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Golden Snitch

 Golden Snitch
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A Golden Snitch is a mechanic in a competition involving a series of events or activities in which the final round counts for a disproportionately large percentage of the team's total score — often more than all previous events combined. Thus, whoever wins the final round earns enough points to win the entire match, regardless of just about everything else that happened before it. In physical sports that feature such an objective, this is roughly the equivalent of a Final Boss since completing it would end the game.
In works of fiction, the Golden Snitch is widely used to do one of three things:
It allows the heroes an easy way to win by means of a Miracle Rally.
It provides tension for the heroes even after they've done well in the early rounds, because they still have to worry about losing it all in the end (sometimes because the heroes' star will have to leave the competition for whatever reason, like a Game-Breaking Injury).
It allows a single person, typically The Hero, to be mostly or even solely responsible for the team's victory.
It seems kind of stupid, but there are good reasons to do this. Game Shows in particular will do something like the "1-1-2 rule" — if there are three rounds (and game shows usually have a fixed number of rounds), the third is worth double the first two. The idea here is to preserve tension throughout the program. If all the rounds are weighted evenly, and someone wins the first two, no one will stick around to watch the third because the game has already been decided. But if the third round is weighted more than double the first two, the beginning of the program will become a waste of time because the entire game can only be decided by the final round. The "1-1-2" resolves both problems because now all rounds always matter — even a badly losing player coming from behind to win the third round will only tie the score, often leading to a Tiebreaker Round which can be really dramatic.
This, unfortunately, isn't the way it often works in fiction. They usually skew the final round to be insurmountable; instead of 1-1-2, you're looking at 1-1-3, or in extreme cases 1-1-1,000. Sometimes it's tempered by making the Snitch optional; you don't need it to win, and it rarely happens because you need a very specific skill (which the heroes will often have). In any event, it essentially makes the remainder of the game pretty pointless; either you see the protagonist fight for the Snitch while everyone else is doing things in the background that won't matter, or you see everyone play the "normal" way and then suddenly go for the Snitch — even though going for the Snitch to begin with is probably the optimal strategy.
Compare One Judge to Rule Them All, where several judges award points but only one matters in the end; Comeback Mechanic, a more general mechanic that allows losing players to catch up; and Last-Second Ending Choice, a video game trope where the ending is determined by a single choice at the end rather than all the player's actions over the course of the game. See also Instant-Win Condition (and all of its varieties) for situations where points and scoring are not involved in determining who wins.
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 Golden Snitch
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DBTropes
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Golden Snitch
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Supermarket Sweep's numerous question rounds, Mini-Sweeps and other front game diversions simply determined how much time each team got to run through the store in the Big Sweep. The winner of the Big Sweep then got to play for the big $5,000 prize in the Bonus Sweep.
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An in-universe example happens in the second Robopon game. Dr. Zero's Legend0 ranking, in his words, "transcends all ranking systems." He uses it to instantly rise to the top of the ranking and thus spend the rest of his time constructively.
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The first 50 minutes of The Crystal Maze concern the players completing challenges to win crystals. These crystals do nothing but increase the amount of time that the team is allowed in the Crystal Dome at the end (five seconds per crystal). This is made even worse by the fact that it didn't matter how much time you had: if you collected more negatively scoring silver tokens than positively scoring gold tokens, you failed anyway. (You had to get 100 points to win.) A perfect example of this can be found in a team that won 11 crystals (the average was four) and ended up with 198 gold... and 167 silver. The Crystal Maze wasn't a true example, but the ineptitude of many contestants made it seem that way. The amount of time in the dome should matter, if the team has enough common sense to use the earned time to sort and discard some of the silver tokens, rather than collecting everything indiscriminately.
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Kamen Rider Fourze pulls off something similar to Naruto. During an astronaut qualification exam, there is a "bonus" question about describing the test papers.answerWhen the three test papers are held up to the light, an outline of a star appears in the field for the bonus question. Gentaro and Cloud Cuckoo Lander Yuki pass the exam answering only the bonus question, meaning that regardless of score, answering that bonus question is enough of a qualification. The exam proctor mentions that the school board chairman (also the series Big Bad) only put it in for "a little joke".
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The Tom Terrific story "The Big Dog Show-Off" has Mighty Manfred at first winning the contest after the other dog in the contest is unmasked to by the show's villain, Crabby Appleton. But Manfred has his prize revoked as the judge ruled that there is no category for talking dogs.
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The Krypton Factor, in pre-1995 series, had the General Knowledge round at the end of the game. Whilst in most rounds the contestants scored 10, 6, 4 or 2 points according to their ranking in that round, in the General Knowledge round, you simply scored 2 points for a correct answer and lost 2 for an incorrect one. It didn't matter how good your Mental Agility, plane-landing skills or completing a gruelling assault course faster than anyone else was, the General Knowledge round (often comparatively easier) could essentially undo all that. The 1995 series had the final Super Round, with all previous rounds merely buying "advantages" that could be used at the end. The pre-1995 format was less of an example that it initially appears — there were slightly more points available than in the earlier rounds, and potentially a back-runner could make up ten or more points on the leader and snatch a victory, but this would have required them to be significantly stronger on general knowledge than all three opponents, which was unlikely. The more likely outcome was a distribution of points broadly in line with the other rounds. So in theory a Golden Snitch was available, but unless three of the four contestants were hopeless on General Knowledge, it would be almost impossible to pull off in practice.
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Munchkin gamers will usually gang up on whoever is highest, especially when that player is trying to score their tenth level (thus winning the game). For this reason, it's preferred to face off against a really weak enemy, so you can win even after everyone else has thrown everything they have to stop you. However, if that player is stopped, the next player trying to score the tenth level will usually win due to everyone else having run out of curses and monster-boosting cards.
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The apparent purpose of the Sports Duel Tournament in Yu-Gi-Oh! ZEXAL was to make Kotori and Cathy friends again by forcing them to cooperate. However, it was actually a trap set by Girag. The scoring system was structured so that the two girls would end up dueling Yuma in the final round no matter what (to allow the Barians to steal Yuma's Number cards through the girls), so the preliminary rounds really had no purpose at all except to make the tournament less suspicious (and not to mention throw in some beach volleyball "Fanservice"). (This came back to bite Girag royally; after Shark - Yuma's partner - decided to leave, he had to take Shark's place, putting himself in just as much danger as Yuma.)
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An episode of The New Addams Family show had Gomez competing against Death for his life in this fashion. The last round is worth all of the points, and when asked "Then what was the point of the matches before?" The reply is just "better ratings".
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Sluggy Freelance, in the Torg Potter parodies:
In here, the Golden Snitch in their take on Quidditch is the Instant-Win Condition. Torg innocently picks it up to look at it during the rules explanation and wins the game for his team. Deliberately made sillier than the Trope Namer because the Bual'dib is a stationary object lying on the ground.
At the end of "Torg Potter and the Sorcerer's Nuts", Gandeldorf manipulates the House Cup at the last moment by giving his niece a trillion points. The comic especially lampshades how he's stealing the victory from House Wunnybun (Slytherin), and he explains this is because he can't treat them well because they're supposed to be the bad guys so they need to stay that way.
In this one, the final event of a competition is worth four billion points. The leader after the previous events had all of fifteen points. This is lampshaded as "Standard wizard procedure of completely unbalancing all games".
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Parodied in Earth (The Book). The end of each chapter has a scavenger hunt with 5 items in Easy, Medium, and Hard, which are worth 10, 20 and 30 points each, respectively. Below that are the six Super Hard items worth 1,000 points each. The catch, of course, is that it's impossible to obtain any of them; they're either intangible ("the innocence of youth"), no longer existing ("the Colossus at Rhodes"), or completely fictitious ("Soylent Green Eggs and Ham").
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In Death Race, a "Race" actually consists of three separate races. The first two races are elimination matches where the only point is to survive/kill the other players to make the final round easier. Whoever places first in the final race is designated the winner and that race is added to their countdown to freedom. This means there is no reason to actually try to win as opposed to hanging back and taking out the other drivers or simply hiding until the coast is clear. Of course, this is pretty much Combat Racing Game: The Movie so no one ever figures it out.
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Body Language was a rare case where the first two rounds were in fact completely meaningless, or at least they would be if points weren't also consolation prize cash. To wit: The first two rounds were worth $100 each, and the second two were $250. You had to get $500 to win, which is only possible by winning both later rounds, whether or not you won any of the first two rounds. If neither team got to $500, there was a tiebreaker for the game that completely ignored the previous scores.
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Mouse Trap (1963): No matter how much cheese a player collects, once that mouse is captured, the player is eliminated. Only the last mouse standing wins. Later versions change this, making the cheese the goal in and of itself, and changing the trap to steal cheese instead of having players pay cheese to activate the trap.
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Redwall: In Lord Brocktree, Lord Brocktree needs to win the allegiance of King Bucko and his court. King Bucko always allows anybody to challenge him for his crown. There are three parts to a challenge: the bragging, the feasting, and the fighting. The announcement then adds that "In the event of the first two challenges being won, lost or declared a tie, the third challenge will decide the winner". Brocktree and his entourage realize that Bucko's doing this entirely for his pride, and train Dotti to target that specifically in the challenges. She comes out ahead.
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The Great British Bake Off: Paul and Mary have admitted that the showstopper is generally all that separates the contestants, though contestants in the bottom half of the technical challenge automatically become candidates for elimination. Proven most notably in series 3; Ryan came last in the technical challenge, only for his key lime pie showstopper to prove so amazingly excellent that he was named Star Baker that week, ahead of bakers who had consistently delivered in all three rounds.
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On Cheers, they had the Best Boston Barmaid competition in which Carla won every round, including customer service, only to be informed at the end that she lost to the terrible, blonde barmaid because the winner is always the barmaid with the biggest breasts.
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Finders Keepers. Winning the hidden pictures round won a team money and earned the team the right to do the room search. However, the dollar values were increased for the room searches, and if a team failed to find the object, the money for that attempt went to the opposing team. So even if one team completely dominated the hidden pictures round, if they failed too many searches, the opposing team would win without doing a damn thing!
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The Simpsons episode "Pygmoelian" had a contest between bar owners. After two contests, they get to the Drunk Toss, which is worth 98% of the total score, "...making the previous rounds a complete waste. Oh yeah!" Sure enough, Moe wins the contest, although he could have won the other two if the judge hadn't rigged them in return for a sexual favor.
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In one Puffin Forest video, Ben talks about a spectacularly disastrous job interview he had at a biochemistry company. Much to his shock, the company still decided to hire him, causing him to wonder if everyone else who interviewed for the job was even worse than him somehow. He later found out that they hired him because he gave the answer they were looking for to a seemingly unimportant question during the interview, which was the only thing that mattered to them. This did end up making sense in retrospect, since it was basically the whole job.
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Catch 21. In the final round, the scores are wiped clean, and the two finalists play that round without Scoring Points. Winner of that hand wins the game. Say you curb-stomped both of your opponents in the first two rounds (say, 1,500-100-0). You're obviously going through to the final, and the guy with 100 points goes with you, since he's in second. Now, your opponent is dealt an ace to start the final round, then answers just one question correctly and pulls a 10-value. Well, buddy, you're screwed. Hope you made a 21 earlier so the bonus prize goes home with you.
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In the Horrible Histories game show Gory Games, winning a round gets you a Year Sphere containing a hidden year. At the end of the game, the spheres are opened and the years are added to determine the winner... but BC dates are subtracted, and they go back a long way. If you grab, say, a 1.5 million BC sphere, it'll knock you into flat last regardless of how many rounds you've won, because the positive scores are things like 1066 and 1492. And winning more rounds makes you more likely to grab the dud. It's quite possible, although unlikely — most year spheres are positive — to win no games, gain no spheres, score zero, and be declared champion because the other two competitors got negative scores.
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In The Mighty Ducks, the Ducks lose their first 11 games, forfeit another one because the team revolts, then have a few Training Montages in time to sneak into the playoffs with a 1-12-1 record.note They did have help in the sense that all but two teams made the playoffs, and one of them forfeited their whole season due to measles. Of course, they sweep through and win the Minnesota State Title. Truth in Television, of course, in that many sporting leagues are decided by playoffs, with the season record only affecting seeding for the playoffs (although usually in such leagues the playoffs would include far fewer teams). Perhaps it was a case of Gordon's motivational speech holding too much weight:
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ComedySportz games are like this, especially in the high school league, in which the referee will award an arbitrary number of points to whoever wins the last game. Of course, since the entire point of CSz is the improv skills of the actletes and not who actually wins, much like on Whose Line Is It Anyway?, The Points Mean Nothing. They lampshade this for all they are worth, acting as though who wins what decides the fate of the world, and even play the theme to Chariots of Fire at the end. The trophy is, of course, known as the Meaningless Trophy.
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My Hero Playthrough has a variation of the canon version, where the top headband is worth 10,000 points, just slightly more than all other headbands combined.
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Dancing with the Stars has gotten notorious for this:
It happened in the first season. It was a head-to-head, Kelly Monaco against John O'Hurley, which Kelly won. Criticisms over who really deserved it and how much of a role Kelly's fanbase played prompted ABC to do a rematch of the final several months after the season ended. It would be for the title, effectively discarding the entire season, and for some inexplicable reason Kelly agreed to it. John won. No word on whether Kelly was forced to relinquish the trophy.
The 11th season final featured Evan Lysacek and Nicole Scherzinger (with Erin Andrews as the also-ran). Every round had half of the score determined by the judges and half by the audience... except the final. It was played out over two days. The first had two dances, with the combination of the two receiving a single score in the usual fashion. The second had two more dances, each receiving a score from the judges only, effectively making the split 75/25. The judges, who were pretty vocal about wanting Nicole to win, scored her 2 points higher than Evan (30-28) both times, turning what had been up to that point a tight contest into an easy victory for Nicole.
And of course, every so often we get a very literal Golden Snitch, where the contest simply awards gigantic piles of points to one or more contestants at completely random points in the season. Any time you see some scoring wonk or something with a cute name like "dance-off" or "dance marathon", you can be sure you're going to see this. Of course, since scores don't carry over, all this does is ensure that someone the producers like survives the week (which is most likely the whole point).
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1.0
 Dancing with the Stars
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Golden Snitch / int_2b03409f
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Golden Snitch
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comment
The Beauty Pageant in the "iWas A Pageant Girl" episode of iCarly seemed to follow this pattern. Sam is an uncouth loudmouth going on about fried chicken during the introduction and answers her special question stupidly. Both of these on their own would be enough to stop someone coming first. But somehow Sam comes back to win, as she performs a tap dance routine in the talent section.
