History Main / LuckbasedMission

23rd Jul '16 2:02:32 PM Morgenthaler
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* Perhaps this is not the experience all players will have, but ''ResetGeneration'' feels as though the entire game is built around luck and coincidence. If the right items drop in the right place, it's easy for anyone to completely wipe out the other players. Much of the time there seems to be very little strategy required at all; if a particularly useful item drops into your territory and you're able to defend it from being destroyed by cannon shots (an easy task), your opponents won't stand much of a chance... Unless an equally useful item falls into THEIR possession.

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* Perhaps this is not the experience all players will have, but ''ResetGeneration'' ''VideoGame/ResetGeneration'' feels as though the entire game is built around luck and coincidence. If the right items drop in the right place, it's easy for anyone to completely wipe out the other players. Much of the time there seems to be very little strategy required at all; if a particularly useful item drops into your territory and you're able to defend it from being destroyed by cannon shots (an easy task), your opponents won't stand much of a chance... Unless an equally useful item falls into THEIR possession.
23rd Jul '16 12:36:36 PM WhosAsking
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* Many board and card games, especially those intended for younger children[[note]]where the aim is mostly to distract and entertain the child, who probably lacks the experience and patience to play more serious games[[note]], are based entirely on luck, with no skill whatsoever. War, Old Maid, Go Fish, Clock Solitaire, Chutes and Ladders, the Game of the Goose, and Candyland are prime examples.

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* Many board and card games, especially those intended for younger children[[note]]where the aim is mostly to distract and entertain the child, who probably lacks the experience and patience to play more serious games[[note]], games[[/note]], are based entirely on luck, with no skill whatsoever. War, Old Maid, Go Fish, Clock Solitaire, Chutes and Ladders, the Game of the Goose, and Candyland are prime examples.
22nd Jul '16 8:55:20 AM WhosAsking
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* Many board and card games, especially those intended for younger children, are based entirely on luck, with no skill whatsoever. War, Chutes and Ladders, the Game of the Goose and Candyland are prime examples.

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* Many board and card games, especially those intended for younger children, children[[note]]where the aim is mostly to distract and entertain the child, who probably lacks the experience and patience to play more serious games[[note]], are based entirely on luck, with no skill whatsoever. War, Old Maid, Go Fish, Clock Solitaire, Chutes and Ladders, the Game of the Goose Goose, and Candyland are prime examples.
22nd Jul '16 1:51:32 AM WhosAsking
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* ''ZombieTsunami'' has this mechanic as well, thankfully, since a good chunk of its missions are at least partially luck-based (like amassing 30 zombies, partially down to the layout of hazards and powerups, or making a certain background appear, completely random).
16th Jul '16 11:11:30 PM BenOfHouston
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* The Game of Life has large depths and lots of mechanics, but the winner, especially in a 2-person game, is mostly determined by the salary drawn when you choose a career at the beginning of the game. If you get a bad draw, say $50k, and your opponent gets $90k, then almost half the game will pass before you have a chance to correct this, and it again comes down to luck. It's almost impossible to recover from that sort of setback without hoping for random luck causing you to step on the half-dozen "trade salary card" squares strewn across the board.
7th Jul '16 10:43:22 PM billybobfred
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** The Vermilion City Gym could also count. In order to deactivate the electric gates blocking your path to Lt. Surge, you need to flip a pair of switches. Said switches are randomly located in two of the 15 trash cans in the room, but they would always be next to each other; if you pick the wrong can after hitting the first switch, they would reset. The problem with this is that guessing incorrectly would, for whatever reason, ''change which trash cans the switches were in''. You could spend hours trying to get to Surge, since the absolute "best" you can do is a 50/50 chance of finding the second switch.
*** Technically, there are 3 trash cans which are surrounded by 4 trash cans, giving 1 in 4. 8 which are surrounded by 3 other, giving 1 in 3 And 4 with 2 surrounding, ie. 1 in 2. That would give a total of (54/15)/12*100%=(3.6/0.12)%=30%; yes, about 30% of success.

