seem sensible at the time) send events spiraling out of control and ultimately doom the entire world. The White Chronicle allows him to combat this with an also InUniverse version of SaveScumming, traveling back in time to various key events and experimenting with different permutations to try and get things back on track.



* In ''VideoGame/SonicTheHedgehog4'', the Steelions in White Park Act 3 start creating large chunks of ice the moment they spot Sonic. Towards the end of the Act, they're deliberately placed to completely obstruct Sonic's path, making it impossible to proceed further (even with the powerful Rolling Combo or using Super Sonic) and your only option to let Sonic drown and try again. Since these Steelions are located in a narrow (relative to Sonic) corridor and are already facing the direction where Sonic would emerge, the only way to get through this area is to run past the Steelions' range of ice before they finish (or defeat them before the ice starts forming, which is much harder), easier said than done as there are so many of them. And it's underwater.



* ''VideoGame/{{Strife}}: Quest for the Sigil'' has ''many'' Cruel dead ends. One quest giver, Harris, gives you a quest to steal a chalice from the villainous Order's interrogation complex. [[spoiler:If you do so the game becomes unwinnable, as he sends you to report to Governor Mourel (who normally is an NPC who gives out an essential quest a bit later).]] Mourel tells you you are under arrest and waves of [[TheGoomba Acolytes]] spawn in all over the city to kill you. There is no way of knowing this will happen and no turning back once you have the [[spoiler:chalice]]. And that's just ''one'' dead end. Killing any NPC could potentially make the game unwinnable as that character would not be able to give out important quests or items.
** ''Strife: [[UpdatedRerelease Veteran Edition]]'' fixes the dead end involving Harris. If you complete that quest, Governor Mourel will still put you under arrest, but this time, he'll have you [[TapOnTheHead knocked out]] and dragged back to the interrogation room from the start of the game with new personnel. Escape it again and you can proceed through the game normally. There will still be extra guards in town, but they won't bother you unless you fire a shot. [[spoiler:For good measure, you can go back to Harris and kill him for his treachery, unlocking access to his secret stash.]]
* ''VideoGame/TechnicianTed'' had [[TimedMission a very tight time limit]] -- one has to complete the game in 8½ hours of game time (just over 40 minutes of real time). It's just barely possible, but only by not hanging around. Take too long over any task, and it's no longer possible to win. This game also exploits the Endless Death problem of its spiritual predecessor, ''VideoGame/JetSetWilly'', by ''deliberately'' designing some jumps so that if missed, [[CycleOfHurting all your remaining lives are burned up]]; the game even detects this, and after the second fall-to-death cycle, cuts the cycle down to just the death part.



* In ''The Theater,'' an UsefulNotes/RPGMaker VX game, the final boss battle can be made unwinnable. An imp just before the battle offers you passage to a final save point after a difficult puzzle; in return, you need to give him one of your items. All but one of your items are needed to defeat the boss. Oh, well, that's not so bad; you can just load your sa- OH, WAIT, YOU JUST SAVED! There is no hint beforehand that this will make it impossible to win. The creator, when questioned, claimed that he added this feature because no other game had done it.
* In ''VideoGame/TitanicAnAdventureOutOfTime'', you have three options to escape from the ship after it hits the iceberg: find Henry and Ribeena Gorse-Jones and get on a lifeboat with them (you have to do this early), win the boat pass from Buick Riviera and use it before the two crewmen run out of lifeboats, or rescue Shailagh Hacker, then wait until ''almost'' the time the last lifeboat leaves and talk to Morrow. If you miss all three, the game continues for a few minutes (where you can get some unique lines of dialogue with the other doomed passengers) before the ship sinks and you die. This tosses you to the options screen, the same as dying at any previous point, meaning that if you save after the last lifeboat is gone, you're [[IncrediblyLamePun sunk]]. Polite level, because who'd do such a thing (unless it's an extra save to get all the dialogues).



* ''VideoGame/TraumaCenter''[='=]s {{Final Boss}}es are often prone to this, requiring that you postpone using the Healing Touch (which can only be manually invoked once per operation) until the very last moment. Prematurely deploying the Healing Touch may as well result in instant failure. To elaborate:
** ''Under the Knife'' / ''[[VideoGameRemake Second Opinion]]'': [[spoiler:Right before you can deal the finishing dose of serum to Savato, Derek automatically activates a Healing Touch. Even with [[BulletTime slowed time]], Savato still moves too fast for him to inject the serum. You use your manual Healing Touch to [[TimeStandsStill to freeze time]] so you can finish off Savato; if you've already used it, [[HaveANiceDeath the Medical Board will be notified]].]]
** ''New Blood'': [[spoiler:Cardia drops a ring of tumors, which it will when detonate with a ripple attack for [[ThereIsNoKillLikeOverkill hundreds of vitals of damage]]. You must use Markus's Healing Touch (to slow time down so you can pick up the tumors before they explode) or Valerie's (so that the patient doesn't lose vitals from the explosions) at this point or a mere few seconds before; if you have used the Healing Touch previously in this operation, you're screwed.]]



* In ''VideoGame/{{Undertale}}'', killing even one monster locks you out of the True Pacifist ending [[spoiler:because you can't make friends with Undyne]]. Even nastier is what happens if you get the No Mercy ending - which requires you to specifically hunt down and murder ''everything'' - and then reset to do a Pacifist run. [[spoiler:Even if you don't kill a single monster the entire time and befriend everyone, ''you cannot get the True Pacifist ending'', because you gave your soul to the Fallen Child. What you get instead is the "Soulless Pacifist" ending. And unless you play the game on a different Steam account or know how to edit Steam's files, you can never get True Pacifist.]] That's right - this game can make itself ''permanently unwinnable''!



* In one of the story modes in the ''WWE Smackdown vs. Raw'' games, If you advance the story by NEVER LOSING A MATCH, and retaining your championship title for many seasons, eventually you will be proposed a special referee match, with Vince [=McMahon=] as the referee. The game sets the match rules so that you can't defeat your enemy by doing enough damage to a certain body part, knocking them out with a wrestler's signature move, 10 count ring-out, or anything else other than a 3 count pin. The match is intentionally designed that the referee will NOT count to 3 unless your character is being pinned. The reason being that [=McMahon=] had enough of you being the champion for years on end, and decided to take it away whether you liked it or not.



* In ''The Theater,'' an UsefulNotes/RPGMaker VX game, the final boss battle can be made unwinnable. An imp just before the battle offers you passage to a final save point after a difficult puzzle; in return, you need to give him one of your items. All but one of your items are needed to defeat the boss. Oh, well, that's not so bad; you can just load your sa- OH, WAIT, YOU JUST SAVED! There is no hint beforehand that this will make it impossible to win. The creator, when questioned, claimed that he added this feature because no other game had done it.



* The 1980s platform adventure game ''VideoGame/{{Dizzy}}'' had a nasty situation two screens from the starting position. A bridge over a deep crevasse needs to be crossed many times during the course of the game. Many, many times. If just once you tread in the middle of it rather than jump, then the bridge vanishes. It doesn't respawn.
** In ''VideoGame/SeymourGoesToHollywood'', if you try using the teleporter in the Flash Gordon parody, you will be teleported above a spike pit, and you automatically respawn above the spike pit each time you die. You need to teleport the towel item first.