 Golden Snitch / int_2b82b95f
featureApplicability
1.0
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1.0
 iCarly
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Golden Snitch / int_2b82b95f
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type
Golden Snitch
 Golden Snitch / int_2c8f31bd
comment
Played for humor in an episode of Dave the Barbarian. After failing the first three parts of his Rite of Pillage, Dave is able to pass the rite overall because the final test is handwriting, and counts for 75% of his score. The explanation is that the Rite is sponsored by a pen company.
 Golden Snitch / int_2c8f31bd
featureApplicability
1.0
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1.0
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Golden Snitch / int_2c8f31bd
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Golden Snitch
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Beat the Clock, particularly the version hosted by Monty Hall from 1979-80, is a prime example. Even if you were behind by the maximum possible amount of $2,000, the game came down to who could get shuffleboard pucks the furthest in the Bonus Shuffle. Whoever was in the lead would go both first and last (admittedly a big enough advantage that an upset was uncommon), but as long the farthest puck that hadn't fallen off was yours, you won, even if you were behind the entire game! Not only that, but whoever won was that day's champion (and got to come back on the next show, unless reaching the $25,000 limit), even if they failed in the Bonus Stunt and ended up behind the other couple (by as much as $2000 to $300).
And then there was the Gary Kroeger version, which had two: the first had points accumulated translated to positions in an untimed stunt, last to finish is out; the second was a variation on Bid-a-Note from Name That Tune played between the last two teams (here's a stunt, whoever says they can complete it faster plays; if they fail, they hand the game to their opponent, and the first bid is determined by a trivia question).
Both seem very fair in comparison to the 2018 version. Round 1 is worth $100, and round 2 is worth $150, with each team playing one stunt in each round. Round 3 has the teams competing in a stunt against each other, with the winners getting $300 and the right to play the bonus game. Why even bother playing the first two rounds?
 Golden Snitch / int_2d274a9a
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1.0
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1.0
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Golden Snitch / int_2d274a9a
 Golden Snitch / int_2d5c557b
type
Golden Snitch
 Golden Snitch / int_2d5c557b
comment
Played with in Beat the Geeks with the "Geek-Qualizer". Each contestant is given rapid-fire questions worth 10 points each, but one wrong answer ends the round for them. There are just enough questions that if one contestant got every single point possible and the other contestant had zero, that contestant could come back from behind, but only if they finished the entire Geek-Qualizer (pretty much unheard of), and the other contestant missed the very first question.
 Golden Snitch / int_2d5c557b
featureApplicability
1.0
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1.0
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Golden Snitch / int_2d5c557b
 Golden Snitch / int_2f4f54e5
type
Golden Snitch
 Golden Snitch / int_2f4f54e5
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In That's My Jam, an NBC Panel Game focused on karaoke singing and music trivia, the last round of karaoke is worth 200,000 points, nearly always more than the rest of the episode's games combined. The entire thing comes down to whether one of the four contestants, chosen at random (or by the producers), can remember the next line of a song when the onscreen lyrics cut out. But then, The Points Mean Nothing and the only prize is a Cosmetic Award; the celebrity contestants are appearing for charity with their donation amount fixed regardless of outcome. This is cheerfully acknowledged by host Jimmy Fallon: "Whoever wins this wins the whole thing!"
 Golden Snitch / int_2f4f54e5
featureApplicability
1.0
 Golden Snitch / int_2f4f54e5
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1.0
 That's My Jam
hasFeature
Golden Snitch / int_2f4f54e5
 Golden Snitch / int_3018b1cf
type
Golden Snitch
 Golden Snitch / int_3018b1cf
comment
Masters of the Maze had the maze which took up most of the actual show. The previous (question) round determined which teams would go into the maze and which teams would go to the maze first, and the team who made it through the maze the fastest would win the game.
 Golden Snitch / int_3018b1cf
featureApplicability
1.0
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1.0
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hasFeature
Golden Snitch / int_3018b1cf
 Golden Snitch / int_30a5ebfd
type
Golden Snitch
 Golden Snitch / int_30a5ebfd
comment
In Naruto we have phase one of the Chunin exams, a written test, where the tenth and final question is the most important, as the proctor mentions that trying and failing to answer it correctly ensures that you — and your teammmates — are unable to enter the Chunin exams for the rest of their lives. The trick is that this is the final question — as accepting it shows that you're willing to face unknown risks, automatically passing the test by doing so. And while the first nine questions of the exam highlight the importance of information gathering (cheating without being caught), ultimately it is possible to pass without answering any of these questions, like Naruto did.
 Golden Snitch / int_30a5ebfd
featureApplicability
1.0
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1.0
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Golden Snitch / int_30a5ebfd
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Golden Snitch
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He-Man and the Masters of the Universe (1983): In "The Games", Fisto and Spikor enter a game where they can win points by pressing the buttons on spheres hidden by the Bendari. Each one of the yellow spheres gives 100 points and the red one gives 2000 points. After He-Man takes Fisto's place, he finds the red one, turning the last yellow one into a tie-breaker.
 Golden Snitch / int_31677f1c
featureApplicability
1.0
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1.0
 He-Man and the Masters of the Universe (1983)
hasFeature
Golden Snitch / int_31677f1c
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Golden Snitch
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In Canada's Worst Driver, the Worst Driver trophy is generally given to the contestant who did the worst on the final challenge, regardless of how well (or badly) they did on the earlier challenges. The final challenge is driving on public roads, which is by far the most important test of the person's driving ability.
 Golden Snitch / int_32c3b145
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1.0
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1.0
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Golden Snitch / int_32c3b145
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type
Golden Snitch
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The Vs. Mode Minigames of New Super Mario Bros. will give 100 stars to whoever player that wins the last round of Shuffle Mode, which mostly guarantees a win to anyone who isn't in first place (unless they are far behind).
 Golden Snitch / int_344f4c2a
featureApplicability
1.0
 Golden Snitch / int_344f4c2a
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1.0
 New Super Mario Bros. (Video Game)
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Golden Snitch / int_344f4c2a
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Golden Snitch
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There are six rounds of Idiotest, worth respectively $300/$300/$500/$500/$1,000/$2,500, so the last round is worth just $100 less than the first five combined. The rub is that the clock starts as soon as a puzzle appears onscreen and players lose 4-5% of the money for each second they do not answer.
 Golden Snitch / int_34e765ba
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1.0
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1.0
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Golden Snitch / int_34e765ba
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Golden Snitch
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The German game show Schlag den Raab (internationally syndicated as Beat the Star) consists of 15 games (which can be comprised of sports (often unknown ones), games, trivia quizzes, any ability test of strength or dexterity, or tests of luck). Scoring is similar to a game of rotation (except that the rules of said pool variation don't apply here) the points in each game are scored 1-2-3-4-5-6-7-8-9-10-11-12-13-14-15 for a total of 120 - first to 61 or more (which is more than half of the point total, so impossible for the opponent to catch up with) wins.
 Golden Snitch / int_3706169c
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1.0
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1.0
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Golden Snitch / int_3706169c
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Golden Snitch
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The Captain Planet episode "You Bet Your Planet" had aliens put on a game show between the Planeteers and Ecovillains to decide the fate of the planet. The Ecovillains won the first three rounds, but in the last, a Family Feud-style round, let the heroes get points for every correct answer they got, allowing them to quickly equal the bad guys.
 Golden Snitch / int_3aabfec3
featureApplicability
1.0
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1.0
 Captain Planet and the Planeteers
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Golden Snitch / int_3aabfec3
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Golden Snitch
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In Summer School, one student who insisted he'd been placed in the remedial course by mistake skips the entire summer term, then returns long enough to take the Final at the end. His is the highest score in the class, proving not only that he was telling the truth about his circumstances, but also that no other tests or homework given during the summer session had counted for anything.
It is however stated outright that passing the test is the sole criterion upon which the students will be judged.
 Golden Snitch / int_3ac83c7d
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1.0
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1.0
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Golden Snitch / int_3ac83c7d
 Golden Snitch / int_3bc82010
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Golden Snitch
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The very final race of Ōban Star-Racers is worth twice as many points as any of the prior races, giving even last placers a shot at the win.
 Golden Snitch / int_3bc82010
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1.0
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1.0
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Golden Snitch / int_3bc82010
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Golden Snitch
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Merv Griffin's Crosswords had a musical chairs system with three "spoiler" contestants who can steal on clues missed by the front two contestants. If a spoiler makes a successful spoil, they get to switch places with one of the contestants, and their cash and prizes stay at the podium. Sure, this sounds harmless, but several games were decided by a last-second steal, and wouldn't you be aggravated as a contestant if you worked so hard (for such low payouts) to rack up that cash, only to see yourself get usurped by a contestant who did nothing the entire game just because you made one wrong move?
 Golden Snitch / int_3d3cdc7c
featureApplicability
1.0
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1.0
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Golden Snitch / int_3d3cdc7c
 Golden Snitch / int_3f10d191
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Golden Snitch
 Golden Snitch / int_3f10d191
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The Jackbox Party Pack has many games that are played in three rounds (Fibbage, Quiplash, etc). The second round is worth double points meaning the first round is far less important. Somewhat unusually the final round is often far less important, as it will only have a single question while the previous two rounds will have several, making the second round the most valuable overall.
 Golden Snitch / int_3f10d191
featureApplicability
1.0
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1.0
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Golden Snitch / int_3f10d191
 Golden Snitch / int_40822817
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Golden Snitch
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The question editor of British show Only Connect proudly announced that, due to adjustments to the difficulty of the Connecting Wall (making it harder) and the Missing Vowels round (making it easier), Season 2 saw the rounds give, on average, equal points as each other to within a point... Despite the quick fire nature of the missing vowels round making it feel like it should be swingy compared to the other rounds.
 Golden Snitch / int_40822817
featureApplicability
1.0
 Golden Snitch / int_40822817
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1.0
 Only Connect
hasFeature
Golden Snitch / int_40822817
 Golden Snitch / int_438b63e4
type
Golden Snitch
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The finale of WCG Ultimate Gamer has two contestants competing against each other in three different video games, worth 1, 2 and 3 points respectively, meaning all three games had to be played in order to guarantee a winner, and a player who won the first two games may still lose if they don't win the final game. In Season 2, the final game was Halo: Reach, where one of the two finalists was one of the top Halo players in the world. Yep, isn't that fair?
 Golden Snitch / int_438b63e4
featureApplicability
1.0
 Golden Snitch / int_438b63e4
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1.0
 Halo: Reach (Video Game)
hasFeature
Golden Snitch / int_438b63e4
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type
Golden Snitch
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Fun House had the Grand Prix, a Gimmick Level race around the studio collecting tokens worth 10 and 25 points, as well as earning 25 points for crossing the finish line first. Either team could easily clean house in this round, especially when they added in a "token bank" in the latter seasons, giving both teams more chances of racking up the points.
 Golden Snitch / int_4448ca30
featureApplicability
1.0
 Golden Snitch / int_4448ca30
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1.0
 Fun House (1988)
hasFeature
Golden Snitch / int_4448ca30
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Golden Snitch
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Played straight in some episodes of Laff-A-Lympics. Usually by making the last event a "special" 50-pointer.
 Golden Snitch / int_452f8509
featureApplicability
1.0
 Golden Snitch / int_452f8509
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1.0
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hasFeature
Golden Snitch / int_452f8509
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Golden Snitch
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The revival, Whammy: The All New Press Your Luck, also had this, but the second season introduced the Big Bank, where all money/prizes a player loses to a Whammy goes into the Big Bank. A player that lands on the Big Bank space and then answers a question correctly would snag all the money/stuff stored. Since Whammies were commonly landed on, the Big Bank usually got tons of money and prizes stored, and this could guarantee that player a surefire win of the whole game if they don't hit a Whammy afterwards. (However, it would always restart at a base of $3,000 each episode, so it's even less compared to what might've happened if it was a normal rolling jackpot.)
 Golden Snitch / int_456fe510
featureApplicability
1.0
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1.0
 Whammy
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Golden Snitch / int_456fe510
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Golden Snitch
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Games Done Quick regularly runs a Super Mario Maker relay race, with 7 levels and one finale level. Each team gets a point if they beat one of the first 7 levels before their opponents. The points-leading team gets a 10-second head start (later increased to 20 seconds) on the final stage, and the winner of the final level takes the overall victory regardless of the points total; the races rarely end up being that close, so the points are unlikely to make any difference.
 Golden Snitch / int_461159e1
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1.0
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1.0
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Golden Snitch / int_461159e1
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Golden Snitch
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22 is a trick-taking card game where the goal is not to take the last trick in each hand. No other cards count towards the score, so no matter who many tricks you take or evade in a hand, only the last trick matters. That being said, the setup to this trick is still vital.
 Golden Snitch / int_4c198ef6
featureApplicability
1.0
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1.0
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Golden Snitch / int_4c198ef6
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Golden Snitch
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In The Finder Walter needs to take a sanity test from Dr. Sweets, if he passes he can officially take part in any investigation as a consultant, if he fails Walter would be considered insane. Walter fails, but Sweets can get him to pass if Walter tells him what compelled him to find things.
 Golden Snitch / int_4c5406b0
featureApplicability
1.0
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1.0
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Golden Snitch / int_4c5406b0
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Golden Snitch
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All versions of Split Second used a handicap called the Countdown Round in their third segment. The players had to get a certain number of answers based on their score position after round two. The player in the lead had to get 3 answers (ABC, 4 on the syndicated show and GSN), second place had to get 4 (ABC, 5 syndication, 6 on GSN) and last place had to get 5 (ABC, 6 syndicated, 8 on GSN). So the last place player could ring in fast enough and run the table to win the game.
 Golden Snitch / int_5223782a
featureApplicability
1.0
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1.0
 Split Second (1972)
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Golden Snitch / int_5223782a
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Golden Snitch
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In The Man Out of Time, the second event is different, with each of the three teams having a number of nodes to their name that they must defend to preserve their advantage - Team Blue has as many nodes as Teams Green and Red, combined. However, Team Blue's castle is a special node that's worth nothing for them, but if another team destroys it they get 30 points - not enough to guarantee a win, but enough to potentially secure it, and the individual that does the destruction gets to move into the next stage. In the end, though, Team Blue manages to destroy enough nodes that the 30 points from the castle aren't enough for Team Red to get the win.
 Golden Snitch / int_53813298
featureApplicability
1.0
 Golden Snitch / int_53813298
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1.0
 The Man Out of Time (Fanfic)
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Golden Snitch / int_53813298
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type
Golden Snitch
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Enforced in the Sonic Boom episode "Robot Employees", as Soar the Eagle explains the third and final round is "worth more points than all the other events combined. That's to create false dramatic tension. Otherwise, this competition would be over already!"
