History Main / AIRoulette

24th Jun '17 2:24:53 PM nombretomado
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* ''Franchise/DragonQuest'':

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* ''Franchise/DragonQuest'':''VideoGame/DragonQuest'':
3rd May '17 9:10:11 PM KhaosKyuubi
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** ''VideoGame/KingdomHeartsII'' notably subverted this with regards to it's bosses with a system known as Revenge Value. It was a hidden system that would count up every time the player landed an attack, and once it passed a certain threshold, the boss would break out of your combo and counterattack. This meant that, if you were able to figure out a bosses approximate Revenge Value, you could begin to counter the boss's counter before they even began it. Later games, which played this trope more straight, disappointed some players who had mastered the Revenge Value system.
18th Nov '16 2:04:03 AM kirara19
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** ''VideoGame/ShinMegamiTenseiStrangeJourney'' may not have ''Nocturne'''s Press Turn system that allows enemies to mercilessly destroy you if they hit a weakness, but this trope is still the only thing keeping you alive, especially against certain bosses. In particular, if the final boss of the Law and Neutral routes spammed her [[OneHitKill 100% accurate, unblockable instant kill]] or even [[WeCannotGoOnWithoutYou specifically targeted the protagonist]], she would go from merely [[ThatOneBoss hideously unfair]] to actually impossible.

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** ''VideoGame/ShinMegamiTenseiStrangeJourney'' may not have ''Nocturne'''s Press Turn system that allows enemies to mercilessly destroy you if they hit a weakness, but this trope is still the only thing keeping you alive, especially against certain bosses. In particular, if the final boss of the Law and Neutral routes spammed her [[OneHitKill 100% accurate, unblockable instant kill]] or even [[WeCannotGoOnWithoutYou specifically targeted the protagonist]], she would go from merely [[ThatOneBoss hideously unfair]] unfair to actually impossible.



* The entire ''VideoGame/{{SaGa}}'' series has this in droves, especially ''VideoGame/{{SaGa Frontier}}''. While a few enemies have a powerful move activated only after certain circumstances, they typically spam their moves indiscriminately. Battles devolve into [[LuckBasedMission games of chance]] in which the player hopes that enemies don't use their most powerful attacks. It doesn't help that many of the bosses get multiple turns. Even some of the most innocuous low-level enemies have sort of party-decimating attack that can result in an impromptu Game Over. [[ThatOneAttack MagneticStorm, anyone?]]

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* The entire ''VideoGame/{{SaGa}}'' series has this in droves, especially ''VideoGame/{{SaGa Frontier}}''. While a few enemies have a powerful move activated only after certain circumstances, they typically spam their moves indiscriminately. Battles devolve into [[LuckBasedMission games of chance]] in which the player hopes that enemies don't use their most powerful attacks. It doesn't help that many of the bosses get multiple turns. Even some of the most innocuous low-level enemies have sort of party-decimating attack that can result in an impromptu Game Over. [[ThatOneAttack MagneticStorm, anyone?]]Over, like MagneticStorm.
4th Aug '16 8:08:01 PM morana01
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* In ''VideoGame/{{Flight Rising}}", enemies in the Coliseum run like this. Enemies with full health bars will heal themselves, enemies with full breath bars will continue to meditate, and enemies will use elemental attacks against the dragon on your party with the strongest resistance to that element. Unless, of course, the enemy uses their attacks properly and wrecks your team in 3 turns. That is also possible.



* In ''VideoGame/{{Flight Rising}}", enemies in the Coliseum run like this. Enemies with full health bars will heal themselves, enemies with full breath bars will continue to meditate, and enemies will use elemental attacks against the dragon on your party with the strongest resistance to that element. Unless, of course, the enemy uses their attacks properly and wrecks your team in 3 turns. That is also possible.

