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He meets the beta-testers again who believe that he is a character named "The Guy", who can supposedly beat the allegedly "un-winnable" Level 5. Rez is unconvinced and challenges Juni to a "Mega-race" involving a multitude of vehicles, which will allow them onto Level 3. The only apparent rule of this game is "win at any cost". Juni wins the race with help from Valentin, and Demetra joins them; she and Juni display romantic feelings, with him giving her a med-pack with extra lives and her providing him with an illegal map of the game. Upon entering Level 3, Arnold and Juni are forced to battle, the loser getting an immediate game over. During the fight, Juni loses almost all of his lives, but Demetra swaps places with him and is defeated, seemingly getting a game over, upsetting Juni.
The group arrives at Level 4 where Juni finds Carmen, released by the Toymaker, who leads the group. Carmen notices their grandfather is with them and tells Juni the Toymaker is the reason their grandfather uses a wheelchair. Juni follows a map to a lava-filled gorge and the group surfs their way through it. The OSS finds out about the history between the Toymaker and Valentin. Fearing that Valentin might seek revenge, Donnagon attempts to prevent them from reaching Level 5, but fails. They fall into the lava and discover it is harmless, and they reach a cavern where they find the door to Level 5. Carmen asks how much time is remaining, and Juni informs the group that they only have 5 minutes. After the other gamers start to think that Carmen and Juni are deceivers and Rez threatens to give Juni a game over, the real Guy appears, gives the group a pep talk, zaps the door open and walks in, arrogantly thinking it was easy. However, as part of a booby trap set by the Toymaker, he is struck by lightning which causes him collapse and his life count to rapidly drop from 99 to .5, and after The Guy nervously says "Oops", the life count drops to 0, giving him a permanent Game Over, forcing the group to move on without him.
In Super Mario RPG: Legend of the Seven Stars, a Game Over happens only during a battle when the party runs out of HP and are downed. The message "Game over...!" shows on the top of the screen with the music slowing down in speed and pitch. If a save is present, the game will return to the last location where the Save Block was used, retaining only the experience points obtained from previous battles for the party. Otherwise, the game goes to the file-selection screen.
In Paper Mario, the Game Over screen depicts Mario lying dead, covering his eyes with his cap, looking upwards exhausted, looking shocked, praying, or crouching while holding his cap under a spotlight with the orange words "GAME OVER" while the classic Mario franchise Game Over theme plays. The game then returns the player to the title screen upon receiving a Game Over.
In Paper Mario: The Thousand-Year Door, Game Over screens appear very similar to the one in the previous game, with Mario still lying lifeless on the floor, albeit with different tints and the curtains closing and covering him, before coming back to the title screen. In addition, this is one of the first Mario games to feature nonstandard Game Overs with five total, including:
In Luigi's Mansion, Luigi's Mansion: Dark Moon, and Luigi's Mansion 3, when a Game Over occurs, instead of the usual "Game Over" text, the screen reads, "Good night!" as if Luigi has fainted and/or fallen asleep. In the first game, when a Game Over occurs, the player is taken back to the title screen. However, in Dark Moon, the player is asked if they want to restart from the beginning of the mission or return to the Bunker. In the third game, after Luigi faints, the screen fades to black, followed by a cutscene where he is trapped inside a painting with the rest of his friends, and King Boo looks at his collection, turns to the player, and laughs, happy that his plan succeeded. The "Good Night!" sign is revealed from a flashlight, and the player is then given the option to resume from their last save point or return to the title screen. In the ScareScraper mode, when the player(s) fail(s) a floor, a Game Over occurs, but the screen reads, "Game Over," instead of the usual "Good night!" If playing local or download play, the host is asked if they want to play again. The Luigi's Mansion unused Game Over is the same as the final. The only difference is that there is no music.