 Golden Snitch / int_546876cb
featureApplicability
1.0
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1.0
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Golden Snitch / int_546876cb
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Golden Snitch
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The final survey on Family Feud is worth triple points, far more than enough to win with even if you lost on all of the others. (On the other hand, usually if the game gets this far, it means both teams are getting pathetically low scores on the other rounds. Normally, the double-point round is enough to determine a winner, but a team with a run of good answers can win even before that.)
"Winning" the round, and getting all the available points, are two different things. A family could, in theory, win every preceding round, but only because the other side couldn't get enough answers correct, whereas any answer given when the other team attempts to steal, regardless of popularity, wins those points. If things ever do get to triple-point scoring, it's mainly to just wrap up the game.
The current syndicated version originally had three rounds of regular scoring, followed by the triple-point round which only allows for one strike. Instead of playing to a set number of points, the family with the most points after the triple-point round won. The triple-point round almost always decided the game, meaning a family could sweep the first three rounds, and still lose if their opponents won the triple-point round.
After the game reverted to 1-1-2-3 in 2003, the rules changed again. If neither team had reached 300, then there would be a triple-value Tiebreaker Round, usually with a simple question whose #1 answer would have an extremely high point value.
 Golden Snitch / int_54790179
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1.0
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1.0
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Golden Snitch / int_54790179
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Golden Snitch
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Mario Party. In almost all games, the last five turns tend to come with an event that activates to change things around, usually to the point the entire flow of the game is altered in about five seconds. Some of these events include:
Coins given or taken away by landing on Blue/Red spaces are doubled or tripled.
All Red Spaces become Bowser Spaces (a 30% or so chance of something bad happening to a random person every turn.) 9 has Bowser turn an indiscriminate number of spaces remaining into Bowser Spaces near the end.
5 Star Spaces at once (Mario Party 5) — and unlike earlier games that could have multiple Star Spaces, all of them are real. If this happens, a player with a lot of coins could gain 2 or 3 Stars in a single turn, and still have enough for more Stars later.
Bowser Revolution, where everyone's coins are taken and shared equally between all players.
The postgame Star giving awards, in which players get free Stars for various 'achievements' such as landing on the most happening spaces or moving the most spaces. In 5 and beyond, these bonus stars are selected totally at random. These can also take someone right from last to first (or vice versa), and right after the game's technically "finished" to boot!
Chance Time, present in the first three games, as well as 5 and 6, has a chance of stars being swapped, potentially plunging the First Place player into last place — and vice versa. The fourth game introduced the Reversal of Fortune space instead of this, which besides the possibility of swapping stars, coins can be interchanged, both stars and coins may be swapped, or player A gives two stars to player B.
All the boards except Toad Road in 9 have a mechanic that can take away half of a player's Mini Stars. There's also a Bowser event that does it… Unless you’re in last, in which case he'll double your Mini Stars instead.
 Golden Snitch / int_5586ce95
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1.0
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1.0
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Golden Snitch / int_5586ce95
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Golden Snitch
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Nickelodeon GUTS and its successor, Global Guts, had the Crag (and all variations thereof), whose completion gives a player 725 points for 1st, 550 for second, and 375 for third, meaning that unless you lose at every event before then, you can easily turn the game around in your favor by getting first or second. Plus, there's an added bonus that rewards players who would otherwise be tied, but did better in the front game.
However, if the three players went in with scores of 1200, 800, and 400, it would not matter what places they finished as the points differential between them was too high to change the standings. Basically the Crag in this scenario only decided whether the 1st place finisher would finish with a perfect score or not.
The new version, My Family's got GUTS, changes this to an American Gladiators-style setup: For every 10 points a team gets, that team gets to start up the Crag 1 second before the other team (for a maximum of 7 seconds). However, like AG's Eliminator, whoever finishes first wins, and some teams have come from a 7 second wait and still won.
 Golden Snitch / int_5633638b
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1.0
 Golden Snitch / int_5633638b
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1.0
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Golden Snitch / int_5633638b
 Golden Snitch / int_5783fcb
type
Golden Snitch
 Golden Snitch / int_5783fcb
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Subverted in Groom - Martin gets every question in the quiz correct, and then it is announced that the final question will be worth ten points, so any team could still win. Martin gets the last question too.
 Golden Snitch / int_5783fcb
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-0.3
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1.0
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Golden Snitch / int_5783fcb
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Golden Snitch
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Couch Potatoes had the "Couch-Up Round", in which players took turns answering buzz-in questions. Buzzing in also stopped a computer that shuffled random point amounts as well as the phrase "Couch-Up"; answering a question with "Couch-Up" lit immediately tied the score if your team was behind, effectively making the first part of the show meaningless.
 Golden Snitch / int_5872a71c
featureApplicability
1.0
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1.0
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Golden Snitch / int_5872a71c
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Golden Snitch
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In Yahtzee getting a second "Yahtzee" after the first (which is already worth 50 points itself) is pretty much a game winner unless the other player also manages to do so as you get a 100 point bonus and can use it as a joker to complete any other scoring dice combination such as the otherwise difficult to acquire "Full Straight" worth 40 points before the bonus. In a game where the absolute maximum score without multiple "Yahtzees" is 375 and the average score is around 250 this is pretty much game over for your opponent 99% of the time.
 Golden Snitch / int_59388f21
featureApplicability
1.0
 Golden Snitch / int_59388f21
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The Price Is Right:
A contestant that loses their pricing game still has as good a chance of making it to the Showcase as one who wins. However, turn order in the Showcase Showdown is determined by previous winnings, and going last is a significant advantage, since you know exactly what you have to get to win, and you win by default if your opponents both go over before your turn.
On the original Price with Bill Cullen, a player could "underbid" during the first round of bidding if they think everyone else has gone too high. It is automatically frozen. Bill would usually state that such a ploy is optional and never suggested. Sometimes it works. Also during open bidding, a player could freeze early just to see how high the others would go in hopes they go over.
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During a Wizard Ping-Pong match in Wizards of Waverly Place, Justin is falling behind until he hits the Tattler, who is an actual little girl that tattles to adult authority.
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The Asterisk War: Normal Asterisk dueling rules state that the match ends when either one participant's school crest badge is broken by a direct hit, or they're incapacitated. This holds true in two of the three triennial city tournaments, the one-on-one Lindvolus and the two-on-two Phoenix, but not in the five-on-five Gryps Festa. Instead, each team designates one member to be the "leader", and if the leader goes down, the other team wins automatically (breaking badges of other team members only eliminates that individual). For an extra tactical twist, Gryps teams can freely switch leaders before each match, which is key to Team Enfield's victory over Rusalka in volume 8.
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Parodied in the 1978-79 game show sendup The Cheap Show, which used a 1-1-20 system.
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Dragon Age: Origins:
In Orzammar, the dwarven council is in a deadlock and you need to choose which dwarf you want to be king in order to get their support. You can spend the entire time supporting one of them, but whomever you choose at the final choice is the one that ends up being king. Even if you've been against them the entire time until that very moment. In that case, you explicitly only get away with it because everybody but the candidates themselves is so sick of the situation that they would have agreed to a coin flip at that point.
Regardless of how many votes you get at the Landsmeet, it always ends with a duel between the PC or a champion and Loghain, with the winner choosing the new king.
When it comes to the lore, Landsmeets are exclusively dependent on who has the better champion. Since the duels can be declared even after the voting is over with zero justification, the losing side will inevitably call for a duel if they can’t peacefully secure the throne. Ultimately, the entire ceremony is pointless because of this.
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Ultra Fast Pony: In "The Pet Games", eligibility for the final round of the Games is decided completely at random, rendering all the prior rounds utterly pointless. It's possible this isn't how the Games are supposed to be organized, but just the result of head judge Rainbow Dash being an idiot.
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CinemaSins sometimes has bonus rounds to arbitrarily inflate a movie's score with things that aren't quite sins, such as a Verbal Tic or Stuff Blowing Up, in extreme cases going well into the billions. A bonus round for The Last Airbender counted many, many more sins for accurately portraying "air karate" than for the movie's actual flaws and errors.
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In A Way Out, the final confrontation between Vincent and Leo is decided by a button-mashing prompt as they both try to reach a nearby gun. Whoever wins here "wins" the game regardless of the preceding segments. The preceding segments do matter slightly — whoever has more health at the end has a slightly easier time button-mashing than the other player.
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In Unseen Academicals, the old foot-the-ball game apparently scores by counting injuries inflicted, but actually scoring a goal is an automatic win (and very rare - Trev's late father Dave Likely is a hero because he scored four times in his entire career). This is very loosely based on assorted street football games played in medieval Britain.
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Family Game Night on The Hub, for the first two seasons, awarded one "Crazy Cash Card" to each family at the start of the show, then an additional card to the family who won each game. Most cards were worth no more than $1,500 or so (and generally only a couple hundred bucks), but one card, the Top Cash Card, is worth anywhere from $10,000 to $20,000. Thus, a family could lose all five games and still win the grand prize if the card they chose happens to be the Top Cash Card. (That said, both families keep whatever they won in their games, so at least a family who misses out on the grand prize in this manner still walks away with a great haul of their own.)
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The Owl House: Rather savagely parodied in "Wing It Like Witches". Luz and her friends seemingly eke out a victory in the grudgby game against Boscha, but then Boscha reveals that she caught a bug-like creature called the "Rusty Smidge" when they weren't paying attention at the very last second (while saying that all magic sports have something like that). Luz proceeds to go on a long rant about how ridiculous a rule like that is, and how it makes the whole game completely pointless.
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The Nintendo World Championships 1990 was a gauntlet of three NES games: Super Mario Bros., Rad Racer, and Tetris. Players were given six minutes and 21 seconds to complete three objectives: get 50 coins in SMB, finish a specially-made course in Rad Racer, then use the remaining time to score as many points as possible in Tetris. The scores were added up when time expires, but the Rad Racer score is multiplied by 10, and the Tetris score was multiplied by 25. The contest therefore was determined largely by whoever got the most time saved for Tetris as well as optimal strategy for that.
Similarly, the 1992 Campus Challenge is a gauntlet of three SNES games: Super Mario World, F-Zero, and Pilotwings. The player must get 50 coins in SMW, finish two laps of Mute City I in F-Zero, and then use the remaining time to score as many points as possible in Pilotwings. In this case, the F-Zero score is multiplied by 100, making it worth a maximum of 340,000 points. The Pilotwings score is multiplied by 10,000. As with NWC, the Pilotwings segment makes up a vast majority of the score; each stage in Pilotwings is worth up to 100 points, which translates to up to 1,000,000 points in contest score.
And Nintendo Powerfest '94 follows. The medley this time is Super Mario Bros.: The Lost Levels, Mario Kart, and Major League Baseball Featuring Ken Griffey Jr. Home Run Derby. As with the other medley contests, the scoring encouraged getting to the last game as quickly as possible and playing it as well as possible. The scoring in Ken Griffey Jr. varied depending on whether it was the regional or finals version. The regional version would give 10,000 points per home run, which along with the distance bonus, made it worth a fair bit more than the other games. The Finals version makes each home run worth 1,000,000 points. For anyone but the best players, the final score basically is just the number of home runs in the (ten) millions place(s), with six other random less significant digits following.
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Disney Ducks Comic Universe:
There's a fine example of this trope in one of Carl Barks's classic Donald Duck comics: "The Tenderfoot Trap" (1957). Donald, Scrooge, and Gladstone are all entrants in the Pizen Valley Contest for desert prospectors. The contest consists of five different events. The first four are worth 10 points each, and Gladstone wins them all. Then comes the final event, Wild Burro Catching, worth 50 points! In other words, the previous events were a complete waste of time... or not, as Gladstone's luck cannot be defeated by mere rules. Trying to find a burro, he quickly gets lost. This leaves Donald and Scrooge to fight for the prize. However, they end up tied, meaning they split the points. Final score: Gladstone 40, Donald 25, Scrooge 25. Gladstone wins!
A similar example involved Donald engaged in a sporting contest with some millionaires. He's won every year because his opponents suck, but in the tournament appearing in the book a new, physically-fit competitor appears and seems ready to sweep the competition. The character is so confident of his victory that he volunteers to concede the trophy if Donald can win even one event.
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Golden Snitch / int_69fa7496
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In some episodes of Top Gear (US), the final challenge is "winner takes all". This means that whoever won the final challenge would be declared the overall winner of that episode, regardless of his performance in previous challenges.
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Golden Snitch / int_6ad790db
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Golden Snitch
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The original arcade version of DoDonPachi SaiDaiOuJou has a score overflow bug that causes the scoring to go off the rails when a certain Cap on the enemy point value is exceeded. Literally over 99% of the scoring in the entire run happens at the ends of stage 3 and 5. Example. (watch at 9:07 and 22:07). By comparison, without the overflow bug, note in subsequent releases like the Xbox 360 port, the overflow bug can be turned on or off but is off by default high scores are in the 30 billion range.
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Harry Potter:
The Trope Namer is the Golden Snitch, a key part of the game of Quidditch — a bit like footy on broomsticks (with some baseball mixed in), but each goal is worth ten points. However, the Snitch is a separate, tiny, winged golden ball that flitters around the field — catching it is the only way to end the game and is worth 150 points. Harry plays Seeker, a position whose entire point is to look for that snitch, while everyone else is pointlessly trying to score goals that will almost inevitably not matter. The mechanics of the whole Snitch phenomenon have gone back and forth, even as J. K. Rowling has offered multiple explanations:
The original explanation: Rowling doesn't like sports. She eventually admitted that she deliberately made a broken and pointless game after an argument with her boyfriend over the subject, especially given how sports fans tend to take it so seriously. It gives Harry, the protagonist, something to do and worry about throughout the year, especially in the earlier few books, and allows the series to have a few Sports Story Tropes mixed in. The game is pointless in part because the books make much more emphasis on sports culture than on the game itself, and every now and then you can see little Take Thats to general English sporting culture (e.g. Harry makes the mistake of asking the Weasleys how England did at the Quidditch World Cup).
She later said that Hogwarts rules are a simplified form of the professional game. However, this is basically just a Retcon, as the books do feature a professional game in Goblet of Fire — the final of the World Cup, no less — and it is identical to the games played at Hogwarts, just with better equipment and a bigger crowd.
She also says that in professional games, it's much more common for the losing team to catch the Snitch— i.e. someone catches the Snitch while behind by at least 16 goals. In the one professional game we do see, this is exactly what happens. But it doesn't make much sense for anyone to do this— professional athletes tend to be Determinators and aren't going to concede a match that they have any reasonable chance of coming back to win, especially a very important one. Viktor Krum, in the World Cup Final, catches the snitch when his team is down by only 160 points, effectively conceding the match when one goal on his side could have turned the tide in their favour. This is Hand Waved by saying Krum recognised that his team was so outmatched that they were never going to get that goal and would probably have fallen behind even further had they continued playing, but even if that were true, how did they get to the Final to begin with?note And if you say it's because Krum dragged them all the way there, it further shows how broken the Snitch is, in that it allows a single talented player to decide the game regardless of how shitty his teammates are. And it shows a missed opportunity wrought from ignorance of sports culture — Krum is 18 years old and shows a shocking arrogance and lack of faith in his presumably more experienced teammates, but no one in Quidditch fandom or sports media ever takes him to task for his decision — even though we see the press hound Krum as a Triwizard champion later in the book.