* In one of the story modes in the ''WWE Smackdown vs. Raw'' games, If you advance the story by NEVER LOSING A MATCH, and retaining your championship title for many seasons, eventually you will be proposed a special referee match, with Vince [=McMahon=] as the referee. The game sets the match rules so that you can't defeat your enemy by doing enough damage to a certain body part, knocking them out with a wrestler's signature move, 10 count ring-out, or anything else other than a 3 count pin. The match is intentionally designed that the referee will NOT count to 3 unless your character is being pinned. The reason being that [=McMahon=] had enough of you being the champion for years on end, and decided to take it away whether you liked it or not.
* In ''VideoGame/TheJourneymanProject'', you are a time traveller. At one point, you have to get a computer chip from a robot you disable in one era so that you can fool a retinal scanner in another. The problem is that there are a handful of chips you can take from the robot after you disable it, you can take them in any order, and taking a certain chip (which isn't the one you need to get past the scanner) will cause the robot to explode. There's no indication which chip does what, the game doesn't give any hints about how to solve the scanner puzzle, and there's no way to access the robot again after it's been destroyed. Good luck figuring out where you went wrong and pulling the chips out in the correct order after you restart!
** in the sequel, ''Journeyman Project 2: Buried in Time'', you can go back to any of your time zones and re-obtain any item you missed, or even obtained and later lost again (the Grappling Hook, notoriously, had to be used, lost, and retrieved multiple times) at any time, except once you reach the [[spoiler:Krynn embassy in the present day]]. Even then, the two items required in this area are impossible to progress through the game without obtaining[[note]]The Explosive Charge, which is automatically added to your inventory after Arthur disengages it from the door where it's found, and the Spent Power Core, which you have to remove in order to replace it.[[/note]] However, there's one problem: the explosive charge is used to open a pod to find certain items. You get one charge, which can open one pod. There are seven pods, four of which contain items you need[[note]]Two are empty, and one contains a BigLippedAlligatorMoment.[[/note]]. One of those items can be used to open the other pods. Use the charge on the wrong pod, and you're done.
* ''VideoGame/CompanionsOfXanth'': In the real world, before using the ''Xanth'' CD to begin the game proper, you must take the mustard from the refrigerator. You need it to defeat a hot dog half-way through the game.
** If you drink from the lake filled with "hate water", there are no apparent ill effects at first, but then your character begins hating everything around himself until he can no longer continue with his quest. Almost mockingly, there's an option to "undo" your last move once the game over happens, but obviously it won't work since you've drank the water many turns ago. Especially annoying as drinking from the lake seems to be just harmless game flavor.
* A few times near the end of ''VideoGame/CallOfCthulhuDarkCornersOfTheEarth'', which is especially unpredictable since in most of the game it's impossible to make a mistake during the riddles. But it isn't as frustrating as it seems, because at these moments it is impossible to reach a savepoint.
** [[spoiler:On the ship, starting the engine requires the player to find a blowtorch, turn a specific wheel, fix a pipe with the blowtorch, turn another specific wheel. [[NonstandardGameOver Not turning the right wheel will cause the engine to explode and kill the player]].]]
** [[spoiler:On the Devil's Reef, a door near the exit of the level must be reached within a timer. To trigger it, you have to put a jewel in a mechanism, run to the other door and put a red crystal in the opened claw in front of the door; when the timer expires, the claws close; if the red crystal is put in the claws the door opens, if not nothing happens. The first problem is that the timer can only be triggered once. The second is that near the triggering mechanism there are claws like the ones you have to reach; the ones near the triggering mechanism hold a green crystal and also open when you put the jewel in the timer's mechanism. The green crystal can be picked up by the player, but if it isn't in its claws when the timer expires the door won't open.]]



* In ''VideoGame/TitanicAnAdventureOutOfTime'', you have three options to escape from the ship after it hits the iceberg: find Henry and Ribeena Gorse-Jones and get on a lifeboat with them (you have to do this early), win the boat pass from Buick Riviera and use it before the two crewmen run out of lifeboats, or rescue Shailagh Hacker, then wait until ''almost'' the time the last lifeboat leaves and talk to Morrow. If you miss all three, the game continues for a few minutes (where you can get some unique lines of dialogue with the other doomed passengers) before the ship sinks and you die. This tosses you to the options screen, the same as dying at any previous point, meaning that if you save after the last lifeboat is gone, you're [[IncrediblyLamePun sunk]]. Polite level, because who'd do such a thing (unless it's an extra save to get all the dialogues).



* ''VideoGame/{{Strife}}: Quest for the Sigil'' has ''many'' Cruel dead ends. One quest giver, Harris, gives you a quest to steal a chalice from the villainous Order's interrogation complex. [[spoiler:If you do so the game becomes unwinnable, as he sends you to report to Governor Mourel (who normally is an NPC who gives out an essential quest a bit later).]] Mourel tells you you are under arrest and waves of [[TheGoomba Acolytes]] spawn in all over the city to kill you. There is no way of knowing this will happen and no turning back once you have the [[spoiler:chalice]]. And that's just ''one'' dead end. Killing any NPC could potentially make the game unwinnable as that character would not be able to give out important quests or items.
** ''Strife: [[UpdatedRerelease Veteran Edition]]'' fixes the dead end involving Harris. If you complete that quest, Governor Mourel will still put you under arrest, but this time, he'll have you [[TapOnTheHead knocked out]] and dragged back to the interrogation room from the start of the game with new personnel. Escape it again and you can proceed through the game normally. There will still be extra guards in town, but they won't bother you unless you fire a shot. [[spoiler:For good measure, you can go back to Harris and kill him for his treachery, unlocking access to his secret stash.]]



* ''VideoGame/RadiantHistoria'' uses a Nasty level of this InUniverse. Stocke, either under the guidance of the player or not, will frequently find his decisions or actions (many of which seem sensible at the time) send events spiraling out of control and ultimately doom the entire world. The White Chronicle allows him to combat this with an also InUniverse version of SaveScumming, traveling back in time to various key events and experimenting with different permutations to try and get things back on track.



* In ''VideoGame/SonicTheHedgehog4'', the Steelions in White Park Act 3 start creating large chunks of ice the moment they spot Sonic. Towards the end of the Act, they're deliberately placed to completely obstruct Sonic's path, making it impossible to proceed further (even with the powerful Rolling Combo or using Super Sonic) and your only option to let Sonic drown and try again. Since these Steelions are located in a narrow (relative to Sonic) corridor and are already facing the direction where Sonic would emerge, the only way to get through this area is to run past the Steelions' range of ice before they finish (or defeat them before the ice starts forming, which is much harder), easier said than done as there are so many of them. And it's underwater.



* ''VideoGame/TechnicianTed'' had [[TimedMission a very tight time limit]] -- one has to complete the game in 8½ hours of game time (just over 40 minutes of real time). It's just barely possible, but only by not hanging around. Take too long over any task, and it's no longer possible to win. This game also exploits the Endless Death problem of its spiritual predecessor, ''VideoGame/JetSetWilly'', by ''deliberately'' designing some jumps so that if missed, [[CycleOfHurting all your remaining lives are burned up]]; the game even detects this, and after the second fall-to-death cycle, cuts the cycle down to just the death part.



* ''VideoGame/TraumaCenter''[='=]s {{Final Boss}}es are often prone to this, requiring that you postpone using the Healing Touch (which can only be manually invoked once per operation) until the very last moment. Prematurely deploying the Healing Touch may as well result in instant failure. To elaborate:
** ''Under the Knife'' / ''[[VideoGameRemake Second Opinion]]'': [[spoiler:Right before you can deal the finishing dose of serum to Savato, Derek automatically activates a Healing Touch. Even with [[BulletTime slowed time]], Savato still moves too fast for him to inject the serum. You use your manual Healing Touch to [[TimeStandsStill to freeze time]] so you can finish off Savato; if you've already used it, [[HaveANiceDeath the Medical Board will be notified]].]]
** ''New Blood'': [[spoiler:Cardia drops a ring of tumors, which it will when detonate with a ripple attack for [[ThereIsNoKillLikeOverkill hundreds of vitals of damage]]. You must use Markus's Healing Touch (to slow time down so you can pick up the tumors before they explode) or Valerie's (so that the patient doesn't lose vitals from the explosions) at this point or a mere few seconds before; if you have used the Healing Touch previously in this operation, you're screwed.]]
* ''[[VideoGame/PokemonStadium Pokémon Stadium 2]]'' has the nefarious Challenge Cup, where you must win a tournament using a team of Pokémon that the game selects at random. The problem is that--and the game's strategy guide admits this--the game will often give you a team that makes completion of the tournament impossible, either because you don't have a good mixture of types, your Pokémon's stats are too low, or some members of your party know useless attacks (all of these problems being depressingly common among ''Pokémon Stadium 2''[='=]s rental Pokémon). What's worse is that you need to complete the Challenge Cup on ''four difficulty levels... then on four more in R2 mode.''
** Similarly, in some online Pokémon battle simulators like ''Showdown!'' you can select a Random Battle, which, as above, gives you a random team and sends you up against a player with their own random team. It's ''slightly'' better than the Stadium version in that you can be at least certain that every Pokémon will be EV-trained and have competitively viable movesets. The levels are also tweaked to try and make it more fair--most Legendaries will be around level 70, while under-evolved Pokémon are generally in the 80s or 90s. This is very little comfort when the Random Number God hands you a team filled with useless Pokémon like Caterpie, or ones that have strategies that rely on other Pokémon you don't have (i.e a sun sweeper like Venusaur always relies on someone else to set up the sun) or a team that shares a weakness. Meanwhile, your opponent may have three Uber-Legendaries that'll destroy you faster than you can forfeit. For extra punishment, you can choose to be ranked for this.
*** As of Generation VI, the random battle system has improved. You will never receive a not-fully-evolved Pokémon, with the exception of Chansey, Scyther, Magneton or [=Porygon2=], all of which see usage in Smogon's official tiers due to increased bulk from holding an Eviolite. Still, the game can hand you an Unown, which will always have STAB HP Psychic and is generally the worst thing you can get. Even freaking ''Delibird'' can have a viable set or two!



