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No Endings in Video Games.


  • Almost all of Assassin's Creed. It's remarkable that after Altair and Ezio's lives have been, via multiple games and various promotional videos, completely fleshed out right up to the moments of their deaths, the next six main characters not would get just a single game apiece and we'd learn almost nothing of what they did afterward.
    • Assassin's Creed ends with Altair's story mostly wrapped up, but Desmond's is left almost entirely unresolved. The game just rolls to credits as soon as you exhibit Eagle Vision and see the mad scrawlings on the floor and walls from the previous occupant. None of the slowly accumulated foreshadowing in the game becomes relevant until Assassin's Creed II, leaving that particular plotline hanging.
    • Assassin's Creed III: Connor makes one last visit to his destroyed village, then finds Davy Crockett and has a melancholy farewell chat with him. In Rogue, someone in the present day hints that he had a troubled marriage, and that's the last we ever hear of him. (The comics later retcon this bit into an Abstergo lie, he had a happy marriage with a native woman and his daughter was trained as an Assassin, and had even stronger Eagle vision than him)
    • Assassin's Creed IV: Black Flag: Edward proudly introduces his son Haytham to a friend. In the spinoff Freedom Cry, we learn that the Jackdaw sank (just to put in perspective, this was the vessel which took out multiple fortresses, at least several dozen men-'o-war, and five superpowered ships which ate every one of their past challengers for breakfast). Later material gives vague allusions to Edward's daughter being captured and treated horribly, him being killed at home in a cowardly ambush, and Haytham's anger at this driving him into the arms of the Templars. None of this is ever shown or explained in the games, but the expanded universe shows it all in detail.
    • Assassin's Creed Rogue: Shay kills Arno's father and reaffirms his loyalty to the Templars, kicking off the events of Unity. He's not seen or mentioned even once in that game, or any other game, for that mater.
    • Assassin's Creed: Unity: Arno gazes over a cemetery and quietly reflects on his life and what the Creed truly means. The bonus pack ends with him watching Napoleon being arrested and taken away. Like Shay, he simply disappears afterward.
    • Assassin's Creed Syndicate: Jacob and Evie receive knighthoods and assist Queen Victoria in a few missions. Given that there's been no successor to Desmond Miles, and the next game, Assassin's Creed Origins, takes a huge jump into the past (and also severely downplays the present-day plot), it looks like Ubisoft is no longer interested in connecting the Assassins' lives in any way, so it looks like what we've seen is all we'll ever see.
  • Backyard Football on the Game Boy Advance has no ending at all. Not even a trophy for winning the Cereal Bowl.
  • The arcade Battletoads (an action-oriented revamp of the NES and SNES games). After smashing the last boss, Robo Manus, someone, presumably the Dark Queen, hisses "I'll be back!" The heroes crash-land on a lifeless planet and use their portable transporters to instantly zap back to base. Mission accomplished! Meanwhile, the Dark Queen is still alive and plotting, the heroes are still stuck in the forms of overgrown amphibians, and Volkmire is still lurking around somewhere. Issues which will never be resolved, as Rare never produced a direct sequel to the arcade game.
  • In Blades of Time, after some eleventh-hour plot twists, the protagonist and two companions finally escape back through the sphere to the other world, where they find themselves locked into a building. Then the Big Bad emerges through the sphere for the final stage of the final boss battle. After finally grinding him down, he stabs your male companion before sort of collapsing into a vortex. You and your female companion cling to the scenery as the vortex pulls your injured friend into it. He's gone. Cut to black. Credits roll.
  • The Super NES version of Blazeon does not have an ending. After defeating the final boss, you automatically start over at the beginning of the first stage, and at a harder difficulty level.
  • The adventure game Blue Ice had no ending screen whatsoever, and no indication that you've completed all the puzzles. The ultimate goal was to find all the clues necessary to decode a secret phrase, and send the solution to the authors in hopes of getting a prize. The authors didn't put in an ending screen to prevent players from cheating their way into the ending and claiming the prize — the only way of finding out if you won was... to ask the authors if your guess was right (or just look up the solution on the net).
  • Bravely Second ends with time coming to an end. You're allowed to walk around and talk to people in the now-grayscale world all you want. You never even fight the main villain aside from the Hopeless Boss Fight at the start of the game. So you ought to go back and beat him when you had the chance.