The one place where goals do seem to matter is as a tiebreaker, much like goal differential in football, for when two teams have equivalent records. We see Gryffindor win the Quidditch Cup in exactly this method in Prisoner of Azkaban; Gryffindor lost to Hufflepuff decisively but beat Ravenclaw decisively, and Slytherin beat Ravenclaw narrowly and Hufflepuff decisively, leaving Gryffindor behind a win and 210 points (six goals and the Snitch)— but that's exactly the margin by which they beat Slytherin, putting them even in record and in points (and putting Gryffindor top of the table on the head-to-head tiebreaker). It likely works this way in World Cup qualifying and group stages as well (it very often matters like this in The World Cup and tournaments like it). But you can still see how it's broken in Half-Blood Prince, where going into the final match the first and last place teams are only separated by 400 points.
It creates the possibility of a very long, dramatic game (like a marathon tennis match or multiple overtimes in hockey), since the game lacks any sort of traditional timer, but games of this length are only ever alluded to. In fact, most of the games we see on page seem to be incredibly short for a sporting event. A match in Order of the Phoenix, considered a high-scoring affair with a 240-230 final score, lasts only 22 minutes, implying most matches don't last longer than 30 minutes. The possibility of a losing team's Seeker dragging the game out by not catching the Snitch and preventing his counterpart from doing the same still exists — which again raises the question of why Krum didn't do this in the World Cup final — but nothing like this is ever actually shown to happen.
The Defictionalized version of Quidditch even features fan-made rules that significantly modify the Snitch in particular. The Snitch (here a guy in a yellow costume who runs around like a maniac) is only worth 30 points and is released 18 minutes into the game, with the game still ending on capture.
The Quidditch-focused tie-in book handwaves the Snitch's importance by recounting that the sport grew from creating an artificial alternative to hunting a specific species of rare magical bird, then had the rest of the game accrete around it over time until it became the sport in the books.
The Triwizard Tournament, the focal point of Goblet of Fire, is set up like this. The first two tasks indeed award points, but the only thing those points give you is a head start in the maze that makes up the third task, and inside the maze is the Triwizard Cup— first to touch it wins it, no questions asked. The head start even ends up being totally pointless, as all the competitors encounter one another in the maze at various points.
The House Cup and the points system are basically arbitrary and broken. Early on, we learn that the professors can award or deduct points for any reason, in any quantity, at any time. Over the course of the series, professors get tired of throwing free points at Hermione for knowing the answer to every question, and Snape blatantly uses the system to favour Slytherin— almost every time the main characters are in Snape's classroom throughout the series, someone from Gryffindor loses points. It's highlighted at the end of Philosopher's Stone, when Gryffindor is in last place at the beginning of Dumbledore's end-of-year announcement, only for Dumbledore to award Harry and company a ton of points for their actions in the book's climax (including a random ten points to Neville for being brave enough to try to stop them), providing Gryffindor with just enough to vault over Slytherin and give them the Cup. At least one can say he's making up for Snape's shenanigans.
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In Elite Beat Agents, a player receives 50, 100 or 300 points for successfully tapping "hit markers" in time with the beat of a song, with more points for a more timely hit. However, you then get a multiplier to that score that depends on the number of markers you've hit in a row, which can get up to hundreds of times the original score. So markers early in a song are mainly only good for raising your combo numbers, and the actual score only makes a difference later on. Except for one thing — on higher difficulty levels, 50s and 100s give you next to no life, so you need 300s. This has the side effect of missing a note in mid-song much, much more detrimental to your score than missing at the beginning or the end.
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In Isekai Quartet, the main characters participate in the school's Field Day in hopes that winning it would send them back to their own worlds. However, they have a hard time winning since the other team has Reinhard. Roswaal tells them that they could still win with the final event, "Human Calvary", which is worth 100 million points (whereas the previous games are only worth 5).
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KanColle downplays this with normal damage calculations, where the flagship gets disproportionate weighting, such that it's possible to get a C-rank (tactical defeat) despite having heavily damaged all the other enemies so long as the flagship only has light damage. Also played straight with bosses, where sinking them is the only thing that lowers the gauge, and all damage to the accompanying mooks doesn't count.
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In The Wheel, the contestant who clears the last category on the board goes on to the final Cashout round, for a chance at the pot accumulated throughout the show. Contestants who answer questions incorrectly (or land on their self-designated Whammy celebrity) are taken out of the game and placed back onto a wheel of three contestants under the stage. This means the wheel could easily draw out a contestant who hadn't played at all, and give them a chance to swoop in on the last question. The same scenario also applies to the Cashout question as well, and an opponent could potentially play for more money depending on which celebrity they chose for the first attempt.
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The Disastrous Life of Saiki K.: Played for laughs in the trash pickup competition. Each team earns points based on the amount and kind of trash they pick up - cigarette butts at 10 points each, bulk trash is 5 points per kg, etc. However, a tsuchinokocorpse is worth 900 million points.
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The Jack Attack segments in the You Don't Know Jack games are so much more valuable than everything else it generally decides the game. Not only are they worth far more points than anything else, you can also lose enormous amounts of points by repeatedly getting lots of wrong answers, including losing points for hitting the same wrong answer more than once.
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On The Colbert Report, Stephen Colbert's Metaphor-Off (Or "Meta-Free-Phor-All") with Sean Penn involved four questions. The first three were worth one point each. The last question was worth ten million points. It could decide the winner.
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DM of the Rings, like its source material, essentially ends with the entire fate of the campaign resting on one single die roll for whether or not Frodo manages to cast the ring into Mt. Doom. It should be noted that, at that point, Frodo isn't even a player character. He's an NPC.
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The Newlywed Game, Carnie Wilson's version. First round, where the women are asked about the men, each question is worth 5 points. Second round, where the men are asked about the women, each question is worth 10 points. Except for the last question, which has two parts, each worth 15 points. The most famous version with Bob Eubanks was basically the same, except the final was a single question worth 25 points.
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Super Password used a 1-2-3-4 pattern where the first to 5 was the winner. If the same team took the second and third rounds, it won; if they were split, the fourth round decided the winner. In neither case did the outcome of the first round have any significance.
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 Password
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Golden Snitch
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In Star Wars: Battlefront: Elite Squadron, there is a skirmish mode. It consists of three rounds. The first and the second have no effect on the final victory. They just provide offensive and defensive bonuses in round 3, which decides whether or not the game is won.
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It is also mercilessly lampshaded in Harry Potter and the Natural 20, with Milo — a Genre Savvy Munchkin Wizard from a D&D world — gleefully noting that it's perfectly designed for PCs to shine.
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In How to Train Your Dragon 2 there is Dragon Racing: a game in which the riders grab marked sheep and toss them into their respective bins for points. This seemingly consists of 12 sheep, each worth one point, and at the end, a black sheep is launched which is worth ten points, and there are five players. This means the only way for the race to be even remotely engaging is if a single player scores 10 out of the 12 available points before then. That means if any combination of the other four players score even 3 points before the final lap, that's it - the rest of the race is pointless and the black sheep will decide everything.
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Final Fantasy IX: During the Festival of the Hunt, several characters compete to earn points by defeating the various monsters that have been released throughout Lindblum. However, whether the main character walks away with the prize or not is determined entirely by whether you take down the Zaghnol, which only appears in a certain area with a certain amount of time remaining on the clock. It's worth by far more points than any of the other monsters. Most notably, trying and failing to take this yourself is the only semi-consistent way to get Vivi to win, as Freya (who is uncontrollable outside this fight, and can be purposefully KO'd) will take it out herself and win otherwise.
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Goodson-Todman's 1961 show Say When!! had the objective of accumulating prizes without going over a value ceiling. A 1960 test episode (made just weeks before it went on the air in 1961) had a rule that after selecting a prize you could stop. At that point that prize's value is not disclosed until the opponent's turn was completed. In a championship game where the value ceiling was $2,000, a contestant selected a prize that put him at $2,000 on the nose. However, he didn't say when and was forced to select another prize, which obviously put him over. The opponent had the prospect of going over as well, but didn't. The rule was amended for the series proper; picking a prize immediately revealed the value.
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In Fall Guys: Ultimate Knockout, one of the possible final rounds is "Royal Fumble". In this mode, one player has a tail, which can be stolen by other players. Whoever has the tail once time runs out is the grand champion. This makes most of the round's duration unimportant, since there is no difference between keeping the tail for most of the game and successfully fleeing from everyone else for that long compared to just grabbing it near the end.
For the "show" as a whole, all finals work like this. Aside from Kudos and Fame rewards outside the current match, qualifying by placing 1st in a race is the exact same as qualifying by placing 45th, and players gain no advantage by doing better in any round before the final. It's actually generally advisable to Do Well, But Not Perfect in all rounds that aren't the final, so you're saving your actual best performance for the only round where it matters. Additionally, even if you don't care about crowns, winning the final round earns you a massive quantity of Kudos and Fame, more than you could possibly get from all previous rounds put together even if you got gold on all of them.
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Press Your Luck:
A malignant example is the Whammy. Getting just one will wipe out your accrued wealth, regardless of lead or total. As such, this is fatal to a player in the endgame regardless of score or skill. You automatically lose if you get one on the last spin of the game. (Unless there happens to be a tie at $0, which actually has happened on the show.) Because of this, passing your earned spins onto 1st place (2nd if you're in 1st) is a viable strategy, as they'll be forced to take those spins (until they're used up or they get a Whammy).
The "$3,000/$4,000/$5,000 + One Spin" spaces in the final round can usually help a contestant lagging behind to overtake the leader and win the game, even more so if they land on the space multiple times.
Stopping on "Double Your $$ + One Spin" is valuable to enable one to take a lead unless the player has little or (worse) no money.
The revival, Whammy: The All New Press Your Luck, also had this, but the second season introduced the Big Bank, where all money/prizes a player loses to a Whammy goes into the Big Bank. A player that lands on the Big Bank space and then answers a question correctly would snag all the money/stuff stored. Since Whammies were commonly landed on, the Big Bank usually got tons of money and prizes stored, and this could guarantee that player a surefire win of the whole game if they don't hit a Whammy afterwards. (However, it would always restart at a base of $3,000 each episode, so it's even less compared to what might've happened if it was a normal rolling jackpot.)
The revival also had 2 rounds of spinning on the big board like the original had done, but it was very common to see people mainly win in the 2nd round of spinning, since round 2 typically had prizes with higher values than the prizes in the 1st round.
The ABC Revival with Elizabeth Banks:
Prizes in excess of $50,000 are common in the second round.
Unlike the original version, it is easy to get over $10,000 in the first round, meaning that hitting "Add-A-One" would add $100,000 to your score.
The third season saw the debut of the "Take The Lead + One Spin" space. A second or third place player hitting this space would have their score bumped up to that of the first place player plus $1.
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RuPaul's Drag Race:
In the first five seasons, winning a challenge in an early round earned a contestant immunity from elimination in the next round. This ended as of season six.
Matching a contestant's answers during "Snatch Game" is meaningless. The goal is to deliver an entertaining celebrity impersonation.
Subverted to a degree in that sometimes winning a mini-challenge can put a target on the winner's back. If the main challenge is a team performance, the mini-challenge winners are the team captains and are held responsible for the team's overall performance. Winning the mini-challenge before a Ball main challenge saddles the winner with the task of choreographing a group dance performance, which can add to their overall stress and give the judges another reason for a harsh critique.
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Some Jerk with a Camera parodied this in his first installment of the mock quiz show "Is It Still There?" (involving attractions at Disney California Adventure that may or may not have survived years of frantic renovation). The first two rounds are worth ten and twenty points respectively; the final round is "worth one hundred points, rendering this entire exercise meaningless."
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In one episode of A Pup Named Scooby-Doo, Scooby and Shaggy are contestants on a game show that spoofs The $1,000,000 Chance of a Lifetime. They get zero points throughout the game as the opposing team gets every answer right until passing on the final puzzle. Shaggy gives the correct solution ("pizza") and earns 30,000 points for himself and Scooby, enough to win the game.
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An episode of ReBoot had Enzo playing in a sports game where only the last race counts whether or not you win. The point lead one accumulates determines how much of a lead you have for the last run.
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The PJs had this in the episode with the gumbo contest. At least the important event was actually cooking gumbo and the tasting.
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American Gladiators was decided by the Eliminator from Season 3 on (in the first two seasons, it was total point score that mattered and the Eliminator simply added to the points accrued); first across the finish line won. The points scored in previous rounds were merely used to determine how big a head start the leading player got (one half-second per point).
In the 2008 edition, the Travellator, an inclined treadmill which the contenders must climb with the aid of a rope, becomes a golden snitch within a golden snitch - it's the very last obstacle that must be surmounted before crossing the finish line, and it's an order of magnitude more difficult than anything else in the event, especially as the contenders are now completely exhausted. If the first contender to reach it fails to make it up on their first attempt, their opponent will almost invariably catch up and the match essentially turns into a contest of luck.
The Travellator was an import from Gladiators, the UK verison, where it also acted as a Golden Snitch. Many a contender went into the Eliminator with a massive lead only to lose because they stumbled badly on the Travellator and had to watch as their opponent passed them. Some contenders literally had to pull themselves up by their fingertips to get to the top as this version didn't have the rope to help them. The 2008 reboot was even worse: due to the way the course was laid out, there was very little space in front of the Travellator and many contenders simply couldn't get enough of a run-up to drive them up the incline.
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Let's Ask America has a question worth as much as all questions up to that point at the end of each of its three rounds, with money totals being cumulative throughout the game. The player with the lowest total gets eliminated at the end of each round. The format is 1-2-3 for the first round, 4-5-15 for the second, and 20-50 for the third round. Answering the last question of any round correctly will allow the contestant to at the very least tie, but more likely pull ahead of anyone who did not answer the question correctly.
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Make the Grade, another Nick game show, was also a big offender. Here, the object was to answer at least one question for every subject and every grade level, thus lighting up your whole board. However, they also had physical challenges called "Fire Drills", where the contestants got to choose which player podium to return to based on how they placed in the Fire Drill. Very often, a contestant who spent the whole game answering questions and building up their board found themselves losing because one of the other contestants placed first in the Fire Drill and stole their board. (The worst ones come when the kid in first place is one question away from winning, then uncovers a Fire Drill and ends up losing their spot to a doofus that still wears Velcro shoes, who then stinks up the studio in the Honors Round.) The error of this system was made even more glaring in the final season, where the outcome of certain Fire Drills was determined completely at random.