* ''VideoGame/CryptOfTheNecrodancer''
** There is a trap that consists of four arrow pads pointing towards an item. If you grab the item without either destroying one of the pads or having boots that allow you to move over them, you get stuck with no way out. Normally, you could just wait for the stage's song to end, which would make you skip to the next stage, but if you play as Aria (who dies if the song ends) or Bard (who is unaffected by any music-related mechanics, including the song's time limit), you are completely stuck.
** If you play as Monk, who dies if he so much as touches a single coin, you'd better always keep a spare bomb handy. If you kill an enemy that is standing over the exit, or kill a boss's minions in such a way that the gold they drop forms an impassable barrier, and you cannot blow up the coins, you have no hope of ever getting past them.



* It's very hard to get the good ending in ''[[Webcomic/{{Megamanspritecomic}} Megaman Sprite Game]]'' on the first try for one particular reason: [[spoiler:if you walk off the path, you'll be arrested]]. The only time this is foreshadowed is a sign in the beginning of the game... [[spoiler:which requires you to step off the path to read, naturally]].



* In ''VideoGame/{{Undertale}}'', killing even one monster locks you out of the True Pacifist ending [[spoiler:because you can't make friends with Undyne]]. Even nastier is what happens if you get the No Mercy ending - which requires you to specifically hunt down and murder ''everything'' - and then reset to do a Pacifist run. [[spoiler:Even if you don't kill a single monster the entire time and befriend everyone, ''you cannot get the True Pacifist ending'', because you gave your soul to the Fallen Child. What you get instead is the "Soulless Pacifist" ending. And unless you play the game on a different Steam account or know how to edit Steam's files, you can never get True Pacifist.]] That's right - this game can make itself ''permanently unwinnable''!



* A game of ''VideoGame/AIWarFleetCommand'' with two opponents both at difficulty 10 is intended to be unwinnable. Anything that lets you win such a game without massive cheese or exploits is considered a bug or imbalance and will be patched; if the difficulty scaling bug out and spawns a million ships, as long as it doesn't happen on lower difficulties it's a feature and will remain. The devs have stated that 10/10 is meant to only be honestly beatable by someone who sinks as much time into the game as pro VideoGame/StarcraftII players put in; since nobody does, the level should be unwinnable.



* The NES version of ''VideoGame/{{Gauntlet}}'' is laden with these.
** You must complete all of the "?" rooms to acquire the password to Room 00 at the end. The password is randomized within a certain pattern, and while it's possible to guess if you know the patterns, not knowing them or missing ''all'' the "?" rooms (which is entirely possible) traps you right before the last level.
** Room 96 is a trap - it has no exits. There are two exits in Room 94 - one goes to Room 95, the other to Room 99. As Room 95 only exits to Room 96, taking the Room 95 exit screws you out of finishing the game.

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* In the indie platformer game ''[[https://www.youtube.com/watch?v=pulUACg6cxw Seven Minutes]]'' ([[SimilarlyNamedWorks not the [=RPGMaker=] horror game ''VideoGame/SevenMinutes''), the ''entire game'' is a trap. The only way to win is to do nothing for seven minutes. [[PressStartToGameOver Leaving the first room makes the game unwinnable]] and leads to a NightmareFuel ending: "You were too eager to know what was out there; but sometimes, there is nothing out there. There is nothing. NOTHING."

to:

* In the indie platformer game ''[[https://www.youtube.com/watch?v=pulUACg6cxw Seven Minutes]]'' ([[SimilarlyNamedWorks not (not the [[SimilarlyNamedWorks similarly named]] [=RPGMaker=] horror game ''VideoGame/SevenMinutes''), the ''entire game'' is a trap. The only way to win is to do nothing for seven minutes. [[PressStartToGameOver Leaving the first room makes the game unwinnable]] and leads to a NightmareFuel ending: "You were too eager to know what was out there; but sometimes, there is nothing out there. There is nothing. NOTHING."



* ''VideoGame/ClockTowerTheFirstFear'' has two such possible states that get you stuck in a permanent loop of {{Game Over}}s, ironically triggered by the game's otherwise very merciful "continue in the room you died in" mechanic. Thankfully they both rely on fairly unlikely circumstances:
** Meeting Ms. Mary in the telephone room without learning her true identity ''or'' picking up the ham will get you tossed in the cage with the starving-to-the-point-of-cannibalism Simon Barrows, trapping you in a permanent loop of waking up in the cage, getting killed and eaten, game over, continuing from the moment you woke up in the cage...
** Fleeing from Scissorman by jumping the gap in the second story hallway, and then entering the storeroom and happening to be ambushed by Scissorman without first picking up the rope and using it to make an escape to the first floor, makes you unable to get away. You'll be unable to interact with the rope to create the escape when being pursued, be cornered and killed by Scissorman, and continue in the room where he immediately ambushes you again...
* ''VideoGame/ClockTower'' plays with this. It's possible on more than a few occasions to create unwinnable scenarios, depending on if you missed an item or failed to do something, and you won't know about it until ''much'' later when there's nothing you can do about it. However rather than just giving you the generic GameOver screen you instead get alternate (and worse) ending sequences, all of which you need for HundredPercentCompletion. There are also obtainable extras that give you warnings on how to avoid these fates (or trigger them if you're a completionist), such as advising you to find the flashlight or remember who you gave the Demon Idol to.
* ''[[VideoGame/ClockTower Clock Tower 2]]'' (Ghost Head in Japan) features several unwinnable scenarios, most of which involve talking to a particular character in the wrong form. Two particularly cruel instances involve situations that the game doesn't properly warn you about:
** Shortly after the protagonist survives an attack from the first enemy of the game, she leaves the room the enemy is lying in and stands in the hallway. You're supposed to turn around and lock the door with the key you used to open the room, but this is never made clear anywhere. If you don't lock the door and you leave the hallway, then the game becomes unwinnable and one of the worst endings will play shortly after reaching another section of the house.
** The worst case is the samurai armor the player has to inspect. It can only be examined in the first section of the game. Failure to do so will result in the armor dropping out of a window during an unavoidable cutscene several hours later, killing the player character and securing a bad ending long after anything could be done to avoid it.
* ''VideoGame/ColossalCave Adventure''
** The original ''Colossal Cave Adventure'' has a nasty one near the end -- after you deposit the last treasure, you have a small number of moves to get back into the cave system before you're locked out of it (literally). If you're anywhere in the caves when the timer expires, then you're whisked to the last two locations; if you aren't, then you can't get back in -- and thus can't end the game.
** Several in the bridge:
*** If you give the troll a non-recoverable treasure to pass (as in, not the magic egg), then you'd have lost it forever and won't get it back.
*** If you return via the bridge with the bear still following you, the bridge breaks under the bear's weight, causing you to fall and die. You can then respawn back at the starting location, but once you make it back to the bridge room, the bridge will still be gone, and if you left something you need on the other side, you're doomed.



* ''VideoGame/DeadRising'' and its sequel use this design trope well. The plot to find the root of the conspiracy has several key points where Frank/Chuck have to be at an appointed place at or before a certain time to get info/save someone/defeat someone. (Special emphasis is given to Chuck's daughter, who has to be given medication between 7 and 8 [=AM=] every day to prevent zombification.) If they don't perform these actions, a warning will come up on screen saying that "The Truth has disappeared into the darkness" - followed by an option to [[NewGamePlus start over while keeping their previous experience]] - or letting them still keep playing and trying to just get out alive. [[spoiler:And since many of the plot threads and additional survivor scoops overlap, in addition to some of the main characters succumbing to PlotlineDeath later in the story, letting the plot expire is actually the easiest way to get achievements for saving 50+ survivors.]] This is eased by the fact that the game is designed around multiple runs, all of the levels you have gained carry over between runs, so it isn't like you are starting from zero every single run.



* In ''VideoGame/DevilSurvivor'', there is one particular boss (Beldr) that only you, the main character, can damage (and thus kill). If you die, and no live character or demon has (Sama)Recarm on hand, then the battle keeps going... without a chance of winning. Also, while the plot makes this complication clear the first time you encounter him, he comes back during the BossRush that precedes the FinalBoss, by which point you might have forgotten...