  • Chakan: The Forever Man seems to have an ending after all, but after the end credits, you're suddenly attacked by some strange HR Giger-ish boss with no explanation why and which you only get one shot at beating. If you do manage to beat it, the game goes to the hourglass graphic from the beginning of the game... and does nothing else, because the true ending was never programmed in (probably because the developers never expected anyone to get that far). If you wait around on that screen long enough, the words "Not the end" appear, and the game goes back to the title. Needless to say, no sequel was made.
  • Action 52's sequel Cheetahmen II: After defeating the Apeman, the game gets stuck on the boss screen (where it was supposed to switch to the next set of levels by swapping the PRG ROM), making the game Unwinnable. If you hack to the last two levels, there's no ending after the Final Boss either.
  • If you get the bad ending in Charlie Murder, the game abruptly stops after you defeat Lord Mortimer, with no last hoo-rah or cutscene, and instead skips to the credits. The good ending path continues in Hell and you fight the True Final Boss.
  • The normal ending of Chrono Cross treats you to a brief animation of the Eldritch Abomination final boss escaping through a portal, then a title card saying 'Fin'. The good ending, meanwhile, is firmly cemented in Gainax Ending territory.
  • Quite a few of the alternate endings in Chrono Trigger count as this. A couple are basically just glorified credits reels, one has Marle and Lucca Breaking the Fourth Wall and commenting on some NPCs, and the most famous one of them all dumps Crono into the Developer's Room. The DS-exclusive ending that happens after the party fights the Dream Devourer also cuts short right after the fight, with the final battle against Lavos never being shown.
  • Clive Barker's Jericho ends on a particularly frustrating note. The squad decide to go through the portal to fight the Firstborn, as opposed to sealing it away like all the previous Jericho Squad forerunners, to see if they can kill it for good and stop its efforts to try and break into the human world. They go through, encounter the Firstborn, fight the Firstborn, and... after Church weakens the Firstborn with her magic, Arnold Leach, one of the main villains, turns against his former master (after previously learning the hard way that the Firstborn was merely using him), flies off with him into a portal of light, the remaining Jericho members (after having lost two of their number to the Firstborn's wrath) dive into a nearby water source to escape... and that's it. Not even a little something after the ending credits. No way of finding out if the Firstborn is really dead, no way of finding out the fates of the rest of the squad. A sequel is apparently planned, however...
  • Cursed Crusade ended with Denz and Esteban searching for Denz's dad in Egypt, with the main antagonist still at large and caught up with Denz's dad to steal the last holy relic. Kind of a letdown unless the developers are planning for a sequel...
  • The original release of Steam game Dark Matter ends abruptly with a text ending that provides absolutely no closure right in the middle of the game because the dev team ran out of money and apparently decided to release the unfinished game anyway.
  • Demon Hunter: The Return of the Wings: After beating the Final Boss, Greed sends Gun back to Earth, while expecting him to find him again, followed by Gun immediately jumping back to find Perna. The game effectively unlocks a new difficulty mode and it's implied the proper resolution wasn't added in before the company got defunct.
  • In the arcade DJ Boy, you play a breakdancing, skating brawler taking on the street gang that swiped your boom box. Even says so right on the cabinet: "DJ BOY'S BEEN RIPPED OFF! HELP HIM GET HIS BOOM BOX BACK." After slugging your way through a multitude of bruisers (and some pretty weird bosses), your final, climactic battle is...a couple of ordinary bosses. Well, okay, a victory is a victory. The ending? 1. DJ Boy does the same fade-to-black dance bit he did at the end of each of the previous levels, just a bit longer. 2. Credit scroll. That's it. You never even find out if he recovered his boom box!
  • Due to its rushed release, the fourth Double Dragon game, Super Double Dragon, gives the player a clearly tacked on text-only epilogue after defeating the final boss instead of the originally planned ending. The Japanese version, Return of Double Dragon, despite being a more complete game in every other aspect, doesn't even bother with such pretense, but instead skips straight to the end credits.
  • Dreamfall: The Longest Journey ends with Zoe falling into a coma, April stabbed and falling off-screen, Kian arrested for treason, and the Big Bad's plan seemingly succeeding. How exactly the latter part happened after Zoe destroyed Eingana, whether April really died, and what fate awaits Kian is left open. However the sequel, Dreamfall Chapters continued the story right where it left off and resolves all of the major plot threads.
  • Dwarf Fortress can only end in two ways. First, more common, is the fortress getting destroyed by something, ranging from a pack of goblins, to endless demon hordes, to all your dwarves throwing themselves into spiral of murder because of a lone kitten. However if you manage to survive all that, eventually and inevitably your fortress will grow so large that your computer will be unable to keep up and the FPS drop will force you to abandon it.
