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Who Needs Overtime?
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It's nearing the end of regulation of a sports contest the main characters are in, and it's a close game. Someone makes a comment that the team could tie it up, and beat the opposition in overtime.note for the confused: this does not refer to the enhanced pay rate earned when you exceed your weekly contractual hours at work. This is what British sporting convention refers to as Extra Time, e.g. "Manchester United won the 1992 European Cup against Bayern Munich with two goals scored in extra time." They end up doing one better by getting the job done in regulation. Although just about any spectator will tell you that overtime is always exciting to watch (especially in sports where it's "sudden death", i.e., next score wins), there are a few reasons why the main characters or the author may choose to forego overtime play: A team may play to win now due to pride not allowing them to countenance the idea that this other Ragtag Bunch of Misfits even got so far as tying them at the end of regulation and the fact that they needed more time than normal to settle the obvious fact that they're the better team might in itself be abhorrent to them. On the more rational side, a coach may decide to play to end the game now, win or lose, rather than go into overtime because he believes they have a better chance at winning by gambling everything on one play now than a whole extra period of play — maybe the other team's offense is known to be really good and would likely score in overtime first and therefore win (not an uncommon train of thought in American football, in situations where the underdog team scores a last-minute touchdown and goes for the two-point conversion to win rather than the safer one-point PAT kick to tie), or maybe the coach sees that his players are getting fatigued and might not be able to hold up through overtime, or feels that the extra play time would place the team at a disadvantage in the next game. On the author's side, adding overtime runs the risk of violating The Law of Conservation of Detail as it can drag the story on longer than it ought to unless the author is able to work something new into the situation — for example, the star player on the team got injured on the game-tying score and now the team has to figure out on the fly how to play without them. On the level of a season or tournament: if differing numbers of standings points are awarded for winning or losing in overtime versus regulation note such as the NHL, which awards one point for losing in overtime but none for losing in regulation, or non-KHL European hockey leagues, which award three points for a regulation win, two for an overtime win, one for an overtime loss, and none for a regulation loss a team might try to win in regulation in order to gain as many points as possible and/or deny their opponents even the points for an overtime loss. A subtrope of Down to the Last Play. Not be confused with someone who refuses to pay for extra hours worked. |
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The Replacements (2000): In a must-win game, the Washington Sentinels score a late touchdown and opt not to kick the tying extra point which would send the game into overtime, going instead for the two-point conversion and the win. Falco, the quarterback, throws a bad pass that hits a defender in the hands, but it pops up into the air and reaches its target anyway. With a trip to the playoffs on the line, the scab team Sentinels are trailing a powerful Dallas team that crossed the picket line earlier in the week. Nigel Gruff, the placekicker, walks up to kick the field goal and tie the game, but because he's threatened with losing his pub if he saves the game for the Sentinels, Falco, the QB and holder, changes the play, takes the ball for himself and rushes into the endzone for the game winning TD. Subverted, however, when a holding call negates the TD, but played straight on the second attempt when they go for the TD again and get it, earning the Sentinels a playoff spot. |
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The Replacements (2000) | hasFeature |
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The Mighty Ducks. Happens several times. In the Ducks' final regular season game, Coach Bombay pulls Goldberg to give the Ducks six attackers and a chance to win the game in regulation, as a tie would not have been enough to qualify for the playoffs. It works. During the final game against the Hawks, Charlie Conway is awarded a penalty shot after time expires in regulation with the game tied. He scores to win the championship for the Ducks. In the flashback scenes in The Mighty Ducks, we learn that the coach's big shame, the reason why he gave up hockey, was when he missed a tiebreaker penalty shot. He then mentions that his team went on to lose in overtime. And the coach blamed him for losing the game! Averted in D2, when a shootout is required to separate Team USA and Team Iceland in the final match of the Junior Goodwill Games. In D3, goaltender-turned-defenseman Goldberg scores the only goal of the JV/Varsity Showdown just as time expires in regulation. |
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Happy Gilmore. Despite having a fallen TV tower between his ball and the hole and being advised to take two strokes and go to the tiebreaker, Happy uses his mad puttin' skillz to win the match outright. | |
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Happy Gilmore | hasFeature |
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Inverted in Rocket Power, "Power Play": Roller hockey match. Score, 3-4, Rockets down, with NHL pros game on the line. 12 seconds left. Otto takes the puck from Sam with 3 seconds to go and shoots from afar, planning to tie to start overtime, but the goal is waived. Big Downer Ending, folks. | |
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Ace of the Diamond: In the finals of the Summer Tournament between Seidou and Inashiro, by the bottom part of the 9th inning Seidou is one run ahead on the scoreboard, but Inashiro's coach tells his players they don't need to score two runs, just one, since they'll be guaranteed to win in extra innings. However, Inashiro's ace player, Mei Narumiya, ends up scoring a walk-off homerun with bases loaded to get them ahead and win the game right then and there. | |
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Necessary Roughness: Averted in that (at the time) college games didn't go to overtime, but the Armadillos still opted to go for the win over the tie against the number 1 team in the nation. | |
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Slam Dunk: Attempted in the Ryonan vs. Kainan match during the finals. Ryonan is two points down and Sendoh prepares to score with Maki blocking him, trying to lure him into committing a foul so he can also get a free throw to win the match for Ryonan. However, Maki catches on and lets Sendoh tie the game, and then Kainan proceeds to win the match in overtime. | |
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In the Adam Sandler remake of The Longest Yard, The Convicts had just scored a touchdown on a trick play with no time left, putting them one point behind the Guards. They could have just kicked the extra point and sent the game into overtime, but instead, after a team vote, decided to go for two and the win. They succeed. | |
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The Waterboy: With only time for one more play in the Bourbon Bowl and the Mud Dogs down 27-24, instead of kicking a field goal (admittedly it would have likely been a long-distance attempt, no sure thing at the college level for the most part), Boucher and Grenoille opt for a halfback option pass play which is successful. | |
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Hey Arnold!, "Benchwarmer": With his team down by two with nine seconds remaining, instead of simply sinking the two free throws he's given and playing overtime, Arnold decides to deliberately miss the second freethrow to score a basket to win. This is a real tactic, but so unreliable (you have to bounce off the rim to one of your teammates, which isn't a skill normally practiced) that a smart player would only do it if they need all three points just to get to overtime. | |
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Eyeshield 21: The Deimon Devilbats score a last-second touchdown to trail the Shinryuuji Naga by 1 point with no time remaining, not having gone for the XP attempt yet. Realizing that Sena is at the limit of his stamina and won't be able to last through overtime, Hiruma makes the call to go for 2 on a fake field goal attempt, giving Deimon a one-point victory. Averted in the final game. Team America and Team Japan tie the game, and no overtime is given because the people hosting the tournament thought America would wreck the tournament like always. Unhappy with a tie (As Bud Walker puts it, it's like kissing your sister.) the teams continue playing despite being told not to. It's assumed that Team America won, but Team Japan doesn't mind. |
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