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* ''Series/DealOrNoDeal'' is entirely luck. Contestants pick one briefcase with a random amount of money and eliminate other briefcases with random amounts of money - with no way of telling what's where. The only decisions contestants get to make are when the banker periodically calls and offers to buy their briefcase for the average (rounded off to the nearest $100 or so) of all the remaining money values leaving the contestant to decide to make the deal or not.
** There was exactly one non-luck based outcome on this show. One contestant inadvertently broke the cordless phone prop that the host used to call the banker - the banker then lowered his offer by $10 to compensate for 'expenses'.

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* ''Series/DealOrNoDeal'' is entirely luck. Contestants pick one briefcase with a random amount of money and eliminate other briefcases with random amounts of money - with no way of telling what's where. The only decisions contestants get to make are when the banker periodically calls and offers to buy their briefcase for the average (rounded off to the nearest $100 or so) of all the remaining money values leaving the contestant to decide to make the deal or not.
**
not. There was exactly one non-luck based outcome on this show. show: One contestant inadvertently broke the cordless phone prop that the host used to call the banker - the banker then lowered his offer by $10 to compensate for 'expenses'.



** Similarly, the Creator/{{ITV}} game ''Series/RedOrBlack'', in which a group of 1,000 players participate in games where they need to choose the right outcome -- [[TitleDrop red or black]]. The endgame involved guessing whether a ball, launched into a giant roulette wheel (in Series 2, a "vortex"), will land in a red space or a black space.

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** Similarly, the Creator/{{ITV}} game * ''Series/RedOrBlack'', in which a group of 1,000 players participate in games where they need to choose the right outcome -- [[TitleDrop red or black]]. The endgame involved guessing whether a ball, launched into a giant roulette wheel (in Series 2, a "vortex"), will land in a red space or a black space.

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* ''Series/DealOrNoDeal'' is entirely luck. Contestants pick one briefcase with a random amount of money and eliminate other briefcases with random amounts of money - with no way of telling what's where. The only decisions contestants get to make are when the banker periodically calls and offers to buy their briefcase for the average (rounded off to the nearest $100 or so) of all the remaining money values leaving the contestant to decide to make the deal or not.
** There was exactly one non-luck based outcome on this show. One contestant inadvertently broke the cordless phone prop that the host used to call the banker - the banker then lowered his offer by $10 to compensate for 'expenses'.



** Similarly, the Creator/{{ITV}} game ''Series/RedOrBlack'', in which a group of 1,000 players participate in games where they need to choose the right outcome -- [[TitleDrop red or black]]. The endgame involved guessing whether a ball, launched into a giant roulette wheel (in Series 2, a "vortex"), will land in a red space or a black space.



* ''Series/DealOrNoDeal'' is entirely luck. Contestants pick one briefcase with a random amount of money and eliminate other briefcases with random amounts of money - with no way of telling what's where. The only decisions contestants get to make are when the banker periodically calls and offers to buy their briefcase for the average (rounded off to the nearest $100 or so) of all the remaining money values leaving the contestant to decide to make the deal or not.
** There was exactly one non-luck based outcome on this show. One contestant inadvertently broke the cordless phone prop that the host used to call the banker - the banker then lowered his offer by $10 to compensate for 'expenses'.
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* ''Series/MinuteToWinIt'' is hard enough on its own, but its Million Dollar game ''Supercoin'' definitely qualifies as a Luck Based Mission. You have to bounce a quarter off of a table and get it into a water jug 15 feet away with a 1.75 inch mouth (barely larger than the quarter itself). It'd be difficult enough even if you could aim properly, but because you have to bounce the coins off the table, you have virtually no control over where those quarters are going. Few have come close; none have succeeded- aside from [[https://www.youtube.com/watch?v=zPdcroF-Fwc the host of the Turkish version]], that is.