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** The Vermilion City Gym could also count. In order to deactivate the electric gates blocking your path to Lt. Surge, you need to flip a pair of switches. Said switches are randomly located in two of What the 15 trash cans in game ''tells'' you is that they're placed randomly, and that the room, but they would second switch is always be next to each other; if the first. What the game ''doesn't'' tell you pick is that only half of the wrong cans can after hitting even contain the first switch, they would reset. The problem with this is that guessing incorrectly would, for whatever reason, ''change which trash and not ''all'' adjacent cans the switches were in''. You could spend hours trying are necessarily eligible to get to Surge, since the absolute "best" you can do is a 50/50 chance of finding contain the second switch.
*** Technically, there are 3 trash cans which are surrounded by 4 trash cans, giving 1 in 4. 8 which are surrounded by 3 other, giving 1 in 3 And 4 with 2 surrounding, ie. 1 in 2. That would give
switch. What the game ''can't'' tell you, because it's due to a total programming error, is that the top left can is almost always one of (54/15)/12*100%=(3.6/0.12)%=30%; the options for the second switch, even though it's not adjacent to any of the options for the first switch. So, yes, about 30% there's a tiny chance of success.looking in the top left can twice in a row and finding both switches.
29th Jun '16 12:12:05 AM KatanaCat
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** Prior to the Pretty Scary Update, [[note]]pre-release 12w40a, to be specific[[/note]] finding Slimeballs was also tough, since they can only be obtained from Slimes, which werere surprisingly rare, and only spawn in large enough caves in the bottom ground layers. Even if all conditions for their spawning are satisfied, there still are several other monsters that can spawn in their stead.[[note]]Y<40, so you have to be fairly close to bedrock. The space must be large enough to spawn a max-sized slime, or none will spawn at all. 90% of the game area just plain doesn't spawn slimes. And even when the game tries to spawn a slime in a valid area, there's a 90% chance it just says "fuck it, no slimes this go" and ''doesn't''.[[/note]] The Pretty Scary Update simply allowed them to spawn in Swamp biomes at night.

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** Prior to the Pretty Scary Update, [[note]]pre-release 12w40a, to be specific[[/note]] finding Slimeballs was also tough, since they can only be obtained from Slimes, which werere were surprisingly rare, and only spawn in large enough caves in the bottom ground layers. Even if all conditions for their spawning are satisfied, there still are several other monsters that can spawn in their stead.[[note]]Y<40, so you have to be fairly close to bedrock. The space must be large enough to spawn a max-sized slime, or none will spawn at all. 90% of the game area just plain doesn't spawn slimes. And even when the game tries to spawn a slime in a valid area, there's a 90% chance it just says "fuck it, no slimes this go" and ''doesn't''.[[/note]] The Pretty Scary Update simply allowed them to spawn in Swamp biomes at night.
24th Jun '16 12:41:18 PM StFan
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* In the DS game ''MasterOfTheMonsterLair'' (that's ''Dungeon Maker'' outside the US) the boss of the 5th floor is an Iron Golem who takes 1 damage from nearly all attacks. The only way to deal significant damage to him is to hope that your sword randomly triggers its one-hit KO attack. And even then, it only deals 100 of the 300-or-so HP the boss has, so you have to get really lucky 3 times before the boss's strong attacks kill you.