* ''VideoGame/EtrianOdyssey'':
** ''Etrian Odyssey 2 Untold: The Fafnir Knight'' has a floor in its second dungeon - Ginunngagap - that tells you beforehand that you can't leave, and any attempts to do so will do nothing. What it doesn't tell you, however, is that the area is also full of moving walls that are actually overpowered [[DemonicSpider [=F.O.E.s=]]]. Considering that they're able to trap you between walls where your only way out is through them, and that [=F.O.E.s=] are already extremely overpowered to begin with, your only choice is death if you take a wrong turn. However, the game does place three treasure chests in the first room of this floor, each with an item that allows the player to escape from almost any battle - including F.O.E.s - to the entry point of the floor. There are also one-way shortcuts that can aid a player in escaping a situation before it becomes hopeless, and the F.O.E.s will walk back to their neutral positions when the player leaves the room, allowing the player to make a different attempt at passing through the rooms.
** ''Etrian Odyssey Nexus'' features a TrickBoss segment: One boss is defeated ([[spoiler:The Berserker King]]) only for another to show up with no chance for you to jump back to town and rest ([[spoiler:Cernunnos]]). Between these fights, you're given a full-party heal (HP, TP, Force gauges) and a chance to save -- one of the very few times in the series where you can save away from a town or geomagnetic pole, no less. If you choose to save, the game warns you to please save your game in a new slot, because if you can't defeat the second boss with everything you've got and you've got no other save to fall back on, it's time to start ''the entire game'' over!
* ''VideoGame/{{Everquest}}'' had the Sleeper. This fight was intended to be hopeless, but the designers didn't tell that to the players, so they would try anyway. They were careful to not make the boss actually invincible, so others would try it on other servers too. And there can be only one attempt on the entire server, ''ever.'' The quest to wake the sleeper can only be completed once and cannot be finished by any other players after completion. Once the raid inevitably wipes, this boss runs rampant through the entire continent of Velious and kills a major NPC. It was killed on ONE server many years later with ZergRush tactics in a raid force consisting of over 300 players.
* From ''VideoGame/EyeOfTheBeholder 2'':
** Temple Level 2 had two rooms with doors that permanently closed after you entered them, trapping your party. You had to reload a saved game to continue.
** Silver Tower Level 2 had a room with a pile of magic items and a dying Darkmoon priest. You have to kill the priest to get the treasure -- but if you do, then the pressure plate he's lying on releases and the door closes, trapping you forever.
* The ''Franchise/FireEmblem'' series has this built right into the main gameplay, for most of the series. The general formula for a campaign is that you fight one battle, then the next, and you are expected to level up your army and manage your equipment as you go. Your weapons break over time, and units who die in battle are [[{{Permadeath}} lost permanently]]. If you lose too many units, or run out of weapons, or rely too much on your CrutchCharacter and fail to level up your army properly, you may find yourself in an impossible situation.
** The final boss of most of the games is only vulnerable to certain characters with certain equipment. Many of these characters can sometimes be missed, killed, or underleveled, and many of these items can be missed, lost, or broken. As an example, in [[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight the first game]], you will have serious difficulty beating the final boss, Medeus, if you don't have Marth with his Falchion. Marth is the main character, so he cannot be missed and [[HeroMustSurvive you get a game over if he dies]], but getting the Falchion is a fairly involved process.
** In ''VideoGame/FireEmblemMysteryOfTheEmblem'', there is a later mission where you are supposed to meet with an NPC to receive an item that allows its holder to negate the PlotArmor of the second story's [[DiscOneFinalBoss penultimate boss]] and ultimately kill him, however, it is possible to complete that chapter without ever talking to this NPC, and the game will continue as if you had done so regardless. This will later bite you HARD when you finally get to the game's penultimate boss and you quickly realize that without that item in a unit's inventory, it is impossible to even ''attack'' the boss, let alone kill, and there's no way to replay a completed mission outside starting the ''entire campaign over''.
*** That same chapter also has another item [[spoiler: that is required to obtain in order to and get the final two missions and the good ending]], that involves collecting all of the [[MacGuffin twelve Star Orb Fragments]]. Missing even ''one'' of the fragments denies you the chance to finish the whole story. And about half of them can easily be missed if you do not know exactly what to do beforehand.
** In ''VideoGame/FireEmblemThracia776'', there are several chapters that require you to use a key (or a lockpick owned by a thief) to progress in the mission. Should the thieves be too tired to participate in the mission (or KilledOffForReal for that matter) and/or you do not have any keys/lockpicks, you will not be able to finish that chapter (and by consequence, the rest of the game). In fact, you can encounter this situation as early as the third chapter if you did not do the Chapter 2 Gaiden mission (to recruit a thief that comes with a Lockpick) and unwittingly kill the only enemy that has a Door Key in Chapter 3.
*** Additionally, from chapter 8 onward in that same game, you are always required to select a minimum number of units in order to begin the chapter; should enough of your units either be exhausted, captured, and of course KilledOffForReal at that time, it is possible to actually lack the required numbers to start the chapter, let alone try to complete it.
** In ''VideoGame/FireEmblemTheBindingBlade'', you need to acquire and keep eight special, powerful weapons intact ''and'' keep a certain character alive [[spoiler: in order to proceed to the final three missions and the good ending]]. Six of these eight weapons are acquired in extra chapters, but accessing them can be impossible unless you know what exactly needs to be done to get to them ([[spoiler:for example, to access one of the extra chapters, you have to keep a fairly powerful enemy unit ''alive''; he won't join you even if you talk to him, but he will deal considerable damage if he gets close.]]). And, like all the other games, you cannot replay a completed chapter.
** ''VideoGame/FireEmblemTheBlazingBlade'' puts you into a ForcedTutorial on your first playthrough. In Chapter 4, Lyn is forced to talk to Dorcas in order to introduce the recruitment mechanic. It's possible to have all your party members ''except'' Lyn killed before this point (Lyn dying [[WeCannotGoOnWithoutYou ends the game]]). Chapter 4 is an EscortMission based around defending Dorcas's wife Natalie, who is in a central room and cannot be moved. If no one is blocking that room when Lyn goes to speak to Dorcas, an enemy ''will'' charge into the room and kill Natalie in a single hit. Getting to this point with no one except Lyn means you can't move on. (On a second playthrough or later, Lyn is ''not'' railroaded into recruiting Dorcas and can protect the room herself.) Admittedly, [[UnintentionallyUnwinnable you have to be either very bad or very foolish to play Chapter 4 with just Lyn]].
* The ''VideoGame/{{Gateway}}'' series of adventure games by Legend could be made unwinnable, but it was usually obvious when you did. For instance, breaking the PV commset in the beginning of Gateway 1 makes it impossible to receive a crucial message later on, but that's obvious because the screen cracks. [[spoiler:Wearing the ring while in the mirror room in Hell in Gateway 1 also eventually makes the portals close, so you'll be stuck. But if that happens, then you can simply type "die" and restart.]]
** You can also miss a particular meeting, where certain items are handed out, and be stuck.



* The two playable characters in ''VideoGame/HeadOverHeels'' have separate life counters, so it's possible to kill one of them off completely. The game is impossible to beat with only one character though.



* In ''Super VideoGame/{{Hydlide}}'', you have to manage the weight of your inventory, which will see you often throwing out items to make room for food and healing potions. The game does not prevent you from accidentally throwing away quest items.
** The sequel ''Virtual VideoGame/{{Hydlide}}'' is far more forgiving, with one notable exception: if you make it to the end of the game and the fight with Varalys without getting the Sword of Light, he's invincible. The game [[GuideDangIt never bothers to tell you this, never tells you where the sword is, or that it even exists.]] On top of that, because of the multiple dungeon layouts the location of the sword varies, it's in an otherwise insignificant chest, and if you miss it before beating the boss of the Lost Castle you can't go back to grab it because the [[LoadBearingBoss dungeon collapses]].[[note]]The game does try to make it at least slightly apparent you've missed something: the boss of the Lost Castle is extremely hard to beat without the Sword of Light...but not impossible.[[/note]]



* If you don't throw the seed out the window in day 1 of ''VideoGame/OedipusInMyInventory'', it becomes impossible to complete day 3, leaving death your only option.



* If you don't throw the seed out the window in day 1 of ''VideoGame/OedipusInMyInventory'', it becomes impossible to complete day 3, leaving death your only option.



* ''VideoGame/{{Pathologic}}'' is cruel -- you don't realize how deeply you've failed until up to 12 hours later. Some players have had breakdowns when they realized that they're going to have to start over because they didn't pick up something from an unmarked house.
** ''VideoGame/{{Turgor}}'', Ice-pick's better translated game is worse. Much of the game centers around the allocation of a resource that slowly kills the entire game world every time you use it, meaning you have to think wisely about what you're doing. You would think that the cleaner translation would mean that the game would actually instruct you on how to not lock yourself into an unwinnable state, but no such luck.