  • The original release of EarthBound Beginnings simply ends after Giegue is forced to retreat by the Eight Melodies. The three playable characters simply face the screen while credits roll in the background. The English localization and the Japanese Mother 1+2 GBA re-release add in an extended ending, in which everyone is shown alive and well (including Teddy, who was implied to have died in the original).
  • The plot of Eba & Egg: A Hatch Trip, only shown on the game's official Twitter page, is that Eba sees an incoming bird of prey and rolls their younger sibling - the titular Egg - away from home on a quest to relocate to safety so that said Egg may hatch. After twenty-eight levels (twenty-nine if you count the tutorial stage), you're rewarded with a playable credits sequence, after which you're promptly booted back to the title screen with the Egg still unhatched.
  • A possibility in The Elder Scrolls III: Morrowind: if a plot-essential NPC is killed, the main storyline cannot progress. The game will inform you that "the thread of prophecy is severed" and give you an option to reload before the essential character's demise, or continue playing and "persist in the doomed world you have created". You can get hold of the Plot Coupons needed to finish the game and either raise your stats high enough that you can wield them without dying or find a specific NPC that will give you a third artifact to let you wield the other two, but without the main quest guiding you through it it becomes a case of Guide Dangit.
  • After completing the final level of Eldritch Lands: The Witch Queen's Eternal War, the player receives a dialogue with the necroshroom itself... but that's it, the necroshrooms are still a problem and most of the mysteries are still open to be solved. The second necroshroom dialogue is just a developer message in which he thanks the player, and tells them to keep their eyes open for a sequel.
  • Escape Velocity Nova's Pirate storyline ends up somewhere between this trope and Left Hanging in relation to the other five storylines — the immediate personal story does get resolved, but what the other storylines suggests is the common story of Nova (resolving the wars and beginning the process of unifying humanity again) is left entirely untouched in the Pirate storyline — all you provide is a (in the grand picture fairly minor) strategic gain for the Rebellion, which unlike the immediate political changes in other storylines isn't even represented in-game once you complete the storyline. The Pirate epilogue also only extends to what happens right after you complete the final mission, while the other storylines' goes at least a few decades ahead.
  • Fable II. At the end, Big Bad Lucien is shot either by you or your partner Reaver, falling down to his apparent death. Theresa allows you to make a wish, then takes the Spire for herself and teleports you back into the world. The See the Future DLC: Theresa shows you a vision of your character as king/queen, and with a child (the future protagonist of Fable III). She then declares your exploits insignificant compared to your child's, and kicks you out again.
  • Final Fantasy VII ends during the climax of the game. Meteor is still approaching Midgar, and Holy isn't enough to stop it. The Lifestream then bursts forth to protect the Planet, which Sephiroth had been counting on in his plan to absorb it, and appears to empower Holy enough to stop Meteor(although Bugenhagen had warned that this might result in humanity being erased from existence). It then cuts to a shot of Aerith's face in the light of the Lifestream. with nothing more than a vague "500 Years Later" cutscene showing a field of flowers where the city of Midgar once stood and Red XIII in it, implying either a Green Aesop or that humanity at least survived. This has since been remedied by Final Fantasy VII: Advent Children and various spin-off games, which show that humanity survived at least for the moment, though whether or not this is any better is hotly debated in the fandom.
  • The sequel to Freedom Force, titled Freedom Force vs. The Third Reich ends on a cliffhanger with Alchemiss preventing her own Face–Heel Turn by warping time in order to cause her own non-existence, only for her to end up in an alternate dimension where she comes face to face with a personification of the mysterious Energy X which is the substance that gave all the heroes their superpowers. Irrational Games never made a third game in the series, likely due to the fact that they nearly went bankrupt self-publishing Freedom Force vs. The Third Reich and were bought by 2K Games shortly after.
  • Freedom Wars ends with you and your party flying into the sky with the help of a character who was forced into a Heel–Face Turn. The part where you were supposed to save the world from its current state is never addressed.
  • If Gekitotsu Dangan Jidousha Kessen: Battle Mobile is played on easy, it cuts to the End screen (a picture of the hero and the deceased wife he's avenging) after the fifth boss. Playing on a higher difficulty lets you fight the final boss and see the actual ending, which is a simple "drive peacefully through a highway as beautiful video game music plays". Also, if by chance the game was finished on the extra high difficulty where everything is a One-Hit Kill, then a random running granny follows the car just before the credits end. Yes.