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* In ''VideoGame/{{Flight Rising}}", enemies in the Coliseum run like this. Enemies with full health bars will heal themselves, enemies with full breath bars will continue to meditate, and enemies will use elemental attacks against the dragon on your party with the strongest resistance to that element. Unless, of course, the enemy uses their attacks properly and wrecks your team in 3 turns. That is also possible.
4th Aug '16 8:05:49 PM morana01
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* In ''VideoGame/{{Flight Rising}}", enemies in the Coliseum run like this. Enemies with full health bars will heal themselves, enemies with full breath bars will continue to meditate, and enemies will use elemental attacks against the dragon on your party with the strongest resistance to that element. Unless, of course, the enemy uses their attacks properly and wrecks your team in 3 turns. That is also possible.
22nd Jul '16 11:00:11 PM nombretomado
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* The AI in ''CompanyOfHeroes'' does this to a degree. While the AI will still use reasonably effective tactics (how effective depends on difficulty, of course), the basic plan seems to be based largely on AI Roulette. It should be noted, however, that the AI will, on higher difficulties, still be able to completely fuck you up no matter what he does.

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* The AI in ''CompanyOfHeroes'' ''VideoGame/CompanyOfHeroes'' does this to a degree. While the AI will still use reasonably effective tactics (how effective depends on difficulty, of course), the basic plan seems to be based largely on AI Roulette. It should be noted, however, that the AI will, on higher difficulties, still be able to completely fuck you up no matter what he does.
1st Jul '16 4:53:07 PM DrFraud
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* Enemies in ''Solitairica'' occasionally use skills that ''add'' a point or two to the player's stat meters.
17th Jun '16 12:47:17 AM Doug86
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* Beholders in ''BaldursGate 2'' tend to spam their attacks mostly at random. This can be convenient when they paralyze you then hit you with their AntiMagic eye to dispel it, but just pray an Elder Orb doesn't decide to cast Imprisonment on your main character, because WeCannotGoOnWithoutYou, even for long enough to counter it.

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* Beholders in ''BaldursGate ''VideoGame/BaldursGate 2'' tend to spam their attacks mostly at random. This can be convenient when they paralyze you then hit you with their AntiMagic eye to dispel it, but just pray an Elder Orb doesn't decide to cast Imprisonment on your main character, because WeCannotGoOnWithoutYou, even for long enough to counter it.
4th Feb '16 11:09:44 AM Soldancer
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** ''VideoGame/DragonQuestII'' features the [[SuicideAttack Sacrifice]] spell. It destroys the party member who casts it, but also insta-kills every signle enemy in the fight with 100% chance to hit. Unfortunately, certain foes ''also'' have Sacrifice, and will use it when low on health. There is not much more frustrating than having your [[TotalPartyKill entire group]] killed randomly after a lengthy dungeon crawl.
2nd Feb '16 5:36:53 PM GrammarNavi
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* An interesting very early racing game example in the days when the player was the only one capable of making mistakes exists in the Creator/{{Sega}} ArcadeGame ''GP Rider''. While you're tasked with completing a race, much less winning it, the single-player version has you racing against a rider named "Wayne" instead of the second player. On each race, Wayne behaves differently: sometimes having good races, sometimes having bad races. This was in 1990. The ports were created in 1992. Wayne isn't a dynamic AI of the type that are in most racing games, especially simulations, due to the fact that he essentially picked "good" or "bad" riding habits uniformly in each race.

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* An interesting very early racing game example in the days when the player was the only one capable of making mistakes exists in the Creator/{{Sega}} ArcadeGame UsefulNotes/ArcadeGame ''GP Rider''. While you're tasked with completing a race, much less winning it, the single-player version has you racing against a rider named "Wayne" instead of the second player. On each race, Wayne behaves differently: sometimes having good races, sometimes having bad races. This was in 1990. The ports were created in 1992. Wayne isn't a dynamic AI of the type that are in most racing games, especially simulations, due to the fact that he essentially picked "good" or "bad" riding habits uniformly in each race.
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