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In Spellcasting 301, it doesn't really matter how well the Pharts do in the challenges. Whether they stomped the Yus, got stomped or ran a close competition, at the end of the final scheduled challenge, the Judge will declare that since the scores are so close (Which they might not be), there will be one last challenge, which will earn the frat to complete it enough points to guarantee a win. This is because the Judge is secretly the series Big Bad, and the whole point of the competition from his perspective is to manipulate somebody into completing this final task, which will provide him the MacGuffin he needs to enact his evil scheme.
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In My Hero Academia, the second game of the U.A. Sports Festival is a "human cavalry" game, with each of the 42 remaining participants forming teams and getting headbands worth points based on their positions in the first game (42nd place receives 5 points, 41st receives 10, and so on up to 205 for 2nd place), with 1st place being worth 10,000,000 points. Teams get points for whatever headbands they end the game with, so having the first place band is a guaranteed win. Of course the person with the questionable honor of first place is none other than the protagonist himself, Izuku Midoriya. However the "rendering all other points meaningless" aspect of the trope is averted, as the competition is the preliminary round of a Tournament Arc. The 10,000,000 point headband ensure a team will qualify, but the other headbands are still important, as they determine who else qualifies.
Another interesting aspect to this is that Midoriya has a hard time just trying to partner up with anyone because of the target that will be on his team's back. He ends up recruiting Ochaco Uraraka (who thought it would be perfect to team up with a friend), Fumikage Tokoyami (who was impressed with why he was chosen) and Mei Hatsume (who figures this would be the best way to showcase her Support Gear.)
The 10,000,000 point headband is also used as a way to symbolize the participant having become the #1 Hero, becoming a target for both other heroes wishing to claim their spot and villains wanting to take them down. In this regard, the 1st place will have to fight tooth and nail to defend their spot, since becoming complacent in the world of Pro Heroes will inevitably get one killed.
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In Kaamelott: Premier Volet, it turns out all that was needed to win the utterly incomprehensible "Robobrol" game of Perceval was for Guenièvre to knee one adversary in the groin at the right moment, after an extended period of time where only Perceval (and probably his brother) seemed to get what was going on.
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The Adventures of Jimmy Neutron, Boy Genius:
In one episode, Jimmy cheats in a parent-child contest so that he and his father win the earlier rounds. Cindy discovers his ploy, neutralizes it, and then mockingly reminds Jimmy that the one remaining contest is worth the majority of the score.
In another episode, the children in Ms. Fowl's class take their final exam, which, according to Ms. Fowl, is worth 95% of their total grade.
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The card game Monopoly Deal has a card called the "Deal Breaker." Even the name sounds like a Golden Snitch, and it is one. Every player is trying to accumulate properties so that they have a monopoly on three properties and a Deal Breaker allows you get to steal a full set of properties from another player. In other words, you instantly accomplish 1/3 of your goal, while also setting an opponent back the same amount. Once the game has been going on for a bit there's a very reasonble chance this will just win the game outright. The only card with the power to stop a Deal Breaker is a "Just Say No" card, which really only means that Just Say No Cards are also a Golden Snitch in their own right.
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Winsanity: In the second season, the format became one with two contestants stacking facts. In the first two rounds, each player got $100-$200-$300-$400 for up to four correct answers, for a total of $1,000 (and a $1,000-$1,000 tie after the 2nd round was referred to as a "perfect game"). In the third round, there are four more answers, where if a contestant got the stack wrong, their opponent got the cash. Those four answers were worth, in order, $500, $600, $700, and $1,750. The last question is worth $50 less than the first three, so if one contestant was tied or ahead and got the first three, they couldn't be beat. Every other scenario, however, brought the last question into play (except ultra lopsided scenarios like $1,000-$0 after 2 rounds).
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In One Piece, the Straw Hats enter a Davy Back fight — a sort of ritualized competition between pirate crews — with the Foxy Pirates. The competition takes place in three rounds, and the winner of each round gets to "steal" a crew member of the opposing crew, who must then swear eternal loyalty to their new captain. Since the competitors for each round are chosen from the start, stealing a member of the competing lineup for a future round forces the other crew to play that round shorthanded, conferring an advantage. When the Straw Hats win the second round, they realize that since the third round is a one-on-one duel between captains, they can steal the captain of the Foxy Pirates, forcing the Foxy Pirates to default on the third round and winning the Straw Hats the game. The only reason the third round is not rendered completely pointless is that the Straw Hats don't want Foxy on their crew, even as a deckhand and opt to steal back Chopper (stolen by the Foxy Pirates in the first round) instead.
The anime extends this arc by having a second set of events. In that, the Straw Hats lose the first two rounds, with the Foxy Pirates claiming Chopper and Robin for their crew. Even if they win the final round they could only get one of them back. So Nami convinces Foxy to make the last round a winner take all event, with each captain's entire crew on the line.
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Parodied somewhat in Mother 3, when the player has to compete in three games in order to continue. As the third game begins, the host alerts you that the third game is worth enough to win everything, but the point of the whole thing is to just barely lose all the games to stroke the ego of the villain, so this fact is irrelevant.
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During Splatfests, the various point systems used throughout the series do this in regards to team popularity and team performance. Typically, battle performance is weighed much higher than popularity, so even if the majority of players end up picking one team, a less popular one can still eke out a victory if they win more matches. The most infamous example of this was the first game's North American "Pirates vs. Ninja" Splatfest; a whopping 72% of players choose ninjas, but pirates won thanks to winning 59% of the battles.note The scoring method at the time was "popularity votes + (wins ×6)'".
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Sale of the Century: Early in the 1980s US run, a contestant who had a $16 or more lead after the final Fame Game playing was virtually guaranteed a win, as just three questions worth a total of $15 remained. To rub salt in the wound: A dominant contestant could snatch the $25 money card and have it added to his score, which meant that all that would be decided was whether the winning contestant would be playing for a better prize in the shopping round, or need less money the next day to be eligible to win the next prizenote (or, in the case of Barbara Philips, a Golden Snitch helped her win all of the prizes plus a $68,000 cash jackpot).
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The Harlem Globetrotters and the Scooby-Doo crew are in an abandoned mansion where to pass some time they play an impromptu basketball game. The Globetrotters spot the gang eight points in a ten-point game, and Shaggy scores the basket to make it 10-0. The Trotters tie it with their own brand of basketball.
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Earlier installments of DanceDanceRevolution would multiply the value of each step by the number of steps so far (so for example, if a Perfect on the first step is worth X, then a Perfect on the second step is worth 2X, third step 3X, and so on), making the last step worth well over a hundred times more than the first. In addition, it would calculate X to make the maximum possible score come out to a round number (which depends on the version and difficulty) but then round down X to a multiple of 10, essentially salami-slicing your score. To keep the maximum possible score at that round number, the salami-sliced points are added onto your score if you get a Perfect on the final step. For example, in MaxX Unlimited on Heavy difficulty, the first step is worth 530 points, the final jump is worth 323,300 points (530 base x 610th step), and holding that jump until the Freeze Arrow finishes is worth another 1,231,850 points (530 base x 611th step + 908,020 points salami-sliced previously). This system was finally changed in DDR SuperNOVA so that every step is worth the same and no salami-slicing occurs.
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Finding Detective Marlowe's body in the second chapter of The Witcher automatically resolves the investigation quest arc that can be failed in oh-so-many ways if you only go by the bits of evidence you can collect otherwise.
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The Video Challenges in Nick Arcade could be horrendously guilty of this; essentially, one teammate has to meet or beat the challenge set forth by the "video wizard" on a certain video game within a time limit, and depending on how much their partner wagers out of their score (which can be anything up to their total, or up to 25 points if they have less than that), they could effectively double or bust their score, depending on if the challenge is beaten, making or breaking the game for them. In practice, most teams only bet 5 or 10 points.
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Played with in beatmania IIDX: On one hand, every note is worth the same maximum of 2 points to your EX Score. On the other hand, most songs tend to become more difficult at the very end where the note density suddenly skyrockets. The clear/fail judgment is a straight example since your Life Meter must be at 80% or higher at the end of the song or else you fail, making the endings much more important.
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The very last round of Talkin' 'bout Your Generation is always worth one point more than the difference between the losing time and the winning team, "which means that anyone can win!" Of course, The Points Mean Nothing anyway; the only real stakes are bragging rights. On at least one occasion, Shaun just admitted he didn't remember what the score was and set the final round at an arbitrarily high number of points.
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Wheel of Fortune is full of Golden Snitches:
The "Final Spin," which involves the host spinning the wheel one last time to determine the value of letters. This has gone back as far as the beginnings of the show, whereupon if the host landed on the top dollar value, a contestant who previously had no winnings could solve the puzzle, overtake the first-place contestant in an instant and win. Since early in the 17th season (1999-2000), $1,000 is added to the value of the landed-on space, meaning that if the wheel lands on a high enough value (particularly the $5,000 space), the final puzzle could allow someone who previously hadn't won at all to overtake the leader and win. To be fair, all contestants keep all winnings, so it's hard to complain about a second-place score in the $20,000 range. There was a time in the Turn of the Millennium where Pat Sajak was so effective at hitting the $5,000 wedge that it wasn't uncommon to see $6,000 Final Spins once or twice a week.
One of the first Golden Snitches, aside from the Final Spin, was the "Star Bonus." Played during the 1977-1978 season, a contestant landing on this token could – if he was trailing after the final round was played – play a special bonus puzzle for a prize that was worth enough to allow him to overtake the first-place contestant's total and become the day's champion. He may have to solve an "easy" puzzle, one of moderate difficulty or one that was "difficult," depending on how much he was trailing. While the one circulating episode resulted in a loss (the contestant failed to solve a difficult "PABLO PICASSO" puzzle for a Porsche sports car), there have been several Star Bonus wins.
Other Golden Snitches include $10,000 Mystery Round and the "Prize Puzzle", the latter which offers a trip – always worth more than $5,000 – for simply solving the puzzle. Certain players will immediately solve a Prize Puzzle, even if they haven't even spun the wheel yet, because they know that the prize itself is worth far more than anything they could hope to win that round and don't want to risk hitting a Lose a Turn or Bankrupt and giving the puzzle (and, by extension, the prize) to another player. In a normal game, where nobody gets a special space like the aforementioned two and they don't get an obscenely large Final Spin, the winner is more often than not the person who won the Prize Puzzle.
Another game breaker was the "½ Car" tags. There were two on the Wheel in the first three rounds, and they were replaced if one was picked up. It wasn't too difficult to pick up both, solve the puzzle, and win a car in the $15,000 range. The difficulty to get them was amped up starting in Season 33 when they didn't appear on the wheel until round 2. They were removed entirely in Season 37.
The Wild Card can shift the game as well, since it allows a player to call a second letter at the same value they just spun. $3500/$5000 space + Wild Card + a letter multiple = potential blowout.
During the show's 25th season, one round had a "Big Money" space that could award up to $25,000 if a player hit it at the right time and found a letter in the puzzle. At least one contestant won the game because of it.
Starting in Season 30, the Express wedge. If a contestant calls a right letter on it, he or she can decide to stop spinning and start picking off consonants at $1,000 a pop. The option of buying vowels is still open, too, so most contestants have no difficulty figuring out the answer fairly early and continuing to call consonants until the puzzle is filled in entirely for a pretty sizeable bank. Since the Express wedge occurs in the same round as the aforementioned Prize Puzzle (making it essentially two Snitches in one), the only way to beat a player with a successful Express run is to cancel it out with another Snitch (and even then, the catching-up player often needs to have done fairly well in previous rounds to boot, since often the countering Snitch on its own still isn't enough). Needless to say, this rarely happens, which makes the outcome of a game with a successful Express run highly predictable.
When it existed, the Jackpot. It started at $5,000, increased with the value of every spin, and could be won if you hit the wedge, called a right letter, and solved. The Jackpot frequently went into five figures, and usually guaranteed its winner a trip to the Bonus Round.
In Season 37, the $3,000 Toss-Up was replaced with the Triple Toss-Up—three ring-in-when-you-know-it puzzles in a row with the same category, worth $2,000 each, which actually serve to balance the scores more often than not. But starting in Season 39, a player who gets all three wins a $4,000 bonus for a total of $10,000, which can often vault the lead out of reach with only one or two rounds to go.
The primetime spinoff Celebrity Wheel of Fortune removes most of the regular game's Snitches, and instead gives cash prizes (to charity) simply for solving the puzzle — $5,000 for Round 1, $10,000 for Round 2, and $20,000 for Round 3 and (very rare) subsequent rounds. Even including a Triple Toss-Up after the second round worth $5,000 each, it's difficult for the celebrity contestants to earn more than $20,000 before the third round, making it very likely that the winner of that round goes to the Bonus Round.
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Forged in Fire usually averts this, being Eliminated from the Race type of competition, but Summer Forging Games two-parter has the downplayed example of this. There are four rounds total, where each competitor has to complete a given weapon, with some point reward after each round (or none if they fail to complete the task). However, third round awards twice as much points as the first/second round task, and the last one quadruple of that (so basically win in fourth round gives as much points as win in three previous rounds combined). However, this is justified because the last round has the most complicated task by far and if one keeps doing consistently well in previous rounds they should have sufficient margin, but it still can shuffle order; indeed the guy who was consistently placing at third place and as the only one failed to turn in a completed weapon in third round (so he didn't get any points for it) ended up second because he took the fourth round.
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The "dare" system in Nickelodeon's Double Dare is similar to the Finders Keepers example; each time a question is passed to the other team (known as "daring" the opponent to answer; the controlling team can "dare" the other team to answer, and be "double dared" to answer it in return, after which they must answer it or take a physical challenge), the dollar value for it is doubled (twice the amount on a "dare", four times the amount on a "double dare"), and if the question is answered wrong while a "dare" or "double dare" was in play (or the physical challenge was not successfully completed), the last team to pass the question gets the money. Savvy players, therefore, could ping-pong a question with their opponents to rack up the cash, then get the answer right or win the physical challenge to net them a huge lead (or give the game to the opponent on a silver platter, if they suck).
In theory, anyway. In practice, most of the players didn't want to take the chance that their opponent would know the answer after all. So if they Dared, it was because they didn't know the answer to begin with, and if the opponent Double Dared back, it went straight to the physical challenge.
Remember, too, that this show had a 1-2 format, making it even worse than the usual game show Golden Snitch; it was possible to hold the opponent completely scoreless for over half of the game and still lose big.