* ''VideoGame/PlanescapeTorment'':
** If you anger the [[InexplicablyAwesome Lady of Pain]] twice, the game becomes unwinnable; in this situation, she will always show up and kill you as soon as you leave whatever area you're in. However, the programmers were kind; the game will not let you ''save'' if you have done this, and will give you an error message stating that you have incurred the Lady's wrath and saving now would imperil your quest.
** You can skip a part at the very beginning of the game that gives you the ability to resurrect your companions. If you remove a dead companion from your party, they're [[PermanentlyMissableContent lost for good]], and so is any (even essential) game content you need them to get to. Also, the Modron Maze is a procedurally generated dungeon, and all items (and ''companions'') inside will be gone forever if you let it reset.
*** As a fun bit of DevelopersForesight, you can leave the companion that, depending on your alignment, will betray and attack you at the end of the game to die in the maze. If you do that, you will encounter them anyway and they will call you out on that. Their return is even justified by one of them being [[{{Determinator}} literally Hell-bent]] on killing you and the other being linked to the virtually limitless energy of another plane.



* In ''VideoGame/{{Shift}}'', on one level, if you press a particular button, you are trapped in an inescapable little area with spikes above you, and it reveals a message 'suicide time!' that describes the only way to get out of there. DeathIsASlapOnTheWrist, though - it simply restarts the level.
** On one screen of ''Shift 4'', if you take a certain key before you use a certain arrow, that arrow will get covered, and you will be trapped in a black rectangular area with no way out and no spikes to impale yourself on. Time for the R key!



* ''VideoGame/TexMurphy'':
** The second game, ''Martian Memorandum''. Aside from all the unfair scenarios, such as preparing to survive for several days in a fridge, you can get screwed bad at the casino on Mars: if, while in the mob boss's office, you fail to do and get everything necessary before you leave, then you're boned. Trying to go back there ever again gets you murdered instantly. But you do have to go there the first time to move the plot.
** The fourth game, ''Pandora Directive'' is very fair but it does have a single very '''cruel''' example. If you enter Dag Horton's office on your first visit to Autotech you'll be free to ransack the place and pick up several useful items. Except you should wonder why the "Travel" button just become unavailable. As soon as you exit the office you're caught and killed. If you saved inside the office you've no choice but to reload an earlier save or restart the game.
*** On the other hand, trying to get the Good Ending of said game is firmly on the '''Cruel''' end of the scale all the way through. Unless you use the "jky" cheat code to see your exact karma points and event flags, you have no way of knowing where, how or if you went wrong.



* ''VideoGame/TowerOfTheSorcerer'' includes an altar where you can give money to raise your stats. The price goes up on a quadratic scale with each use. The catch? Later levels have additional altars that give you a greater stat increase; but each time you use one, the price goes up for all of them. Using the first one too much can make it impossible to progress.
* In the ''[[VideoGame/UltimaVII Ultima VII: The Black Gate]]'' expansion ''Forge of Virtue'', you can forge a weapon known as the Obsidian Sword, which is capable of drinking the souls of your enemies, killing them instantly. In a combination of Unwinnable By Design and UnintentionallyUnwinnable, you can use this to instantly kill Lord British, the BigGood of the Ultima games, rendering ''Ultima 7'' essentially unwinnable. [[WebVideo/TheSpoonyExperiment Spoony]] lampshades how ridiculous this is, because while you can do this and make the game unwinnable, you ''cannot'' use the touch of death on the final bosses of the game or the villain who you see earlier in the game for some reason.
--> "So I can kill Lord British and make the game unwinnable, but not to take out the villains, which would be logical."
** You can also kill Lord British by having a loose brick fall and hit him in the head as he's passing under it. Same result.
*** Lord British was killable through player ingenuity and/or persistence in the earlier games. Instead of trying to counter the LordBritishPostulate, devs started including ways to kill him as EasterEggs, naturally rendering the game unwinnable.
** Use of the Armageddon in any game that it's included as a spell (not the ritual version in IX) will wipe out everyone in Britannia except the Avatar and Lord British, who informs the Avatar of this trope.



* ''VideoGame/TowerOfTheSorcerer'' includes an altar where you can give money to raise your stats. The price goes up on a quadratic scale with each use. The catch? Later levels have additional altars that give you a greater stat increase; but each time you use one, the price goes up for all of them. Using the first one too much can make it impossible to progress.
* The ''VideoGame/{{Gateway}}'' series of adventure games by Legend could be made unwinnable, but it was usually obvious when you did. For instance, breaking the PV commset in the beginning of Gateway 1 makes it impossible to receive a crucial message later on, but that's obvious because the screen cracks. [[spoiler:Wearing the ring while in the mirror room in Hell in Gateway 1 also eventually makes the portals close, so you'll be stuck. But if that happens, then you can simply type "die" and restart.]]
** You can also miss a particular meeting, where certain items are handed out, and be stuck.



* ''VideoGame/ColossalCave Adventure''
** The original ''Colossal Cave Adventure'' has a nasty one near the end -- after you deposit the last treasure, you have a small number of moves to get back into the cave system before you're locked out of it (literally). If you're anywhere in the caves when the timer expires, then you're whisked to the last two locations; if you aren't, then you can't get back in -- and thus can't end the game.
** Several in the bridge:
*** If you give the troll a non-recoverable treasure to pass (as in, not the magic egg), then you'd have lost it forever and won't get it back.
*** If you return via the bridge with the bear still following you, the bridge breaks under the bear's weight, causing you to fall and die. You can then respawn back at the starting location, but once you make it back to the bridge room, the bridge will still be gone, and if you left something you need on the other side, you're doomed.
* In ''VideoGame/{{Shift}}'', on one level, if you press a particular button, you are trapped in an inescapable little area with spikes above you, and it reveals a message 'suicide time!' that describes the only way to get out of there. DeathIsASlapOnTheWrist, though - it simply restarts the level.
** On one screen of ''Shift 4'', if you take a certain key before you use a certain arrow, that arrow will get covered, and you will be trapped in a black rectangular area with no way out and no spikes to impale yourself on. Time for the R key!
* ''VideoGame/{{Everquest}}'' had the Sleeper. This fight was intended to be hopeless, but the designers didn't tell that to the players, so they would try anyway. They were careful to not make the boss actually invincible, so others would try it on other servers too. And there can be only one attempt on the entire server, ''ever.'' The quest to wake the sleeper can only be completed once and cannot be finished by any other players after completion. Once the raid inevitably wipes, this boss runs rampant through the entire continent of Velious and kills a major NPC. It was killed on ONE server many years later with ZergRush tactics in a raid force consisting of over 300 players.
* From ''VideoGame/EyeOfTheBeholder 2'':
** Temple Level 2 had two rooms with doors that permanently closed after you entered them, trapping your party. You had to reload a saved game to continue.
** Silver Tower Level 2 had a room with a pile of magic items and a dying Darkmoon priest. You have to kill the priest to get the treasure -- but if you do, then the pressure plate he's lying on releases and the door closes, trapping you forever.
* ''VideoGame/ClockTowerTheFirstFear'' has two such possible states that get you stuck in a permanent loop of {{Game Over}}s, ironically triggered by the game's otherwise very merciful "continue in the room you died in" mechanic. Thankfully they both rely on fairly unlikely circumstances:
** Meeting Ms. Mary in the telephone room without learning her true identity ''or'' picking up the ham will get you tossed in the cage with the starving-to-the-point-of-cannibalism Simon Barrows, trapping you in a permanent loop of waking up in the cage, getting killed and eaten, game over, continuing from the moment you woke up in the cage...
** Fleeing from Scissorman by jumping the gap in the second story hallway, and then entering the storeroom and happening to be ambushed by Scissorman without first picking up the rope and using it to make an escape to the first floor, makes you unable to get away. You'll be unable to interact with the rope to create the escape when being pursued, be cornered and killed by Scissorman, and continue in the room where he immediately ambushes you again...
* ''VideoGame/ClockTower'' plays with this. It's possible on more than a few occasions to create unwinnable scenarios, depending on if you missed an item or failed to do something, and you won't know about it until ''much'' later when there's nothing you can do about it. However rather than just giving you the generic GameOver screen you instead get alternate (and worse) ending sequences, all of which you need for HundredPercentCompletion. There are also obtainable extras that give you warnings on how to avoid these fates (or trigger them if you're a completionist), such as advising you to find the flashlight or remember who you gave the Demon Idol to.
* ''[[VideoGame/ClockTower Clock Tower 2]]'' (Ghost Head in Japan) features several unwinnable scenarios, most of which involve talking to a particular character in the wrong form. Two particularly cruel instances involve situations that the game doesn't properly warn you about:
** Shortly after the protagonist survives an attack from the first enemy of the game, she leaves the room the enemy is lying in and stands in the hallway. You're supposed to turn around and lock the door with the key you used to open the room, but this is never made clear anywhere. If you don't lock the door and you leave the hallway, then the game becomes unwinnable and one of the worst endings will play shortly after reaching another section of the house.
** The worst case is the samurai armor the player has to inspect. It can only be examined in the first section of the game. Failure to do so will result in the armor dropping out of a window during an unavoidable cutscene several hours later, killing the player character and securing a bad ending long after anything could be done to avoid it.
* ''VideoGame/{{Pathologic}}'' is cruel -- you don't realise how deeply you've failed until up to 12 hours later. Some players have had breakdowns when they realised that they're going to have to start over because they didn't pick up something from an unmarked house.
** ''VideoGame/{{Turgor}}'', Ice-pick's better translated game is worse. Much of the game centers around the allocation of a resource that slowly kills the entire game world every time you use it, meaning you have to think wisely about what you're doing. You would think that the cleaner translation would mean that the game would actually instruct you on how to not lock yourself into an unwinnable state, but no such luck.
* ''VideoGame/TexMurphy'':
** The second game, ''Martian Memorandum''. Aside from all the unfair scenarios, such as preparing to survive for several days in a fridge, you can get screwed bad at the casino on Mars: if, while in the mob boss's office, you fail to do and get everything necessary before you leave, then you're boned. Trying to go back there ever again gets you murdered instantly. But you do have to go there the first time to move the plot.
** The fourth game, ''Pandora Directive'' is very fair but it does have a single very '''cruel''' example. If you enter Dag Horton's office on your first visit to Autotech you'll be free to ransack the place and pick up several useful items. Except you should wonder why the "Travel" button just become unavailable. As soon as you exit the office you're caught and killed. If you saved inside the office you've no choice but to reload an earlier save or restart the game.
*** On the other hand, trying to get the Good Ending of said game is firmly on the '''Cruel''' end of the scale all the way through. Unless you use the "jky" cheat code to see your exact karma points and event flags, you have no way of knowing where, how or if you went wrong.