  • The PlayStation 3 game Girl Fight has several files detailing information on each girl's background and objective, and hints at a plot involving cyberspace and a seemingly helpful AI trying to aid you against a shadowy organization called The Foundation. Yet when you fight through the arcade mode and defeat the final boss, your "ending" is a sexy digital pinup of your chosen fighter, and that's it; your character's goal, along with all the lore, is just completely dropped.
  • Grand Piano Keys: No matter how well you do, the round stops after 20 seconds without a satisfying ending.
  • The arcade game Gun Force II (aka Geo Storm) has no ending at all; upon destroying the final boss, you are automatically sent back to the beginning of the first level.
  • Half-Life 2 Episode 2 ends in a rather infamous cliffhanger with Gordon and Alyx getting ready to head off to the arctic in search of Dr. Mossman and the mysterious cargo ship the Borealis when Alyx's father, Eli, is horrifically killed in a Combine ambush. As Alyx sobs over Eli's body, the screen fades to black in what is probably one of the most tragic endings ever seen in a video game. Episode 2 was released in 2007, and for whatever reason, Valve Corporation has never seen fit to continue the storyline.
  • Her Story is a mystery game where the sole form of interaction is watching various police interviews and using the information to search through a catalogue of other interviews and piece together a case surrounding a crime entirely on your terms. Very unusually for this kind of game, there's no "win state". You can find all 200+ interview clips and "solve" the mystery on your own terms, but the game doesn't directly reward you for it, whether by validating your conclusions as being correct or offering any other addendum showing the fate of the interviewee. Rather, it simply prompts you at random intervals if you're done searching and are satisfied with what you've learned — answer "yes" to both, and the game sends you to credits, along with an option to resume if you changed your mind and want to investigate further.
  • The infamous NES "kusoge" RPG Hoshi wo Miru Hito is a downplayed case where there technically is an ending scenario, but it's clearly incomplete. The game was supposed to have Multiple Endings based on player decisions before the Final Boss... except neither the Final Boss nor the "good" ending were programmed into the game, so once you initiate the final battle, you're immediately treated to the "bad" ending where you lose. There isn't even a credits sequence — once the scene completes, it reverts you back to the title screen.
  • Journey to Silius has very little plot as it is, but the ending is a single still image with no text, and then the credits roll.
  • The penultimate mission in Judgment Rites. Kirk and company board a strange alien ship that's about to land on a Federation colony. The ship turns out to be populated entirely by mentally-damaged individuals, but the main computer has been sabotaged and only vague clues as to the ship's origins can be located. Finally, after a lot of messing about, the away team manages to reach the ship's database and access it. It offers an explanation as to the ship's origins, but that explanation conflicts with other data in the computer. When Kirk points this out, the computer suddenly reveals that it was all just a test by an alien civilization that has nothing to do with the ship or the people on board, and you move on to the next mission.
  • Obscure PlayStation 2 game kill.switch revolves around a character that can be controlled remotely through his neural implants, and who is being used to heat up regional conflicts into dangerous wars. The game ends when he manages to kill the person that was controlling him against his will, with no real indication on what happened as a result of the wars that he instigated.
  • Because Knights of the Old Republic II: The Sith Lords got rushed for the Christmas season, most of the final planet was cut out, leaving the final fate of most of your party unknown and with little idea of what the hell just happened. The ending has somewhat been restored with fan-made mods trying to piece together unused material, but it still leaves many unanswered questions.
  • In the ZX Spectrum game Kraal, completing the last level loops you back to the start of the game - you don't even get to keep your hard-won points.
  • Littlest Pet Shop: Biggest Adventure is open-ended and lacks a definitive ending. At most, a player can try to adopt and care for rarer pets.
  • In Lost in the Static, after you pass the giant, you get a bunch of extremely easy screens. At the last one, the static fuzz which makes up the game's graphics start getting more and more indistinct until you see nothing but a screen full of static (normally, you can discern the various objects in the game by how the static moves in a specific place), then the static starts to fade until you have a white screen, and then the game closes.
  • Mario Party Superstars: While the game does have an intro cutscene establishing a limited storyline, there is no campaign or definitive end goal, so the players are free to just party to their hearts' content. The game's credits are unlocked by reaching a specific party level (namely 70) instead of completing a particular mission.