And finally, the bonus round: eight purely physical tasks, each with a more valuable prize. In all, a dumb but athletic team not only stood a much better chance of reaching the final than one that was smart but weak, but also would win much more once they got there. So physical talents could be considered a Golden Snitch.
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In Wallace & Gromit's Grand Adventures: The Bogey Man, Wallace is competing against Duncan McBiscuit for chairmanship of the Prickly Thicket Country Club and is rather absurdly behind (167 to 83, according to the scoreboard). After the 16th hole, in order to humor his totally outmatched opponent, Duncan offers to ignore the stroke count and declare Wallace the winner if he can complete the course before Duncan does, meaning that despite Wallace having completed the course in twice as many strokes as his opponent, he still wins the game (mainly because Duncan couldn't find the 18th hole).
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The Travellator was an import from Gladiators, the UK verison, where it also acted as a Golden Snitch. Many a contender went into the Eliminator with a massive lead only to lose because they stumbled badly on the Travellator and had to watch as their opponent passed them. Some contenders literally had to pull themselves up by their fingertips to get to the top as this version didn't have the rope to help them. The 2008 reboot was even worse: due to the way the course was laid out, there was very little space in front of the Travellator and many contenders simply couldn't get enough of a run-up to drive them up the incline.
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On the original Concentration, if a game ended in a draw, a new game was started with each contestant allowed to retain up to three prizes from the draw game. This also applied if time was running out on a show and a puzzle was 3/4ths exposed. The puzzle was revealed, the game is ruled a draw, and a new game is started on the next show with the players allowed to retain up to three prizes from that default draw game.
On Classic Concentration, a player could match no prizes, win both games and lose the car round both times, going home with nothing but the consolation prizes they give to the losers. On the original show, a player won $100 winning a game with no matched good prizes (and/or the $500—later a car—bonus for selecting two Wild Cards on the same turn).
On all versions, a player could have all the prizes and not know what the puzzle is while the other could have no prizes (or gag prizes on the original) and be able to solve it. This is what original host Hugh Downs referred to saying the show was rig-proof when the Quiz Show Scandals broke.
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The Nickelodeon game show Wild and Crazy Kids was terribly guilty of this as their shows had a three-event structure, with double points being awarded to the winners of the second event and triple points (or higher) to the winners of the third. This allowed the host to utter the line "So anybody can still win" before each event. This appeared to insult the intelligence of children about their understanding of competition. That said, it was clear the show didn't actually award any prizes — it was simply about letting kids have fun by doing all sorts of wacky stuff, so in this case this may have verged into "doesn't matter at all" territory.
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National selections for the Eurovision Song Contest have been known to feature this, notably the Ukrainian entry in 2005. Having played out the preselection over the course of 15 knockout rounds, the broadcaster bizarrely added Razom nas bahato, an anthem of the previous year's Orange Revolution, as a "wildcard" entry in the final. It won the vote (and promptly had to be rewritten to remove the political content, in accordance with Eurovision rules).
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Panel Quiz Attack 25 has the "Attack Chance," which kicks in when there are five boxes left on the board. The player who gives the next correct answer makes their regular capture, then targets one of their opponents' previously-captured boxes. That box can then be recaptured on a later question. If played correctly, a player in a distant third or fourth place often comes back from near-nothing to win the game. This also has the potential to backfire spectacularly if the targeted box is in line with another opponent's boxes, or if the targeted player reclaims that box.
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WarioWare, Inc.: Mega Party Game$!:
Dribble & Spitz's "Milky Way Delirium" mode has one of these in the form of a giant robot. The player who owns the most tiles at the end of the game must "battle" this robot by playing one final microgame, and if they lose he crushes their spaceship with his hands and all of the other players win a joint victory.
Although it doesn't always happen, this can also occur in 9-Volt's "Card-e Cards" mode. In order to win, you need to have the most cards in your stack at the end of the game, and you earn the cards by winning the microgames shown on them. If you lose any of the microgames, however, the games you had beaten before losing, the games you had left to play, and your entire stack all go to the Pile. At the end of the game, if any cards are left in the Pile, the players play a versus microgame for it. This means it's highly likely for any given game of Card-e Cards to come down to a battle for a huge stack of cards and a highly likely victory.
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The Joker's Wild had two:
In the main game, either contestant could immediately win the game by spinning three Jokers and correctly answering a question in the category of their choice. This was even worse during the first week or so of the CBS run— spinning three Jokers would just win you the game, no question needed.
In the "Face the Devil" bonus round, a "natural triple" here (three of the same dollar amount) instantly awarded the player a prize package, plus either $1,000 or the amount in the pot plus the value of the triple, whichever was higher.
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Splatoon:
The ranked modes always keep track on how much each team has progressed in completing the set objective (capturing a zone for a set amount of time, riding a tower to the enemy base, etc.), with the team that made the most progress before time runs out being the victor. However, if one team successfully completes the objective, the match ends immediately and scores the victor team a Knockout victory, giving them a huge victory bonus and the losing team nothing, regardless of how much progress the other team made.note Except for players that are over level 20, who will still receive one experience point for every minute their team lasted.
During Splatfests, the various point systems used throughout the series do this in regards to team popularity and team performance. Typically, battle performance is weighed much higher than popularity, so even if the majority of players end up picking one team, a less popular one can still eke out a victory if they win more matches. The most infamous example of this was the first game's North American "Pirates vs. Ninja" Splatfest; a whopping 72% of players choose ninjas, but pirates won thanks to winning 59% of the battles.note The scoring method at the time was "popularity votes + (wins ×6)'".
Starting with the second game, Splatfests also feature 10x and 100x battles that appear at random and reward the winning team with a multiplied amount of clout points (the measure used to decide which team ultimately wins the event). Splatoon 3 kicks things up a notch and additionally has the winners of 100x battles awarded with Festival Shells that increase the chances of another 100x battle happening. If both sides manage to activate a 100x battle at the same time, it triggers a very rare and lucrative 333x battle.
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Team Fortress 2:
Multistage Payload Race maps (including Pipeline and Nightfall) work this way; if a team wins both of the first two rounds, they can still lose the third round and the game. While they are given a significant edge (their bomb starts up further in the last round), whether this is worth the effort to win those first two rounds is debatable. At one point Pipeline was changed so that winning both of the first two rounds placed the winning team's cart at the checkpoint in the middle of the track, giving them a significant advantage but still allowing determined opponents to have a chance, especially given how quickly rounds of Payload Race can turn around. Then they changed it back for some reason.
The Scream Fortress maps Carnival of Carnage and Helltower have a bonus round which decides the winner, making the main match redundant. In Carnival of Carnage, both teams play one of the three bumper car themed minigamesnote A spleef-type minigame, collecting 200 ducks, and bumper car soccer while in Helltower, you need to reach the top of the hill with the skull head and activate the Bombinomicon. Managing to reach the Bombinomicon alive on the latter map will also award an achievement and the Unfilled Fancy Spellbook.
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My Little Pony: Friendship Is Magic: When Rainbow Dash can't decide what pet she wants, she sets up an elaborate, multi-part contest for the various animals to decide who she's going to keep. The last round is a race, and the animal who crosses the finish line with Rainbow gets to be her pet. There aren't even any eliminations—even the tortoise who lost every single previous round gets to join the race—or advantages awarded to the winners, making all the previous contests literally meaningless.
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Doctor Who: "The Beast Below" is set on Starship UK, a nation spaceship with a dark secret about how it travels through space. One of the ways the ship's voting system for almost all of its residents is designed to ensure they continue to vote for the program is by making the Queen's vote capable of ending the situation, and thus potentially destroying the Kingdom, all on its own.
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Hunter × Hunter: This is used in the Greed Island Arc, when Gon as his group faces off against Razor and his gang for one of the cards needed to win the game. The game event requires 15 players to match up with Razor and his "Fourteen Devils", and to win the card, they must win competitive matches 8 times overall. However, the match against Razor is a dodgeball match with 8 players, counting for 8 wins, leading Tsezuguerra to realize that competing against all the small fry of Razor's crew is pointless; the only match of any consequence is against the boss himself. Indeed, once Gon's group score the first few wins, Razor tells the rest of his gang that they can just forfeit their matches and leave it up to him.
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Wait, Wait, Don't Tell Me features this in spades, as for most of the game each question is worth one point to each panelist, but in the final round, Lightning Fill in the Blank, questions are worth two points each, and they're more numerous than all the other questions combined. That said, since it's a comedy show masquerading as a game show, the score isn't really all that important.
In an average game, around 9 points or so are awarded before the lightning round. Each panelist gets 2 questions worth 1 point each, and 3 more are up for grabs for games like Bluff the Listener. The lightning round consists of up to 8 questions per panelist (or as many as can fit into 60 seconds, whichever is less), each worth 2 points. Thus, the only impact of everything before the lightning round is that one contestant might have a small lead (1-3 points) going in; the only time this factors in determining the winner is if the panelists score within a few points of each other in the lightning round. (To be fair, it's actually not that uncommon for that to be a deciding factor; it's only eight questions and at least a few are usually relatively easy, so two panelists getting the same number of questions right, or being within one question of each other, is a thing that happens.)
The standings going into the final game determine the order of play (the panelist in third place goes first), and panelists sometimes actually complain about having the most points going in because the third set of lightning round questions is supposed to be harder — though this seems to be more of an Informed Attribute most of the time.
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Killer Bunnies and the Quest for the Magic Carrot can offer a lengthy bout of playing bunnies, attacking bunnies, stealing bunnies, and doing all manner of intricate and interactive things to the other players and their bunnies. It's all nearly meaningless because the winner is whoever managed to get hold of the carrot that happens to be the bottom card of a deck that was shuffled before the game and never touched.
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Nerds and Monsters: In "Monster and Commander", a disguised Dudley challenges Zarg for the leadership of the monsters. The challenge consists of three contests. After winning the first two, he learns that the third contest is a battle to the death, leading him to ask "What was the point of the other two contests?!".
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Legends of the Hidden Temple used the 1-1-2 rule; however, winning all three rounds had a significant advantage: If you won via tiebreaker, a bad setup of the bonus round could make it Unwinnable (the points/talisman fragments are the contestants' "extra lives"). Winning all three rounds, on the other hand, would guarantee that a team could not run out of lives (a team would have two full pendants, plus there would be two contestants to a team, which meant that all three Temple Guards would be taken care of by the time the second contestant had to give up their pendant).
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The 1985 clunker Time Machine used a 1-1-2 point system during its second format. Each of the three minigames was worth a prize, so there was still incentive to play perfectly.
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The Amazing Race:
Even though teams have their time disparities preserved across legs (if you checked in N minutes after the first team on the previous leg, you have to wait N minutes after the first team departs on the current leg before you can depart), the show will usually set up an equalizer near the start of every leg where all the contestants end up arriving at an airport several hours before the first flight, or (more uncommonly) at a task location hours before it opens. The vast majority of the time, this wipes out most if not all advantages and disadvantages between teams had from the previous legnote Exceptions do happen, albeit very rarely, such as Nick & Vicki in Season 18 — at over 6 hours behind the second-to-last team, they couldn't make it onto the same flight as the other teams, and ended up 9 hours behind by the time they arrived in South Korea. However, demonstrating that Tropes Are Not Bad, the first season's lack of these equalizers led to two teams being over 12 hours ahead of the rest by the end of leg 9, making the game essentially Unwinnable for the rest and making most of the remainder a Foregone Conclusion.
They also have non-announced "non-elimination" rounds, which, since the idea is to be the last team standing, makes the entire leg pointless. The first team may or may not win a prize, but all teams continue to the next leg and the order in which they arrived really does nothing to alter the odds. They also have "Fast Forwards" which if completed first allow one team to skip over all other tasks. It has however happened a handful of times that the fast forward has been completed, but still didn't win the team first place, typically due to long commute times or getting lost.
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Go, a Bob Stewart show where the round values were $250-$500-$750-$1250, and the winning score is $1,500. If a team wins the first three rounds, to fill the half-hour, they get to play the bonus round twice (for a potential $20,000). However, like the Name That Tune example, if the first two rounds are split, the third round becomes meaningless.
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Golden Snitch
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The game of Black Maria or Hearts employs this trope twice. Each heart obtained in a trick is worth one point (points are bad), but the queen of spades is worth 13, meaning it alone is worth as much as all 13 hearts in the deck. However, if a player "shoots the moon" and gets every heart plus the queen of spades, they get no points added and everyone else gets 26. Since the game ends as soon as someone gets over 100 points (the winner being whoever has the fewest points at this time), it's possible to shoot the moon but still lose the game in the processExamplePlayer A has 90 points, Player B has 80, Player C has 60, Player D has 70. Player A shoots the moon. Player B ends up with 106 points, ending the game. Player C ends with a score of 86 and is therefore the winner over Player A's score of 90., leading some people to add an option for the shooter to subtract 26 points from their own score, allowing the "shooter" a chance to win.
If you play with the optional "shoot the sun" rule (take every trick to get a doubled version of "shooting the moon"), you have the most potent version of this; while it's possible to recover from watching another player "shoot the moon" early, it's almost impossible to come back should an opponent "shoot the sun" (unless you're playing to a score other than the traditional 100).
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Parodied in Barry Trotter where the Quiddit team that catches the sneech gets a million points and wins the game.
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Golden Snitch / int_d595cbf1
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Competitions between the three presenters on the British motoring show Top Gear often include one for the final event making the other events sometimes completely unnecessary. For example in the original Cheap Car Challenge the final event was to add a point for every pound under the limit the presenter spent. This allowed Clarkson to come from behind and win because he spent a grand total of 1 pound for his vehicle.
The general flaw is that instead of awarding points for rank in any one event, they are awarded based on actual performance which is often unbounded and never weighted. The problem can work in reverse when points are subtracted for poor performance and a breakdown or other misfortune can result in thousands of points being lost. Usually by James May.
Lampshaded in the Police Car Challenge, where Hammond scores 1 point for 'flamboyance' while the others score nothing, and subsequently kick up a huge fuss about it despite it being totally irrelevant to the final scores.
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Yes, Survivor has this, too. No matter how many immunity challenges or rewards you have under your belt, or who’s at the head of the alliance, or anything else, it’s all just buildup for the main event. You have to win the votes of the jury in the end. If you can’t win over a jury (made up entirely of the competition you eliminated), then being the best physically and the best strategically, all the strategy and moves and blindsides and whatnot, means absolutely nothing. (Unlike the Dancing with the Stars example, it is always and entirely possible to turn things around at the absolute last second.) Natalie White and Sandra Diaz-Twine (both times!), in particular, understood this point perfectly, and that’s why both of them wound up with the million.