* In ''VideoGame/DevilSurvivor'', there is one particular boss (Beldr) that only you, the main character, can damage (and thus kill). If you die, and no live character or demon has (Sama)Recarm on hand, then the battle keeps going... without a chance of winning. Also, while the plot makes this complication clear the first time you encounter him, he comes back during the BossRush that precedes the FinalBoss, by which point you might have forgotten...



* ''VideoGame/DeadRising'' and its sequel use this design trope well. The plot to find the root of the conspiracy has several key points where Frank/Chuck have to be at an appointed place at or before a certain time to get info/save someone/defeat someone. (Special emphasis is given to Chuck's daughter, who has to be given medication between 7 and 8 [=AM=] every day to prevent zombification.) If they don't perform these actions, a warning will come up on screen saying that "The Truth has disappeared into the darkness" - followed by an option to [[NewGamePlus start over while keeping their previous experience]] - or letting them still keep playing and trying to just get out alive. [[spoiler: And since many of the plot threads and additional survivor scoops overlap, in addition to some of the main characters succumbing to PlotlineDeath later in the story, letting the plot expire is actually the easiest way to get achievements for saving 50+ survivors.]] This is eased by the fact that the game is designed around multiple runs, all of the levels you have gained carry over between runs, so it isn't like you are starting from zero every single run.



* The two playable characters in ''VideoGame/HeadOverHeels'' have seperate life counters, so it's possible to kill one of them off completely. The game is impossible to beat with only one character though.



* The ''Franchise/FireEmblem'' series has this built right into the main gameplay, for most of the series. The general formula for a campaign is that you fight one battle, then the next, and you are expected to level up your army and manage your equipment as you go. Your weapons break over time, and units who die in battle are [[{{Permadeath}} lost permanently]]. If you lose too many units, or run out of weapons, or rely too much on your CrutchCharacter and fail to level up your army properly, you may find yourself in an impossible situation.
** The final boss of most of the games is only vulnerable to certain characters with certain equipment. Many of these characters can sometimes be missed, killed, or underleveled, and many of these items can be missed, lost, or broken. As an example, in [[VideoGame/FireEmblemShadowDragonAndTheBladeOfLight the first game]], you will have serious difficulty beating the final boss, Medeus, if you don't have Marth with his Falchion. Marth is the main character, so he cannot be missed and [[HeroMustSurvive you get a game over if he dies]], but getting the Falchion is a fairly involved process.
** In ''VideoGame/FireEmblemMysteryOfTheEmblem'', there is a later mission where you are supposed to meet with an NPC to receive an item that allows its holder to negate the PlotArmor of the second story's [[DiscOneFinalBoss penultimate boss]] and ultimately kill him, however, it is possible to complete that chapter without ever talking to this NPC, and the game will continue as if you had done so regardless. This will later bite you HARD when you finally get to the game's penultimate boss and you quickly realize that without that item in a unit's inventory, it is impossible to even ''attack'' the boss, let alone kill, and there's no way to replay a completed mission outside starting the ''entire campaign over''.
*** That same chapter also has another item [[spoiler: that is required to obtain in order to and get the final two missions and the good ending]], that involves collecting all of the [[MacGuffin twelve Star Orb Fragments]]. Missing even ''one'' of the fragments denies you the chance to finish the whole story. And about half of them can easily be missed if you do not know exactly what to do beforehand.
** In ''VideoGame/FireEmblemThracia776'', there are several chapters that require you to use a key (or a lockpick owned by a thief) to progress in the mission. Should the thieves be too tired to participate in the mission (or KilledOffForReal for that matter) and/or you do not have any keys/lockpicks, you will not be able to finish that chapter (and by consequence, the rest of the game). In fact, you can encounter this situation as early as the third chapter if you did not do the Chapter 2 Gaiden mission (to recruit a thief that comes with a Lockpick) and unwittingly kill the only enemy that has a Door Key in Chapter 3.
*** Additionally, from chapter 8 onward in that same game, you are always required to select a minimum number of units in order to begin the chapter; should enough of your units either be exhausted, captured, and of course KilledOffForReal at that time, it is possible to actually lack the required numbers to start the chapter, let alone try to complete it.
** In ''VideoGame/FireEmblemTheBindingBlade'', you need to acquire and keep eight special, powerful weapons intact ''and'' keep a certain character alive [[spoiler: in order to proceed to the final three missions and the good ending]]. Six of these eight weapons are acquired in extra chapters, but accessing them can be impossible unless you know what exactly needs to be done to get to them ([[spoiler:for example, to access one of the extra chapters, you have to keep a fairly powerful enemy unit ''alive''; he won't join you even if you talk to him, but he will deal considerable damage if he gets close.]]). And, like all the other games, you cannot replay a completed chapter.
** ''VideoGame/FireEmblemTheBlazingBlade'' puts you into a ForcedTutorial on your first playthrough. In Chapter 4, Lyn is forced to talk to Dorcas in order to introduce the recruitment mechanic. It's possible to have all your party members ''except'' Lyn killed before this point (Lyn dying [[WeCannotGoOnWithoutYou ends the game]]). Chapter 4 is an EscortMission based around defending Dorcas's wife Natalie, who is in a central room and cannot be moved. If no one is blocking that room when Lyn goes to speak to Dorcas, an enemy ''will'' charge into the room and kill Natalie in a single hit. Getting to this point with no one except Lyn means you can't move on. (On a second playthrough or later, Lyn is ''not'' railroaded into recruiting Dorcas and can protect the room herself.) Admittedly, [[UnintentionallyUnwinnable you have to be either very bad or very foolish to play Chapter 4 with just Lyn]].



* ''VideoGame/PlanescapeTorment'':
** If you anger the [[InexplicablyAwesome Lady of Pain]] twice, the game becomes unwinnable; in this situation, she will always show up and kill you as soon as you leave whatever area you're in. However, the programmers were kind; the game will not let you ''save'' if you have done this, and will give you an error message stating that you have incurred the Lady's wrath and saving now would imperil your quest.
** You can skip a part at the very beginning of the game that gives you the ability to resurrect your companions. If you remove a dead companion from your party, they're [[PermanentlyMissableContent lost for good]], and so is any (even essential) game content you need them to get to. Also, the Modron Maze is a procedurally generated dungeon, and all items (and ''companions'') inside will be gone forever if you let it reset.
*** As a fun bit of DevelopersForesight, you can leave the companion that, depending on your alignment, will betray and attack you at the end of the game to die in the maze. If you do that, you will encounter them anyway and they will call you out on that. Their return is even justified by one of them being [[{{Determinator}} literally Hell-bent]] on killing you and the other being linked to the virtually limitless energy of another plane.