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* ''Series/MinuteToWinIt'' is hard enough on its own, but its Million Dollar game ''Supercoin'' definitely qualifies as a Luck Based Mission.qualifies. You have to bounce a quarter off of a table and get it into a water jug 15 feet away with a 1.75 inch 75-inch mouth (barely larger than the quarter itself). It'd be difficult enough even if you could aim properly, but because you have to bounce the coins off the table, you have virtually no control over where those quarters are going. Few have come close; none have succeeded- succeeded -- aside from [[https://www.youtube.com/watch?v=zPdcroF-Fwc the host of the Turkish version]], that is.
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[[folder:Visual Novels]]
* In ''VisualNovel/{{Melody}}'', with several in-game decisions (even the pivotal ones for the title character's career), there is no way to tell, or even infer, which decision is correct before making it, at least without reading the walkthrough.
[[/folder]]
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** ''VideoGame/MortalKombat1'': Additionally, fighting [[SecretCharacter Reptile]] not only requires a double flawless victory followed by a fatality, but the player must "Look to la Luna"; there's a random chance of seeing objects fly across the moon. The player can only challenge Reptile if this occurs.

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** ''VideoGame/MortalKombat1'': ''VideoGame/MortalKombat1992'': Additionally, fighting [[SecretCharacter Reptile]] not only requires a double flawless victory followed by a fatality, but the player must "Look to la Luna"; there's a random chance of seeing objects fly across the moon. The player can only challenge Reptile if this occurs.
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* The short-lived British game show ''The Colour of Money'' was built around this trope. Pick one of 20 ATM's, each stocked with a different amount of money from £1,000 to £20,000, and let it count up until either you stop it (banking the money) or it runs past its limit (which gets you nothing for that turn). If you can reach a target amount (randomly drawn and always at least £50,000) within 10 turns, you keep it all; if not, you leave with nothing.
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-->-- '''Yoda''', ''[[Literature/{{Shatterpoint}} Star Wars: Shatterpoint]]''

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-->-- '''Yoda''', ''[[Literature/{{Shatterpoint}} Star Wars: Shatterpoint]]''
''Literature/{{Shatterpoint}}''



** Completing all objectives in par time on the second Belarus mission in ''VideoGame/SyphonFilterTheOmegaStrain'' is a coin toss, since Ivankov's papers are in one of three randomly chosen locations. Sometimes, the guard with the papers can [[GameBreakingBug completely fail to spawn]].

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** Completing all objectives in par time on the second Belarus mission in ''VideoGame/SyphonFilterTheOmegaStrain'' ''Syphon Filter: The Omega Strain'' is a coin toss, since Ivankov's papers are in one of three randomly chosen locations. Sometimes, the guard with the papers can [[GameBreakingBug completely fail to spawn]].
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* Let's face it--many {{Tabletop RPG}}s are going to have some element of this by virtue of [[RandomNumberGod the use of dice or other randomizers for task resolution]]. Even if your character is tremendously skilled or powerful, a failed saving throw or other bad roll or series of them can ruin your whole day.
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* Let's face it--many {{Tabletop RPG}}s are going to have some element of this by virtue of [[RandomNumberGod the use of dice or other randomizers for task resolution]]. Even if your character is tremendously skilled or powerful, a failed SavingThrow or other bad roll or series of them can ruin your whole day.

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* Let's face it--many {{Tabletop RPG}}s are going to have some element of this by virtue of [[RandomNumberGod the use of dice or other randomizers for task resolution]]. Even if your character is tremendously skilled or powerful, a failed SavingThrow saving throw or other bad roll or series of them can ruin your whole day.
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* Let's face it--many {{Tabletop RPG}}s are going to have some element of this by virtue of [[RandomNumberGod the use of dice or other randomizers for task resolution]]. Even if your character is tremendously skilled or powerful, a bad roll or series of bad rolls, especially when a lot is riding on them, can ruin your whole day.

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* Let's face it--many {{Tabletop RPG}}s are going to have some element of this by virtue of [[RandomNumberGod the use of dice or other randomizers for task resolution]]. Even if your character is tremendously skilled or powerful, a failed SavingThrow or other bad roll or series of bad rolls, especially when a lot is riding on them, them can ruin your whole day.
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None


* Let's face it--many TabletopRoleplayingGames are going to have some element of this by virtue of [[RandomNumberGod the use of dice or other randomizers for task resolution]]. Even if your character is tremendously skilled or powerful, a bad roll or series of bad rolls, especially when a lot is riding on them, can ruin your whole day.

