Catastrophic Countdown: Difference between revisions

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{{trope}}
[[File:Metroid_OM_escape_1104Metroid OM escape 1104.jpg|link=Metroid: Other M|frame|Why is [[Stuff Blowing Up]] if we still have two minutes left?]]
 
{{quote| ''Thank you for activating the [[Self-Destruct Mechanism]]. This ship will detonate in [[Time Bomb|three minutes.]] In the meantime, please enjoy some [[Stuff Blowing Up|random explosions]] and [[Excessive Steam Syndrome|blasts of steam]]. Human Resources thought it would make things more dramatic than a red light and a klaxon.''}}
 
An area is exploding and falling apart, because a timed explosive has been set. Even though that explosive hasn't gone off yet, it's causing the rest of the area to blow up as well.
 
The bomb is usually on a short fuse. If the bomb dooms the villain, a [['''Catastrophic Countdown]]''' ties in naturally with a [[Collapsing Lair]]. While usually this trope is serves the need to [[Show, Don't Tell|make danger visible]], it is not unreasonable for a [[Self-Destruct Mechanism]] to destabilize before it obliterates.
 
See also: [[No OSHA Compliance]], [[Made of Explodium]]. Compare [[Going Critical]].
 
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=== {{examples|You have two minutes to read examples of this trope\ ===!}}
 
== Film ==
* ''[[Captain America: theThe First Avenger]]'' has the Italian HYDRA Base undergoing several minor explosions before resuming the rest of the self-destruction protocol -related explosions. Justified, as Zola briefly interrupted Red Skull while he was arming the self-destruct protocol when shocked that he's blowing up the base before Red Skull calmly informs Zola that [[Know When to Fold 'Em|"Our forces are outmatched"]] while pointing to a video screen of Captain America fighting the forces and then resumes inputting the self-destruct protocols.
* In ''[[Aliens]]'', the mining facility where the action is set begins to fall apart several minutes before the 19-minute countdown given by Bishop until the reactor's failure. In this case, there is overlap with [[Excessive Steam Syndrome]] as well.
 
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* ''[[Metroid]]'':
** ''Super Metroid'' plays it straight, twice. When Ridley escapes the space colony in the beginning, an announcement claims that the colony's self-destruct has been activated, urging immediate evacuation. Naturally, the whole place starts shaking, steaming, blowing up, and even rocking back and forth quite impressively. Later at the end of the game, the entire planet starts exploding and flooding with acid, because a "Time Bomb has been activated".
** See also, ''[[Metroid: Other M|Other M]]''. An AI voice announces over an intercom that a self-destruct sequence will detonate in about five or so minutes. For some reason, your escape becomes riddled with burning debris and wreckage.
** The first game is a bit of an interesting case. While the NES original completely averts it at the end of the game, the GBA Remake barely offers an appropriate Retcon for playing it straight in that same area. It does avert the trope later on though, in the pirate mother ship.
** In the final escape sequence of Fusion, this is averted. There is some destruction near the exit of the ship, but that's due to the [[Post Final Boss]] rampaging about.
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* A countdown isn't actually seen in [[Rogue Squadron|Rebel Strike]], but the trope is present in spirit in the climax where {{spoiler|Han Solo has to escape from the self-destructing Endor shield generator Bunker while fighting against Sarkli before the base completely self-destructs.}}
* In ''[[Medal of Honor]]: Allied Assault'', after planting the bombs, Fort Schmerzen is rocked by explosions that you have to stay ahead of as you race for the exit, although it doesn't completely explode until you get out.
* The laboratory self -destruct mechanisms in the ''[[Resident Evil]]'' series do this.
 
{{reflist}}
[[Category:Video Game Tropes]]
[[Category:Catastrophic Countdown]]
[[Category:Trope]]