In Donkey Kong Country 2: Diddy's Kong Quest, the Game Over screen consists of Diddy Kong and Dixie Kong appearing tied to each other in a black cell, with Diddy having a scared face looking out the window and Dixie having a depressed face looking away. The screen then turns to a red tint.[9] The background image can also be seen in error and antipiracy screens in the game. The Game Over screen had been carried over to the game's GBA remake.[10]
In Donkey Kong Country 3: Dixie Kong's Double Trouble!, the Game Over screen consists of an image of Dixie Kong and Kiddy Kong inside a crib within a dark room, with Kiddy having a sad face in closeup and Dixie having an irritated face lying behind. On the bottom of the picture, the phrase "GAME OVER" is shown, spelled in toy blocks; the blocks bounce along the notes of the Game Over jingle. After the jingle has ended, the player can press buttons to make music with the blocks. When the button is pressed or if the player does not touch any buttons for a few seconds, the screen goes black along with a door shut.[11] As with Donkey Kong Country 2: Diddy's Kong Quest, this Game Over screen is shown in antipiracy and error screens, and is carried over to the game's GBA remake, with different music.[12]
If the player continues to remain on the Game Over screen, the music eventually fades out, and voice clips of Mini Mario gradually become more frequent, until several voice clips are overlapping one another. Afterwards, the voice clips fade out and the game automatically returns to the title screen.
In the Super Smash Bros. series, the Game Over screen displays when the player is defeated in the single-player modes, such as Classic Mode. In the first game, when the player is defeated in 1P Game, the character dolls fall, and the announcer asks the player if they want to continue or not. Unlike in future games, there are no payments for continuing; instead, the player's score is reduced in half, and one point is added, likely to indicate how many continues are used. If "YES" is selected, the doll regains life, and the game continues; if "NO" is selected or the player does nothing for a few seconds, the screen fades out and the announcer says, "Game over." The Game Over sign is blue.
In Super Smash Bros. Brawl, when the player runs out of lives in the Classic and All-Star modes, the grid-like screen appears, and the player is asked to continue or not. If "YES" is selected, the game continues; if "NO" is selected or if the player does not have enough coins to pay, the player is given a Game Over and forced to restart the mode. The Game Over sign is red. When the player runs out of lives/other fighters in The Subspace Emissary, the characters' trophies are shown in a spotlight falling onto a floor with the Subspace Army insignia on it, and the player is given the options "Get Up," "Back to Map," and "Quit." Selecting "Get Up" allows the player to continue from the stage's last checkpoint, at the cost of all collectibles they collect being halved. Selecting "Back to Map" takes away any collectibles gained in the level and sends the player back to the mode's world map. If "Quit" is selected, the camera pans to a view above the trophies, the spotlight goes out, and the announcer says, "Game over," followed by the game sending the player back to the Solo area of the main menu. In the Boss Battles mode, the player is not given the choice to continue, likely because it is a Stadium game; it automatically cuts to the Game Over screen and shows the number of bosses the player has defeated. Either way, if a continuation is used in this mode, the player is sent back to the character-selection menu.
In Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U, the Game Over sign appears briefly before the "Continue?" screen, using a blue color. However, unlike in the previous three games, the announcer no longer says, "Game over," during the screen, nor does the jingle from Melee and Brawl play; instead, the "Continue?" screen jingle plays consistently. In Classic Mode, failure causes some of the player's rewards, including gold, to be lost, and by continuing, the intensity lowers by .5, unless the intensity level is set at 2.0 or below. Additionally, continues are no longer possible in the All-Star mode; the game cuts directly to the results screen and takes the player back to the character-selection screen.
But PC gaming is not all roses and sunshine; one of the drawbacks of the controversial platform is the massive size of game files, many of which must be downloaded, especially here in the age of digital distribution. Read on to find the PC games with the largest file sizes in gaming history.
True lovers of FPS-RPG hybrids will be more than familiar with the Deus Ex gaming titles. Being the fourth game in the series and the successor to Human Revolution, Deus Ex: Mankind Divided was developed by Eidos Montreal and published by Square Enix.
Engaging in missions with allies and taking other enemies down is a gameplay loop that never ceases to be tiring. Unfortunately, players need to free up a substantial amount of gigs before even thinking about downloading this game. 2b1af7f3a8