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The American Ninja Warrior spinoff Team Ninja Warrior consists of a tournament of four teams (of three players each) in each episode. Each tournament is three rounds. The first round is only used for determining seeding of the second round (the winners of each branch of the tournament's first round face the losers of the opposite branch). It is only the second round that determines which teams move on to the third round. From a game-theory perspective, the absolute best strategy would be to immediately jump off the obstacle course and lose every heat of the first round, thus preserving the team members' energy and eliminating any risk of injury, to be fully prepared to take on the second round, where it actually matters if you win. Within each round, there is also the 1-1-2 version of the Golden Snitch, as the first and second heats are worth one point each, and the third worth two points. A fourth heat is used if a tie-breaker is needed.
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Golden Snitch / int_d78e1b3f
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The one place where goals do seem to matter is as a tiebreaker, much like goal differential in football, for when two teams have equivalent records. We see Gryffindor win the Quidditch Cup in exactly this method in Prisoner of Azkaban; Gryffindor lost to Hufflepuff decisively but beat Ravenclaw decisively, and Slytherin beat Ravenclaw narrowly and Hufflepuff decisively, leaving Gryffindor behind a win and 210 points (six goals and the Snitch)— but that's exactly the margin by which they beat Slytherin, putting them even in record and in points (and putting Gryffindor top of the table on the head-to-head tiebreaker). It likely works this way in World Cup qualifying and group stages as well (it very often matters like this in The World Cup and tournaments like it). But you can still see how it's broken in Half-Blood Prince, where going into the final match the first and last place teams are only separated by 400 points.
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Golden Snitch
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The Countdown Conundrum (the single-question final round) comes close to being either a Golden Snitch or completely worthless. Seeing as someone nearly always gets it correct, it doesn't matter if you're 9 points ahead or 9 points behind at this stage, the winner is the person who gets this single question correct first, as they will score 10 points and the game will be over. On the other hand, if the gap is more than 10 points, this round will have no impact on the winner.
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Golden Snitch / int_de2d10ea
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Golden Snitch
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My Brother is a Superhero: When Luke was a kid, he and his dad came up with a bunch of superheroes and supervillains for a card game. One card, Gordon the World-Eater, was imagined as so overpowered that whoever got that card couldn't lose. This becomes a problem when Stellar accidentally brings him to life.
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Golden Snitch / int_de45e305
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Golden Snitch
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Boyard Land: The final challenge, which involves climbing to the top of a Ferris Wheel, is worth 150 boyards. As it is unlikely there's such a large difference between the teams, the winner of this challenge is usually the winner of the game.
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1.0
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Golden Snitch / int_df855ff9
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Golden Snitch
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Out of This World (1987): In one episode, Evie's team sweeps the entire game, netting 900 points. The final question is worth 1000. Surprisingly, they win anyway.
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1.0
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 Out of This World (1987)
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Golden Snitch / int_e163285d
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Golden Snitch
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2 Stupid Dogs: In "Let's Make A Right Price," all the little dog wants is to get the Consolation Prize, doggie treats. When it's his turn to spin the Big Wheel, he's afraid he'll hit the $1.00 spot and win the car, so he jumps on the wheel and forces it to stop on the 5 cents space. He thinks he's got the doggie treats until host Bill Beaker says:
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Golden Snitch
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Ah... and Mm... Are All She Says: In the polling contest between Norush and Toda's manga, online votes only count as one point, while magazine surveys count as 100 (rewarding readers for actually buying the magazine). Despite Toda leading in magazine votes, Norush beats her by more than 90,000 online points.
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Golden Snitch / int_e44fa07
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Golden Snitch
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Some Chess variants do this. Three-check chess has the additional win condition that the first player to deliver three checks wins. King of the Hill chess has the additional win condition that the first player to get his king onto one of the four center squares wins.
The original game can be considered to fall under this category too. Checkmate immediately ends the game, no matter how much extra material your opponent has, or how bad your position otherwise is. Of course, having more material and a better position usually leads to a lesser chance of being checkmated, in most situations.
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Golden Snitch
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In the Rampage and Knock-Out game modes of DiRT Showdown, which usually last three minutes, the last 30 seconds are worth double points. If you do well enough in these final seconds and get plenty of KOs, you can snatch a last-minute win unless you're significantly behind.
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Golden Snitch / int_e5d5b81a
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Golden Snitch
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In Swashbuckle, the third round, Shipwreck Rummage, is the only one the team has to win in order to win the whole game. Winning the first two rounds cuts down the amount of items you have to find against the clock in the third, but it's still completely possible to lose the first two, then win the third and the game.
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Golden Snitch / int_ebe7673f
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Golden Snitch
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Cha$e claimed that contestants accumulated money for every second they could avoid the Hunters and lost all their winnings if they were eliminated (by being tagged by a Hunter or otherwise), but there was no way to take that money and leave (although the show did have offers to quit the game for a fixed amount). Thus all that mattered was not being eliminated until the last few minutes, then being the first to reach the exit point. A player could easily reach the end with every utility and be eliminated simply because they couldn't reach the exit point first.
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Golden Snitch / int_eca5606d
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Golden Snitch
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Green Tea Rescue: Each team has a number of colored flags that count as their points for the event. However, Izuku's team has a black flag that doesn't count for their total flags, but which they need to keep, because if they lose it they won't pass to the tournament, while whichever team takes it gets an automatic pass.
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Golden Snitch / int_eee1691
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Golden Snitch
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In Rampage: Through Time the usual city smashing only provide bonus points (awarded to a monster with the most destruction) for the minigame after smashing three cities in a particular timeframe. Finishing the minigame determines the true winner, and in the campaign mode, the only way to progress.
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Golden Snitch / int_f06aec1a
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Golden Snitch
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Zig-zagged in Spin-Off in Wii Party. When several x2 or x3 spaces are landed on without playing a mini-game, the bank will have an absurd amount of coins, and the player who wins the next game will usually get an incredible lead. That lead can easily be taken away in a duel mini-game though, where the challenger (who gets to choose their opponent) gets half the opponent's coins if they win. A win here will usually give the challenger a slight lead over their opponent and overall.
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Golden Snitch
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In the earlier days of the Japanese show DERO! the maximum possible prize in the Beam Room round usually accounted for around half the total money up for grabs in each episode, and it was also usually played first. Although it was also Nintendo Hard, so a win of more than half the maximum was rare. After it switched to a winner-take-all points battle format the Beam Room was moved to the last round before the Bonus Round, where the team with the last player remaining will earn two points per player. Under the new format, a Curb-Stomp Battle in the Beam Room (as highly improbable as it would be) would guarantee a win regardless of the previous score.
The show's Spiritual Successor TORE! replaces the Beam Room with the Cliff Chamber, where each player in the winning team would receive two golden Pharaoh statues.
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Golden Snitch / int_f3302b75
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Golden Snitch
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Yugioh most famously has the Exodia cards, where having all five in your hand (Exodia, and the Right Arm, Right Leg, Left Arm, and Left Leg of the Forbidden One) instantly wins the game. Building a deck around drawing as many cards as possible to draw them is certainly possible and reasonably effective, although it's usually not considered a particularly effective strategy on the completitive level. The game has a number of other instant win cards as well, such as Destiny Board and Final Countdown, but the conditions on other such cards are usually much more difficult, generally requiring things like waiting several turns, specific conditions to be met and, actually playing the cards, unlike Exodia.
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Golden Snitch
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Harry Potter and the Methods of Rationality:
Quidditch is torn apart mercilessly by rational!Harry, who never fails to point out how pointless the rest of the game is. Everyone he mentions this to is horrified at the thought of changing the rules. He eventually uses up his "Christmas Wish" to remove the Snitch from the game. The idea gains traction towards the end of the story when both teams in a game realize they can only win the cup if they let the total score get into the hundreds, leading to both Seekers intentionally sucking at their role and ruining the game for the spectators as it stretches out for hours with nothing actually happening.
A witch with a single viewpoint chapter provides a very good opposing view, though. The Snitch keeps the game interesting because it could end at any second — the problem is that Seeker brooms have advanced so much (while the Snitch's speed has remained the same) that it basically just comes out to which team has the most gold to spend on their brooms. The solution is to standardize the brooms, but then you have the arguments between the people who think a few hours average is a good game (with games of a day or two being exciting in moderation), versus the people who think the game isn't worth watching if it doesn't last at least a week.
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Golden Snitch
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And then there was the Gary Kroeger version, which had two: the first had points accumulated translated to positions in an untimed stunt, last to finish is out; the second was a variation on Bid-a-Note from Name That Tune played between the last two teams (here's a stunt, whoever says they can complete it faster plays; if they fail, they hand the game to their opponent, and the first bid is determined by a trivia question).
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Golden Snitch / int_f52b5891
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Golden Snitch
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In Pokémon Unite, Zapdos appears during the final two minutes of a standard 10 minute match. Defeating it will award all active players on that player's team with the maximum 50 Aeos Points and deactivate the barriers on opposing goal points for 30 seconds, allowing for instant goals during that time. On top of that, all points scored (for all players) during those last two minutes will be doubled. Due to the map layout, it's extremely difficult for any team to get more than 400 points before Zapdos unless that team is completely dominating and coordinated. Since Zapdos essentially awards a free 500 points, it's extremely common for Zapdos to make the entire prior 8 minutes in a match completely moots, and it's entirely possible to win with nothing but the points from Zapdos alone.
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Golden Snitch / int_f842a1e1
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Golden Snitch
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OK K.O.! Let's Be Heroes: In "Plazalympics", the relay race that serves as the final event is worth five billion points, "rending all previous rounds worthless!"
 Golden Snitch / int_fa85cc4f
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Golden Snitch
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Somewhat ironically, Quidditch in the 2003 game Harry Potter: Quidditch World Cup is nowhere near as susceptible to this as in the movies or books. In an attempt to balance the game so it didn't rely so heavily on the Golden Snitch it was seemingly overlooked that maintaining control of the field is so easy that running your score over a hundred points over your opponent is commonplace. It's also subverted with two challenges in the game; one of Germany's Team Special challenges requires you to win the game without catching the Snitch, while one of Bulgaria's requires you to lose the game while catching the Snitch.
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In Kamen Rider Decade, Kamen Rider Odin, or rather, his Time Vent card, becomes this in Ryuki's World. Odin doesn't partake in the trial process and only fights Riders who pick a fight with him. Whenever a Rider gets defeated, the Rider who defeated them gains their cards, and so they'd get Time Vent. Once getting Time Vent, a simple time warp and prevention of a murder or whatever caused the trial in the first place is pretty easy and can technically count as the rider winning. However, first they must beat Odin, and he's just as powerful as he was in the original.
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Left 4 Dead in VS mode is sort of like this. Both teams when playing as survivors gain points based on distance traveled, survivors left, health remaining, and then the map bonus multiplier. If the whole team dies, they only get distance and map bonus and the points gained for distance is very small since it only maxes out at 100 points. The map bonus multiplier starts off as x1 but can reach as high as x2 or x4 near the end. A team who has been losing for a bit can suddenly sweep victory under the other team's nose if they do exceptionally well in the end. This is assuming that the losing team is only down by a few points and not lagging badly like 3000 points behind.
The scoring system in VS mode heavily relied on number of survivors that made it to the safe room, how much health everyone had when they made it, and the map multiplier. This could often cause one team of very skilled players to dominate by 1000 points or more while the team that can't reach the safe room several times would never have a chance to get ahead. The sequel cuts down on this and the trope by changing the scoring where only the distance counts as the major factor of scoring and anyone that did happen to make it to the safe room would just get 25 more points per person that is alive. Tied scores in a round are dealt with by awarding the team that did the most damage as the infected in that round extra points.
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The following is a list of statements referring to the current page from other pages.