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* In the DS game ''MasterOfTheMonsterLair'' ''VideoGame/MasterOfTheMonsterLair'' (that's ''Dungeon Maker'' outside the US) the boss of the 5th floor is an Iron Golem who takes 1 damage from nearly all attacks. The only way to deal significant damage to him is to hope that your sword randomly triggers its one-hit KO attack. And even then, it only deals 100 of the 300-or-so HP the boss has, so you have to get really lucky 3 times before the boss's strong attacks kill you.
18th Jun '16 7:30:00 PM LucaEarlgrey
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** The end of the song "Tohoku EVOLVED" has a jump that comes at the end of the song, preceded by a sudden spike in scroll BPM to 1020, and is always randomized to be one of four "corner" jumps[[note]]L+U, U+R, R+D, or D+L[[/note]]. Because the chart is scrolling so fast, hitting it boils down to predicting the correct jump. For those who played the song as an Encore Extra Stage in ''[=DanceDanceRevolution X3=]'', with a [[OneHitPointWonder one-point lifebar]], this means that no matter how well one played up to this point, you had a 75% chance of failing the song.

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** The end of the song "Tohoku EVOLVED" has a jump that comes at the end of the song, preceded by a sudden spike in scroll BPM to 1020, and is always randomized to be one of four "corner" jumps[[note]]L+U, U+R, R+D, or D+L[[/note]]. Because the chart is scrolling so fast, hitting it boils down to predicting hitting one corner jump and praying that it's the correct jump. For those who played the song as an Encore Extra Stage in ''[=DanceDanceRevolution X3=]'', with a [[OneHitPointWonder one-point lifebar]], this means that no matter how well one played up to this point, you had a 75% chance of failing the song.
15th Jun '16 1:26:39 AM erforce
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** {{Fishing minigame}}s, such as that in the GBA port of , often have a luck component to some degree. The worst ones are almost entirely luck-based.
** Also from Donkey Kong Country, there's a DK Coin in the second game, towards the end of ''Web Woods'' that's at the end of the target barrel cycle (only in the SNES and GBA versions; the GB version, Donkey Kong Land 2, has this coin elsewhere). The catch? It's only there for one micro-second. If you are even a frame late, you won't get the coin. Oh, and the level is quite long. Mudhole Marsh in the fourth world has a similar situation, but you have a bit more time before it goes to the next item.
* The game ''AlexKidd and the Enchanted Castle'' for Sega Genesis takes place on Planet Paperrock. Accordingly, the player has to play Rock, Paper, Scissors to gamble for power up items, at a highly increasing cost over the course of the game. Each boss fight is a series of Rock, Paper, Scissors matches.
** ''PrincessTomatoInTheSaladKingdom'' also revolves boss fights with Rock, Paper, Scissors, but goes a step beyond. If you win a round, your opponent's head starts spinning and for the round to count you have to guess which way they'll be looking when you press the D-pad. I think they had to do the same thing if they won a round, but still...

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** {{Fishing minigame}}s, such as that in the GBA port of , ''VideoGame/DonkeyKongCountry1'', often have a luck component to some degree. The worst ones are almost entirely luck-based.
** Also from Donkey Kong Country, there's There's a DK Coin in the second game, ''VideoGame/DonkeyKongCountry2DiddysKongQuest'', towards the end of ''Web Woods'' the level "Web Woods" that's at the end of the target barrel cycle (only in the SNES and GBA versions; the GB version, Donkey ''Donkey Kong Land 2, 2'', has this coin elsewhere). The catch? It's only there for one micro-second. If you are even a frame late, you won't get the coin. Oh, and the level is quite long. Mudhole Marsh "Mudhole Marsh" in the fourth world has a similar situation, but you have a bit more time before it goes to the next item.
* The game ''AlexKidd ''VideoGame/AlexKidd and the Enchanted Castle'' for Sega Genesis takes place on Planet Paperrock. Accordingly, the player has to play Rock, Paper, Scissors to gamble for power up items, at a highly increasing cost over the course of the game. Each boss fight is a series of Rock, Paper, Scissors matches.
** ''PrincessTomatoInTheSaladKingdom'' ''VideoGame/PrincessTomatoInTheSaladKingdom'' also revolves boss fights with Rock, Paper, Scissors, but goes a step beyond. If you win a round, your opponent's head starts spinning and for the round to count you have to guess which way they'll be looking when you press the D-pad. I think they had to do the same thing if they won a round, but still...
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