  • Mega Man X8: Axl is damaged by a desperation attack, and the crystal in his helmet seems to be corrupted with... something. This issue is left unresolved mainly since Mega Man X: Command Mission chronologically occurs after X8, in which Axl appears perfectly fine, thus making the aforementioned event a Big-Lipped Alligator Moment. Unfortunately Command Mission itself is guilty of this trope, ending with the heroes getting stranded in the middle of the ocean after falling from space inside a damaged space station.
    • Really, almost all the Mega Man sub-series are guilty of this. ZX and Legends ended on cliffhangers, and so far neither are getting more entries. Battle Network, Star Force, and Zero are the only series out of the seven that have proper conclusions.
    • Mega Man Zero ends with Zero defeating the apparent Big Bad and escaping his collapsing lair right into a Bolivian Army Ending, with no closure for the Resistance characters and most of the antagonists still alive and loyal to the cause. The second game picks up right where it left off, though. (And as mentioned above, the Zero series got a conclusive ending with its fourth entry.)
    • Speaking of Mega Man, the Mega Man 2 ROM hack Rockman Exhaust simply resets to the title screen after Wily starts begging. The glitched ending isn't any better.
    • Also, Mega Man's Soccer does have an ending, but due to poor programming, the game simply takes the player back to the title screen after defeating Dr. Wily's team.
  • While Metal Gear Solid V: The Phantom Pain does have a credit screen along with a Distant Finale Stinger, the game doesn't end there! It goes about for another four missions that are all rehashed version of levels that players have already beaten in the previous chapter. Completing these level doesn't progress the story and there is no new content from that point on. There was supposed to be a true final mission which resolves the conflict between Eli and Diamond Dogs, ending in a Final Boss fight against Sahelanthropus, but the mission was left unfinished and removed from the game, leaving the game with literally no ending. That being said, The Reveal that Venom Snake is not Big Boss, which drastically changes Big Boss's characterization in the original Metal Gear, is still a proper note to conclude on, as it confirms that Venom was the "Big Boss" killed by Solid Snake in Outer Heaven at the end of that game, while the one in Metal Gear 2: Solid Snake was the real deal.
  • Mind Zero: After you defeat the final boss, Shizuku (the girl you spend half the game trying to rescue) is pulled through the unsealed door to the inner realm because "She is going to be made the Empress of the MINDs." The final boss laughs and says something about "Those old men must be scared shitless right now!" then dies. Kei (the protagonist) screams NOOO, then the scene switches to the two cops who helped the party throughout the game and their car explodes for literally no reason. Only the young cop survives, also screaming NOOOOO. Then the scene shifts to some guy in a white suit talking on the phone, then hanging up and wondering if he'll ever meet the party in person. The game finally ends with a black screen of text saying "This is only the beginning."
  • The adventure game Myst "rewards" you by letting you wander open-endedly around the Ages that you've just thoroughly explored, while Atrus sits at his desk writing and says nothing other than a slightly annoyed request to use the linking book to return to Myst. This left many players wondering whether they'd actually won. There are two subtle indicators of your success, the red and blue books being destroyed (although you don't learn Sirrus and Achenar's true fate until much later) and the music when you quit the game being softer and more cheerful. Nonetheless, there's no actual indication that you leave the Ages of Myst. Furthermore, at the start of the second game, Riven, it's very strongly implied that you never left.
  • Present in Ninjabread Man and its shameless reskin Rock 'n' Roll Adventures, both by Data Design Interactive. In both games, once you beat the third and final level, the game just kicks you back to the title screen with nary an acknowledgement. There aren't even any bosses to fight! Fellow reskins Anubis II and Myth Makers: Trixie in Toyland are VERY slightly better about this, with more levels, an actual boss battle, and a line of text acknowledging your victory before booting you back to the title.
  • OMORI: The game's story juggles between the dream world Headspace and the real world Faraway Town. On the main route, when the game reaches a shocking Wham Episode in the final day, the adventure in the Headspace unceremoniously comes to an abrupt end and you never visit there again. All those cool and fantastical lore in the Headspace is gone without closure. This is because the Headspace is nothing but a distraction to prevent the protagonist from reaching the Awful Truth and the game's true ending instigates that he has to wake up and come to terms with his real-life issues. There's a method to restore the Headspace, but this goes against its Anti-Escapism Aesop and leads you to worse endings as a punishment.
  • In Razing Storm, after completing Stage 4 (the true final stage you get after surviving the third stage boss' attacks), your squad receives a message that Bravo Team (the other team) was intercepted and captured. As your squad gets ready to rescue them, the credits roll. The Playstation 3 version eventually gave the plot closure, but only on the separate First-Person Shooter mode.