 Golden Snitch
processingCategory2
Game Show Tropes
 Golden Snitch
processingCategory2
Narrative Devices
 Golden Snitch
processingCategory2
The Gilded Index
 Golden Snitch
processingCategory2
This Index Is Not an Example
 Jewelpet Twinkle☆ / int_5fcb3c79
type
Golden Snitch
 Show by Rock!! / int_5fcb3c79
type
Golden Snitch
 The Simpsons (Comic Book) / int_5fcb3c79
type
Golden Snitch
 Harry Potter and the Methods of Rationality / Fan Fic / int_5fcb3c79
type
Golden Snitch
 Harry Potter and the Natural 20 (Fanfic) / int_5fcb3c79
type
Golden Snitch
 My Hero Playthrough (Fanfic) / int_5fcb3c79
type
Golden Snitch
 The Man Out of Time (Fanfic) / int_5fcb3c79
type
Golden Snitch
 The Raven & the Owlet (Fanfic) / int_5fcb3c79
type
Golden Snitch
 Total Drama What The Heck? (Fanfic) / int_5fcb3c79
type
Golden Snitch
 Battlefield Baseball / int_5fcb3c79
type
Golden Snitch
 Caddyshack / int_5fcb3c79
type
Golden Snitch
 Death Race 2000 / int_5fcb3c79
type
Golden Snitch
 Frost/Nixon / int_5fcb3c79
type
Golden Snitch
 Goon (2011) / int_5fcb3c79
type
Golden Snitch
 Kaamelott: Premier Volet / int_5fcb3c79
type
Golden Snitch
 The Mighty Ducks / int_5fcb3c79
type
Golden Snitch
 Achievement Hunter Grand Theft Auto Series (Lets Play) / int_5fcb3c79
type
Golden Snitch
 Party Crashers (Lets Play) / int_5fcb3c79
type
Golden Snitch
 The Asterisk War / int_5fcb3c79
type
Golden Snitch
 Barry Trotter / int_5fcb3c79
type
Golden Snitch
 Harry Potter and the Goblet of Fire / int_5fcb3c79
type
Golden Snitch
 Harry Potter and the Philosopher's Stone / int_5fcb3c79
type
Golden Snitch
 Ladies versus Butlers! / int_5fcb3c79
type
Golden Snitch
 Nintendo Adventure Books / int_5fcb3c79
type
Golden Snitch
 Quidditch Through the Ages / int_5fcb3c79
type
Golden Snitch
 The Asterisk War / int_5fcb3c79
type
Golden Snitch
 AmericanBibleChallenge
seeAlso
Golden Snitch
 Australian Rules Football
seeAlso
Golden Snitch
 ComedySportz
seeAlso
Golden Snitch
 FullMetalJousting
seeAlso
Golden Snitch
 KeyStoneArmy
seeAlso
Golden Snitch
 Ptitler4e1mm02
seeAlso
Golden Snitch
 Ah... and Mm... Are All She Says (Manga) / int_5fcb3c79
type
Golden Snitch
 Anne Happy (Manga) / int_5fcb3c79
type
Golden Snitch
 My Bride is a Mermaid (Manga) / int_5fcb3c79
type
Golden Snitch
 Seton Academy: Join the Pack! (Manga) / int_5fcb3c79
type
Golden Snitch
 The Disastrous Life of Saiki K. (Manga) / int_5fcb3c79
type
Golden Snitch
 Yandere Kanojo (Manga) / int_5fcb3c79
type
Golden Snitch
 Comedy Bang! Bang! (Podcast) / int_5fcb3c79
type
Golden Snitch
 Hello, from the Magic Tavern (Podcast) / int_5fcb3c79
type
Golden Snitch
 Wait, Wait, Don't Tell Me (Radio) / int_5fcb3c79
type
Golden Snitch
 AKBingo! / int_5fcb3c79
type
Golden Snitch
 A*mazing / int_5fcb3c79
type
Golden Snitch
 American Gladiators / int_5fcb3c79
type
Golden Snitch
 American Ninja Warrior / int_5fcb3c79
type
Golden Snitch
 Battle for Money (SentÅ�chÅ«) / int_5fcb3c79
type
Golden Snitch
 Beat the Clock / int_5fcb3c79
type
Golden Snitch
 Beat the Geeks / int_5fcb3c79
type
Golden Snitch
 Big Fat Quiz of the Year / int_5fcb3c79
type
Golden Snitch
 Body Language / int_5fcb3c79
type
Golden Snitch
 BrainSurge / int_5fcb3c79
type
Golden Snitch
 Brooklyn Nine-Nine / int_5fcb3c79
type
Golden Snitch
 Canada's Worst Driver / int_5fcb3c79
type
Golden Snitch
 Card Sharks / int_5fcb3c79
type
Golden Snitch
 Cash Explosion / int_5fcb3c79
type
Golden Snitch
 Celebrity Name Game / int_5fcb3c79
type
Golden Snitch
 Chain Reaction / int_5fcb3c79
type
Golden Snitch
 Child's Play / int_5fcb3c79
type
Golden Snitch
 Child's Play (1982) / int_5fcb3c79
type
Golden Snitch
 Concentration / int_5fcb3c79
type
Golden Snitch
 Couch Potatoes / int_5fcb3c79
type
Golden Snitch
 Countdown / int_5fcb3c79
type
Golden Snitch
 Cram / int_5fcb3c79
type
Golden Snitch
 Cutthroat Kitchen / int_5fcb3c79
type
Golden Snitch
 Dasshutsu Game DERO! / int_5fcb3c79
type
Golden Snitch
 Eurovision Song Contest / int_5fcb3c79
type
Golden Snitch
 Family Feud / int_5fcb3c79
type
Golden Snitch
 Family Game Night / int_5fcb3c79
type
Golden Snitch
 Finders Keepers / int_5fcb3c79
type
Golden Snitch
 Full Metal Jousting
seeAlso
Golden Snitch
 Fun House / int_5fcb3c79
type
Golden Snitch
 Fun House (1988) / int_5fcb3c79
type
Golden Snitch
 Gambit / int_5fcb3c79
type
Golden Snitch
 Get a Clue / int_5fcb3c79
type
Golden Snitch
 Gladiators (1992) / int_5fcb3c79
type
Golden Snitch
 Golden Balls / int_5fcb3c79
type
Golden Snitch
 How Much Is Enough? / int_5fcb3c79
type
Golden Snitch
 Hypothetical / int_5fcb3c79
type
Golden Snitch
 Jungle Run / int_5fcb3c79
type
Golden Snitch
 Kamen Rider Decade / int_5fcb3c79
type
Golden Snitch
 Kamen Rider Fourze / int_5fcb3c79
type
Golden Snitch
 Legends of the Hidden Temple / int_5fcb3c79
type
Golden Snitch
 Let's Go Back / int_5fcb3c79
type
Golden Snitch
 Lingo / int_5fcb3c79
type
Golden Snitch
 Make Me Famous, Make Me Rich / int_5fcb3c79
type
Golden Snitch
 Make the Grade / int_5fcb3c79
type
Golden Snitch
 Masters Of The Maze / int_5fcb3c79
type
Golden Snitch
 Match Game / int_5fcb3c79
type
Golden Snitch
 Merv Griffin's Crosswords / int_5fcb3c79
type
Golden Snitch
 Million Dollar Money Drop / int_5fcb3c79
type
Golden Snitch
 Million Second Quiz / int_5fcb3c79
type
Golden Snitch
 Name That Tune / int_5fcb3c79
type
Golden Snitch
 Next One / int_5fcb3c79
type
Golden Snitch
 Nick Arcade / int_5fcb3c79
type
Golden Snitch
 Nickelodeon GUTS / int_5fcb3c79
type
Golden Snitch
 Out of This World (1987) / int_5fcb3c79
type
Golden Snitch
 Panel Quiz Attack 25 / int_5fcb3c79
type
Golden Snitch
 Pictureka / int_5fcb3c79
type
Golden Snitch
 Play the Percentages / int_5fcb3c79
type
Golden Snitch
 Press Your Luck / int_5fcb3c79
type
Golden Snitch
 QI / int_5fcb3c79
type
Golden Snitch
 Raven / int_5fcb3c79
type
Golden Snitch
 Red or Black? / int_5fcb3c79
type
Golden Snitch
 Richard Osman's House of Games / int_5fcb3c79
type
Golden Snitch
 RuPaul's Drag Race / int_5fcb3c79
type
Golden Snitch
 Sale of the Century / int_5fcb3c79
type
Golden Snitch
 Split Second (1972) / int_5fcb3c79
type
Golden Snitch
 Starcade / int_5fcb3c79
type
Golden Snitch
 Street Smarts / int_5fcb3c79
type
Golden Snitch
 Supermarket Sweep / int_5fcb3c79
type
Golden Snitch
 Swashbuckle / int_5fcb3c79
type
Golden Snitch
 Talkin' 'bout Your Generation / int_5fcb3c79
type
Golden Snitch
 Thank God You're Here / int_5fcb3c79
type
Golden Snitch
 That's My Dog! / int_5fcb3c79
type
Golden Snitch
 That's My Jam / int_5fcb3c79
type
Golden Snitch
 The Adventure Game / int_5fcb3c79
type
Golden Snitch
 The Cheap Show / int_5fcb3c79
type
Golden Snitch
 The Crystal Maze / int_5fcb3c79
type
Golden Snitch
 The Grand Tour / int_5fcb3c79
type
Golden Snitch
 The Great British Bake Off / int_5fcb3c79
type
Golden Snitch
 The Joker's Wild / int_5fcb3c79
type
Golden Snitch
 The Krypton Factor / int_5fcb3c79
type
Golden Snitch
 The Last Word / int_5fcb3c79
type
Golden Snitch
 The Million Pound Drop / int_5fcb3c79
type
Golden Snitch
 The $1,000,000 Chance of a Lifetime / int_5fcb3c79
type
Golden Snitch
 The Wheel / int_5fcb3c79
type
Golden Snitch
 Top Gear (US) / int_5fcb3c79
type
Golden Snitch
 Trashed / int_5fcb3c79
type
Golden Snitch
 25 Words or Less / int_5fcb3c79
type
Golden Snitch
 Wait Til You Have Kids / int_5fcb3c79
type
Golden Snitch
 Where in the World Is Carmen Sandiego? / int_5fcb3c79
type
Golden Snitch
 Where in Time is Carmen Sandiego? / int_5fcb3c79
type
Golden Snitch
 Who Wants to Be a Millionaire? / int_5fcb3c79
type
Golden Snitch
 Win Ben Stein's Money / int_5fcb3c79
type
Golden Snitch
 Wipeout (2008) / int_5fcb3c79
type
Golden Snitch
 Candy Land (Tabletop Game) / int_5fcb3c79
type
Golden Snitch
 Chess (Tabletop Game) / int_5fcb3c79
type
Golden Snitch
 Hearts (Tabletop Game) / int_5fcb3c79
type
Golden Snitch
 Killer Bunnies and the Quest for the Magic Carrot (Tabletop Game) / int_5fcb3c79
type
Golden Snitch
 Mouse Trap (1963) (Tabletop Game) / int_5fcb3c79
type
Golden Snitch
 13 Dead End Drive (Tabletop Game) / int_5fcb3c79
type
Golden Snitch
 Trivial Pursuit (Tabletop Game) / int_5fcb3c79
type
Golden Snitch
 22 (Tabletop Game) / int_5fcb3c79
type
Golden Snitch
 Yahtzee (Tabletop Game) / int_5fcb3c79
type
Golden Snitch
 A Link to the Past: Randomizer (Video Game) / int_5fcb3c79
type
Golden Snitch
 Batsugun (Video Game) / int_5fcb3c79
type
Golden Snitch
 Bayonetta 2 (Video Game) / int_5fcb3c79
type
Golden Snitch
 Biomutant (Video Game) / int_5fcb3c79
type
Golden Snitch
 Breath of Fire IV (Video Game) / int_5fcb3c79
type
Golden Snitch
 Bugs Bunny & Taz: Time Busters (Video Game) / int_5fcb3c79
type
Golden Snitch
 Bust a Groove (Video Game) / int_5fcb3c79
type
Golden Snitch
 Call of Duty: Modern Warfare 2 (Video Game) / int_5fcb3c79
type
Golden Snitch
 Crimzon Clover (Video Game) / int_5fcb3c79
type
Golden Snitch
 DiRT (Video Game) / int_5fcb3c79
type
Golden Snitch
 DonPachi (Video Game) / int_5fcb3c79
type
Golden Snitch
 Evolve (Video Game) / int_5fcb3c79
type
Golden Snitch
 Fall Guys (Video Game) / int_5fcb3c79
type
Golden Snitch
 Grand Theft Auto (Classic) (Video Game) / int_5fcb3c79
type
Golden Snitch
 Groove Coaster (Video Game) / int_5fcb3c79
type
Golden Snitch
 Haunted Museum (Video Game) / int_5fcb3c79
type
Golden Snitch
 HyperRogue (Video Game) / int_5fcb3c79
type
Golden Snitch
 KanColle (Video Game) / int_5fcb3c79
type
Golden Snitch
 Katamari Damacy (Video Game) / int_5fcb3c79
type
Golden Snitch
 Kirby's Pinball Land (Video Game) / int_5fcb3c79
type
Golden Snitch
 Let's Go Island (Video Game) / int_5fcb3c79
type
Golden Snitch
 Let's Go Jungle (Video Game) / int_5fcb3c79
type
Golden Snitch
 Mario Kart (Video Game) / int_5fcb3c79
type
Golden Snitch
 Mario Party (Video Game) / int_5fcb3c79
type
Golden Snitch
 Mother 3 (Video Game) / int_5fcb3c79
type
Golden Snitch
 Motorsport Manager (Video Game) / int_5fcb3c79
type
Golden Snitch
 Nintendo Switch Sports (Video Game) / int_5fcb3c79
type
Golden Snitch
 Nintendo World Championships (Video Game) / int_5fcb3c79
type
Golden Snitch
 Pang (Video Game) / int_5fcb3c79
type
Golden Snitch
 Patapon (Video Game) / int_5fcb3c79
type
Golden Snitch
 Pilotwings (Video Game) / int_5fcb3c79
type
Golden Snitch
 Pinball Deluxe (Video Game) / int_5fcb3c79
type
Golden Snitch
 Pokémon Unite (Video Game) / int_5fcb3c79
type
Golden Snitch
 Quest for Glory V (Video Game) / int_5fcb3c79
type
Golden Snitch
 Revolution X (Video Game) / int_5fcb3c79
type
Golden Snitch
 Robopon (Video Game) / int_5fcb3c79
type
Golden Snitch
 Saints Row IV (Video Game) / int_5fcb3c79
type
Golden Snitch
 Sins of a Solar Empire (Video Game) / int_5fcb3c79
type
Golden Snitch
 Splatoon 3 (Video Game) / int_5fcb3c79
type
Golden Snitch
 Terminator Salvation (Arcade) (Video Game) / int_5fcb3c79
type
Golden Snitch
 The Jackbox Party Pack (Video Game) / int_5fcb3c79
type
Golden Snitch
 Urban Chaos (Video Game) / int_5fcb3c79
type
Golden Snitch
 Wallace & Gromit's Grand Adventures (Video Game) / int_5fcb3c79
type
Golden Snitch
 WarioWare (Video Game) / int_5fcb3c79
type
Golden Snitch
 WarioWare, Inc.: Mega Party Game$! (Video Game) / int_5fcb3c79
type
Golden Snitch
 Wii Party (Video Game) / int_5fcb3c79
type
Golden Snitch
 Wrath Unleashed (Video Game) / int_5fcb3c79
type
Golden Snitch
 Xenoblade Chronicles 2 (Video Game) / int_5fcb3c79
type
Golden Snitch
 You Don't Know Jack (Video Game) / int_5fcb3c79
type
Golden Snitch
 Dead by Daylight / Videogame / int_5fcb3c79
type
Golden Snitch
 Splatoon (Video Game) / int_5fcb3c79
type
Golden Snitch
 Puffin Forest (Web Animation) / int_5fcb3c79
type
Golden Snitch
 Critical Role (Web Video) / int_5fcb3c79
type
Golden Snitch
 Groom (Web Video) / int_5fcb3c79
type
Golden Snitch
 Jet Lag: The Game (Web Video) / int_5fcb3c79
type
Golden Snitch
 Mega Man (Eddie Lebron) (Web Video) / int_5fcb3c79
type
Golden Snitch
 Some Jerk with a Camera (Web Video) / int_5fcb3c79
type
Golden Snitch
 Table Flip (Web Video) / int_5fcb3c79
type
Golden Snitch
 3DBotMaker (Web Video) / int_5fcb3c79
type
Golden Snitch
 Ultra Fast Pony (Web Video) / int_5fcb3c79
type
Golden Snitch
 Peter Is the Wolf (Webcomic) / int_5fcb3c79
type
Golden Snitch
 Dave the Barbarian / int_5fcb3c79
type
Golden Snitch
 Droners / int_5fcb3c79
type
Golden Snitch
 He-Man and the Masters of the Universe (1983) / int_5fcb3c79
type
Golden Snitch
 How to Train Your Dragon 2 / int_5fcb3c79
type
Golden Snitch
 Nerds and Monsters / int_5fcb3c79
type
Golden Snitch
 Ōban Star-Racers / int_5fcb3c79
type
Golden Snitch
 The Owl House / int_5fcb3c79
type
Golden Snitch
 The PJs / int_5fcb3c79
type
Golden Snitch
 Vampirina / int_5fcb3c79
type
Golden Snitch
 Money in the Bank (Wrestling) / int_5fcb3c79
type
Golden Snitch
 Deus Ex: Invisible War (Video Game) / int_5fcb3c79
type
Golden Snitch
 Laff-A-Lympics / int_5fcb3c79
type
Golden Snitch