* In the ''[[VideoGame/UltimaVII Ultima VII: The Black Gate]]'' expansion ''Forge of Virtue'', you can forge a weapon known as the Obsidian Sword, which is capable of drinking the souls of your enemies, killing them instantly. In a combination of Unwinnable By Design and UnintentionallyUnwinnable, you can use this to instantly kill Lord British, the BigGood of the Ultima games, rendering ''Ultima 7'' essentially unwinnable. [[WebVideo/TheSpoonyExperiment Spoony]] lampshades how ridiculous this is, because while you can do this and make the game unwinnable, you ''cannot'' use the touch of death on the final bosses of the game or the villain who you see earlier in the game for some reason.
--> "So I can kill Lord British and make the game unwinnable, but not to take out the villains, which would be logical."
** You can also kill Lord British by having a loose brick fall and hit him in the head as he's passing under it. Same result.
*** Lord British was killable through player ingenuity and/or persistence in the earlier games. Instead of trying to counter the LordBritishPostulate, devs started including ways to kill him as EasterEggs, naturally rendering the game unwinnable.
** Use of the Armageddon in any game that it's included as a spell (not the ritual version in IX) will wipe out everyone in Britannia except the Avatar and Lord British, who informs the Avatar of this trope.



* In ''Super VideoGame/{{Hydlide}}'', you have to manage the weight of your inventory, which will see you often throwing out items to make room for food and healing potions. The game does not prevent you from accidentally throwing away quest items.
** The sequel ''Virtual VideoGame/{{Hydlide}}'' is far more forgiving, with one notable exception: if you make it to the end of the game and the fight with Varalys without getting the Sword of Light, he's invincible. The game [[GuideDangIt never bothers to tell you this, never tells you where the sword is, or that it even exists.]] On top of that, because of the multiple dungeon layouts the location of the sword varies, it's in an otherwise insignificant chest, and if you miss it before beating the boss of the Lost Castle you can't go back to grab it because the [[LoadBearingBoss dungeon collapses]].[[note]]The game does try to make it at least slightly apparent you've missed something: the boss of the Lost Castle is extremely hard to beat without the Sword of Light...but not impossible.[[/note]]
* ''VideoGame/EtrianOdyssey'':
** ''Etrian Odyssey 2 Untold: The Fafnir Knight'' has a floor in its second dungeon - Ginunngagap - that tells you beforehand that you can't leave, and any attempts to do so will do nothing. What it doesn't tell you, however, is that the area is also full of moving walls that are actually overpowered [[DemonicSpider [=F.O.E.s=]]]. Considering that they're able to trap you between walls where your only way out is through them, and that [=F.O.E.s=] are already extremely overpowered to begin with, your only choice is death if you take a wrong turn. However, the game does place three treasure chests in the first room of this floor, each with an item that allows the player to escape from almost any battle - including F.O.E.s - to the entry point of the floor. There are also one-way shortcuts that can aid a player in escaping a situation before it becomes hopeless, and the F.O.E.s will walk back to their neutral positions when the player leaves the room, allowing the player to make a different attempt at passing through the rooms.
** ''Etrian Odyssey Nexus'' features a TrickBoss segment: One boss is defeated ([[spoiler:The Berserker King]]) only for another to show up with no chance for you to jump back to town and rest ([[spoiler:Cernunnos]]). Between these fights, you're given a full-party heal (HP, TP, Force gauges) and a chance to save -- one of the very few times in the series where you can save away from a town or geomagnetic pole, no less. If you choose to save, the game warns you to please save your game in a new slot, because if you can't defeat the second boss with everything you've got and you've got no other save to fall back on, it's time to start ''the entire game'' over!

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* In the indie platformer game ''[[https://www.youtube.com/watch?v=pulUACg6cxw Seven Minutes]]'' ([[SimilarlyNamedWorks not the [=RPGMaker=] horror game ''VideoGame/SevenMinutes''), the ''entire game'' is a trap. The only way to win is to do nothing for seven minutes. [[PressStartToGameOver Leaving the first room makes the game unwinnable]] and leads to a NightmareFuel ending: "You were too eager to know what was out there; but sometimes, there is nothing out there. There is nothing. NOTHING."



* The ''Videogame/{{Atelier}}'' series is a set of [=JRPGs=] that focus around not only levels and grinding, but the major objectives of these games is to craft specific items prior to a deadline. Often to complete these missions in the best way, you not only have to craft these items, but craft them in particular ways with particular bonus ingredients, and you often have to spend your time focusing on other aspects of the game to maximize certain aspects. You also likely have to get your side characters leveled and max their affections so you can complete their side objectives, and doing all of this takes varying amounts of time that subtract from your total until the mission has to be completed. Needless to say, it can be almost impossible to know this until it's too late, and spending too many days collecting resources can mean you have absolutely screwed yourself out of the golden ending or even ''winning at all'' if you accidentally bypassed a major aspect of the mechanics.

to:

* The ''Videogame/{{Atelier}}'' series is ''VideoGame/AlexKidd in Miracle World'' had a set of [=JRPGs=] situation that focus around not only levels and grinding, but the major objectives of these games is to craft specific items prior to a deadline. Often to complete these missions in the best way, you not only have to craft these items, but craft them in particular ways with particular bonus ingredients, and you often have to spend your time focusing on other aspects of counted as Unwinnable when the game to maximize certain aspects. You also likely have to get was released. If you didn't pick up the letter your side characters leveled and max their affections so brother talked about, then you can complete their side objectives, and doing all of this takes varying amounts of time that subtract from your total until did not receive the mission has stone slab with the combination on it to be completed. Needless to say, it can be almost impossible to know this until it's too late, and spending too many days collecting resources can mean you have absolutely screwed yourself out unlock the last part of the golden ending or even ''winning at all'' game. The stone slab is not required, however, if you accidentally bypassed a major aspect of know the mechanics.combination of by heart. But if you don't know the code at all, then this renders the game Unwinnable. GuideDangIt now, but the guides probably wouldn't give you the code without the slab then.



* The ''Videogame/{{Atelier}}'' series is a set of [=JRPGs=] that focus around not only levels and grinding, but the major objectives of these games is to craft specific items prior to a deadline. Often to complete these missions in the best way, you not only have to craft these items, but craft them in particular ways with particular bonus ingredients, and you often have to spend your time focusing on other aspects of the game to maximize certain aspects. You also likely have to get your side characters leveled and max their affections so you can complete their side objectives, and doing all of this takes varying amounts of time that subtract from your total until the mission has to be completed. Needless to say, it can be almost impossible to know this until it's too late, and spending too many days collecting resources can mean you have absolutely screwed yourself out of the golden ending or even ''winning at all'' if you accidentally bypassed a major aspect of the mechanics.



* ''VideoGame/BabaIsYou'':
** In addition to the usual traps of BlockPuzzle games, you can also lose control over a certain object by breaking apart the "[Object] is You" rule associated with it. If that was the only such object, the music stops as if to tell you you'll need to undo/restart.
** Level [[spoiler:Meta-15, "The Box"]] can be rendered unwinnable ''before you enter it'', because [[spoiler:its solution relies on you having turned Meta-14 into a flag]]. Thankfully, the game's level structure makes fixing this problem a matter of simply backtracking and doing the earlier level correctly.
* In ''VideoGame/BaldisBasicsInEducationAndLearning'', whenever you find a notebook, you need to answer three math problems, but if you get one wrong, Baldi will come after you. It doesn't take long before the third problem in a notebook becomes a garbled mess that's impossible to solve, thus ensuring Baldi will be coming after you.
* In the ''Franchise/BaldursGate'' series, you cannot talk with anyone who's hostile to you. To prevent the game from becoming Unwinnable by making a plot-critical (i.e. you need to talk to them to advance the plot) NPC hostile, the game will immediately kill you if you make them hostile. The methods differ from fire from the sky (Tethoril) to death by a game-breaking amount of magic missiles (Gorion) to spawning assassins that instantly kill you (Aran/Bodhi in their respective paths, Elthan). Most of these {{NPC}}s are almost impossible to kill on top of it.
* Getting the good ending in ''VideoGame/BatmanDarkTomorrow'' requires disarming a signal device before going to the final BossRush. Save at any point during the boss rush without having disarmed the device and... better hope you have more than one save file or else you'll have to start over to get the good ending.