  • Blue's scenario in Sa Ga Frontier. Upon dealing enough damage to the final boss, the screen will freeze mid-attack, fade to gray, and send you back to the title. Supposedly this is supposed to represent Blue fighting the Final Boss over and over again for all eternity, but it would have been nice if there was some text actually explaining this.
  • Sentinel Worlds I: Future Magic, an old '80s RPG for the Commodore 64 and PC: The reward you get for defeating the final boss is — wait for it — it returns you to the DOS prompt!
  • Seraph, by Dreadbit Games, makers of Ironcast, offers the player a choice after defeating the final boss: Join him, or kill him. Whatever you pick, the game immediately cuts to the credits. And that's it. Word of God confirms this was intentional.
  • Shadow Keep: The Search for the PC has this. After defeating The Shadow King, you... keep on playing. You can explore a bit, look around all the various maps, etc. If you'd already defeated all the monsters, there's nothing else to do. If you quit the game, you're called a coward and a knave — even if you've already defeated the Shadow King!
  • The arcade version of Shinobi actually had an ending, which for some reason was not carried over to the Sega Master System adaptation. Instead, the player is awarded with a blank Game Over screen after defeating the final boss, the same screen the game gives when the player loses all of their lives.
  • Sonic the Hedgehog:
    • Playing as Tails in the 2011 remake of Sonic the Hedgehog CD has the game unceremoniously fade to the credits and then back to the main menu after the final boss is defeated, even if you went to the trouble of meeting the criteria for the good ending.
    • Sonic Chronicles. Intended to be a Sequel Hook, but the game never got a sequel. It ends with Sonic and friends learning that Eggman has taken over the world. Then they thank BioWare for being awesome.
  • Space Station Silicon Valley actually invokes this trope. When you clear the final level, you are told by Dan that you shouldn't bother waiting for a grand finale, because he sold it to buy a new ship.
  • The 2010 reboot of Splatterhouse ends with Rick using the power of the terror mask to defeat Dr. West and his Eldritch Abomination Masters, The corrupted. During the final moments of the portal that connects the corrupted overlord to the human realm, something slips out and possesses Jennifer, Rick's girlfriend who was kidnapped at the beginning and is Rick's motivation. Rick is then told by the Terror mask that the deal made hasn't been fulfilled, so he can't remove it. While Dr. West is killed by the possessed Jennifer, the narrative then stops with a cut to credits. Due to the whole development team being laid off and no details if they had a direct sequel in mind out in public as of April 2018, the potential cliffhanger became a no ending.
  • The Stanley Parable has many endings; sometimes humorous, sometimes sad. This makes the "Escape Pod" ending particularity bizarre, as Stanley reaches it and the game cuts to black and resets and the Narrator suddenly disappears entirely. That is, until you look at unseen textures which explains In-Universe that it would be a Golden Ending, but the lack of the Narrator means that it never progresses. Eventually subverted in Ultra Deluxe if the player brings the Reassurance Bucket with them, as Stanley sends it to space.
  • STAY (2017): We never really get an answer as to who kidnapped Quinn or why.
  • The American NES version of Thunder & Lightning just shows the game over screen after you beat all 30 levels. The Japanese version instead continues to a Minus World.
  • TRON 2.0 has an ending that leaves more open than it resolves. Sure, Jet is able to rescue his father and the pair of them make it back from cyberspace, their rocky relationship a little smoother now. Ma3a is uploaded to safety, and it's implied that Mercury makes it to safety as well. Thorne dies, ending the threat of the Z-lot invasion, and the plan to launch a horde of Datawraith mercenaries to conquer the digital world is halted. However, Crown, Popoff, and Baza are stuck on a hard drive with Alan in no hurry to free them. Their mysterious boss (implied to be Dillinger) is still at large, and Alan cuts him off in mid-threat in the final scene. Encom is still a company in trouble, and still might be taken over by the bad guys from F-Con, and there is absolutely no word at all about what happened to all those Datawraiths already shot in.
  • Ys: Memories of Celceta abruptly ends after Adol defeats the Final Boss and recovers his final missing memory, leaving a lot of questions unanswered and the fate of the main cast unknown.
  • The ZX Spectrum newsgroup comp.sys.sinclair had this as a local meme; in a parody of the dropout messages provided by ancient Hayes modems, FLGT@:WEV:#l;[;#~@V:W~V@É+++ NO CARRIER +++ was a common way to end a post.

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