* In the ''VideoGame/BioShock'' games, the hacking mini-game can become unwinnable, especially further on, as a consequence of the increasing difficulty. This is especially true in the first game, where overload and alarm slots can appear in unavoidable patterns. The idea is to force you to use hacking tonics to dial them back down to a winnable state.
* In ''VideoGame/BlasterMaster'''s sixth stage, there's one point where you can shoot upwards through a set of blocks and enter a door, but when you return, the blocks will have respawned, and you can't shoot downwards, so you're stuck for good unless you commit suicide. In some other places like this, you can't do that either, so the only option is to reset.
** There's a small gap to the right of the gate that leads to Area 2. Falling into it causes you to get trapped because there's not enough room to perform a precise jump through its small entrance and get out.
* ''VideoGame/BloodwingsPumpkinheadsRevenge'' has a fairly dastardly example. The first level is spent collecting items to use through the rest of the game and it's entirely possible to leave the first level with only a small portion of the items. If you leave the first level without the Voodoo doll all of level 2's objectives are rendered impossible to complete and you can't go back to the first level for the voodoo doll. You also need either the newspaper or the dollar bill or you won't be able to finish level 2. You should also bring the crystal gun and plenty of ammo before finishing the first level as levels 2 and 3 have no ammo or spare weapons.
* A game simply known as ''VideoGame/BowAndArrow'' had a level in which a white dove passes by the main character, followed by swarms of black birds. If the player failed to exterminate even one of the black birds, then a later level is impossible. The game's story between levels does say that the dove is carrying a message from you to a helpful wizard, and the later level does say, "I hope the message got to XYZ". The game did not explicitly say, however, that ''all'' the black birds had to be eliminated.
* In ''VideoGame/BrainDead13'', if you run away from any of the "big three," then it's impossible to beat the game without restarting. You'll find out you've screwed up after you've crawled the castle a few times and start to suspect that it has no ending.



* That arcade game ''VideoGame/{{Crossbow}}'' featured [[TooDumbToLive unarmed adventurers walking from left to right across a screen]], whilst [[EverythingTryingToKillYou bats, birds, scorpions, monsters, stalactites and arrows]] moved in on them and had to be shot by the player to ensure safe passage. The arcade cabinet featured a light gun shaped as an actual crossbow, meaning you could aim as quickly as you could move the weapon. The home versions used a crosshair moved by the keyboard or joystick - and in the Commodore version it moved at the same speed as all of the enemies. Accidentally move your crosshair past any enemy, and you can watch it crawl back with no chance to stop a crow or rat chewing through five humans in one go.



* The NES port of ICOM's ''VideoGame/{{Uninvited}}'' has a Ruby in one of the bedrooms in the game. You are warned not to take it the first time you try. If you choose again to take it, then the game will let you continue and even save until you die after a certain number of moves. There's one location where you can put the ruby down and live. Fortunately enough, upon entering a message explicitly says you can use it to throw away items you don't need anymore.
** The original computer versions of Uninvited are far more cruel. At the very beginning of the game, you need to retrieve an envelope from the mailbox and open it for the talisman inside. Once you enter the house you can't leave, and without the talisman, winning is impossible. The NES version requires the talisman to actually open the door in the first place, saving gamers from a no-win situation at the start.






to:

\n\n* ''VideoGame/ZorkGrandInquisitor'' requires the player to retrieve a magical coconut from the lair of a dragon. Although it's stated numerous times to be important to your quest, you can instead choose to give it to a man who wants to make a piña colada. There's no way of getting it back, and the player character will comment [[LampshadeHanging that he doesn't think that was the best use for it]].





* A game simply known as ''VideoGame/BowAndArrow'' had a level in which a white dove passes by the main character, followed by swarms of black birds. If the player failed to exterminate even one of the black birds, then a later level is impossible. The game's story between levels does say that the dove is carrying a message from you to a helpful wizard, and the later level does say, "I hope the message got to XYZ". The game did not explicitly say, however, that ''all'' the black birds had to be eliminated.
* ''VideoGame/AlexKidd in Miracle World'' had a situation that counted as Unwinnable when the game was released. If you didn't pick up the letter your brother talked about, then you did not receive the stone slab with the combination on it to unlock the last part of the game. The stone slab is not required, however, if you know the combination of by heart. But if you don't know the code at all, then this renders the game Unwinnable. GuideDangIt now, but the guides probably wouldn't give you the code without the slab then.
* The NES port of ICOM's ''VideoGame/{{Uninvited}}'' has a Ruby in one of the bedrooms in the game. You are warned not to take it the first time you try. If you choose again to take it, then the game will let you continue and even save until you die after a certain number of moves. There's one location where you can put the ruby down and live. Fortunately enough, upon entering a message explicitly says you can use it to throw away items you don't need anymore.
** The original computer versions of Uninvited are far more cruel. At the very beginning of the game, you need to retrieve an envelope from the mailbox and open it for the talisman inside. Once you enter the house you can't leave, and without the talisman, winning is impossible. The NES version requires the talisman to actually open the door in the first place, saving gamers from a no-win situation at the start.



* In ''VideoGame/BlasterMaster'''s sixth stage, there's one point where you can shoot upwards through a set of blocks and enter a door, but when you return, the blocks will have respawned, and you can't shoot downwards, so you're stuck for good unless you commit suicide. In some other places like this, you can't do that either, so the only option is to reset.
** There's a small gap to the right of the gate that leads to Area 2. Falling into it causes you to get trapped because there's not enough room to perform a precise jump through its small entrance and get out.



* In the ''Franchise/BaldursGate'' series, you cannot talk with anyone who's hostile to you. To prevent the game from becoming Unwinnable by making a plot-critical (i.e. you need to talk to them to advance the plot) NPC hostile, the game will immediately kill you if you make them hostile. The methods differ from fire from the sky (Tethoril) to death by a game-breaking amount of magic missiles (Gorion) to spawning assassins that instantly kill you (Aran/Bodhi in their respective paths, Elthan). Most of these {{NPC}}s are almost impossible to kill on top of it.



* In ''VideoGame/BrainDead13'', if you run away from any of the "big three," then it's impossible to beat the game without restarting. You'll find out you've screwed up after you've crawled the castle a few times and start to suspect that it has no ending.
* That arcade game ''VideoGame/{{Crossbow}}'' featured [[TooDumbToLive unarmed adventurers walking from left to right across a screen]], whilst [[EverythingTryingToKillYou bats, birds, scorpions, monsters, stalactites and arrows]] moved in on them and had to be shot by the player to ensure safe passage. The arcade cabinet featured a light gun shaped as an actual crossbow, meaning you could aim as quickly as you could move the weapon. The home versions used a crosshair moved by the keyboard or joystick - and in the Commodore version it moved at the same speed as all of the enemies. Accidentally move your crosshair past any enemy, and you can watch it crawl back with no chance to stop a crow or rat chewing through five humans in one go.



* In the indie game ''VideoGame/SevenMinutes'', the ''entire game'' is a trap. The only way to win is to do nothing for seven minutes. [[PressStartToGameOver Leaving the first room makes the game unwinnable]] and leads to a NightmareFuel ending: "You were too eager to know what was out there; but sometimes, there is nothing out there. There is nothing. NOTHING."



* Getting the good ending in ''VideoGame/BatmanDarkTomorrow'' requires disarming a signal device before going to the final BossRush. Save at any point during the boss rush without having disarmed the device and... better hope you have more than one save file or else you'll have to start over to get the good ending.



* ''VideoGame/ZorkGrandInquisitor'' requires the player to retrieve a magical coconut from the lair of a dragon. Although it's stated numerous times to be important to your quest, you can instead choose to give it to a man who wants to make a piña colada. There's no way of getting it back, and the player character will comment [[LampshadeHanging that he doesn't think that was the best use for it]].



* ''VideoGame/BloodwingsPumpkinheadsRevenge'' has a fairly dastardly example. The first level is spent collecting items to use through the rest of the game and it's entirely possible to leave the first level with only a small portion of the items. If you leave the first level without the Voodoo doll all of level 2's objectives are rendered impossible to complete and you can't go back to the first level for the voodoo doll. You also need either the newspaper or the dollar bill or you won't be able to finish level 2. You should also bring the crystal gun and plenty of ammo before finishing the first level as levels 2 and 3 have no ammo or spare weapons.



* In ''VideoGame/BaldisBasicsInEducationAndLearning'', whenever you find a notebook, you need to answer three math problems, but if you get one wrong, Baldi will come after you. It doesn't take long before the third problem in a notebook becomes a garbled mess that's impossible to solve, thus ensuring Baldi will be coming after you.



* ''VideoGame/BabaIsYou'':
** In addition to the usual traps of BlockPuzzle games, you can also lose control over a certain object by breaking apart the "[Object] is You" rule associated with it. If that was the only such object, the music stops as if to tell you you'll need to undo/restart.
** Level [[spoiler:Meta-15, "The Box"]] can be rendered unwinnable ''before you enter it'', because [[spoiler:its solution relies on you having turned Meta-14 into a flag]]. Thankfully, the game's level structure makes fixing this problem a matter of simply backtracking and doing the earlier level correctly.



* In the ''VideoGame/BioShock'' games, the hacking mini-game can become unwinnable, especially further on, as a consequence of the increasing difficulty. This is especially true in the first game, where overload and alarm slots can appear in unavoidable patterns. The idea is to force you to use hacking tonics to dial them back down to a winnable state.

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