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* Let's face it--many TabletopRoleplayingGames {{Tabletop RPG}}s are going to have some element of this by virtue of [[RandomNumberGod the use of dice or other randomizers for task resolution]]. Even if your character is tremendously skilled or powerful, a bad roll or series of bad rolls, especially when a lot is riding on them, can ruin your whole day.
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* Let's face it--many TabletopRoleplayingGames are going to have some element of this by virtue of [[RandomNumberGod the use of dice or other randomizers for task resolution]]. Even if your character is tremendously skilled or powerful, a bad roll or series of bad rolls can ruin your whole day.

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* Let's face it--many TabletopRoleplayingGames are going to have some element of this by virtue of [[RandomNumberGod the use of dice or other randomizers for task resolution]]. Even if your character is tremendously skilled or powerful, a bad roll or series of bad rolls rolls, especially when a lot is riding on them, can ruin your whole day.
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* Let's face it--many TabletopRoleplayingGames are going to have some element of this by virtue of [[RandomNumberGod the use of dice or other randomizers for task resolution]]. Even if your character is tremendously skilled or powerful, a bad roll or series of bad rolls can ruin your whole day.
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You just had to write the trope's name in Camel Case


*** This was turned on its head in the 1990 version with Patrick Wayne, where you had to also find a hidden Tic-Tac-Dough pattern, but this time, you chose which symbol to try to find, and stopped the shuffling Xs and Os to set up the game; the first successful pick (where the chosen symbol was found) added $500 to the pot, with each subsequent occurrence doubling the pot (the opposite one added nothing). The dragon still cost everything, but if the pattern was found with the chosen symbol, the game and the pot and the prize(s) were won; if the dragonslayer turned up, the pot was doubled and the prize package was awarded. If the dragonslayer was found off the top, however, the player won $1000. Sometimes, however, one would need the dragonslayer to win, because the shuffling could [[https://tvtropes.org/pmwiki/pmwiki.php/Main/UnintentionallyUnwinnable leave the player with no way to make a Tic-Tac-Dough with the chosen symbol]]. This version was [[Main/TheyChangedItNowItSucks derided]], however, for having a dragon and dragonslayer that rapped their purposes (given that it was 1990 when it was on, and rap music was big then).

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*** This was turned on its head in the 1990 version with Patrick Wayne, where you had to also find a hidden Tic-Tac-Dough pattern, but this time, you chose which symbol to try to find, and stopped the shuffling Xs and Os to set up the game; the first successful pick (where the chosen symbol was found) added $500 to the pot, with each subsequent occurrence doubling the pot (the opposite one added nothing). The dragon still cost everything, but if the pattern was found with the chosen symbol, the game and the pot and the prize(s) were won; if the dragonslayer turned up, the pot was doubled and the prize package was awarded. If the dragonslayer was found off the top, however, the player won $1000. Sometimes, however, one would need the dragonslayer to win, because the shuffling could [[https://tvtropes.org/pmwiki/pmwiki.php/Main/UnintentionallyUnwinnable [[UnintentionallyUnwinnable leave the player with no way to make a Tic-Tac-Dough with the chosen symbol]]. This version was [[Main/TheyChangedItNowItSucks derided]], however, for having a dragon and dragonslayer that rapped their purposes (given that it was 1990 when it was on, and rap music was big then).
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TTD 1990 bonus round could be Unintentionally Unwinnable


*** This was turned on its head in the 1990 version with Patrick Wayne, where you had to also find a hidden Tic-Tac-Dough pattern, but this time, you chose which symbol to try to find, and stopped the shuffling Xs and Os to set up the game; the first successful pick (where the chosen symbol was found) added $500 to the pot, with each subsequent occurrence doubling the pot (the opposite one added nothing). The dragon still cost everything, but if the pattern was found with the chosen symbol, the game and the pot and the prize(s) were won; if the dragonslayer turned up, the pot was doubled and the prize package was awarded. If the dragonslayer was found off the top, however, the player won $1000. Sometimes, however, one would need the dragonslayer to win, because the shuffling could leave the player with no way to make a Tic-Tac-Dough with the chosen symbol. This version was [[Main/TheyChangedItNowItSucks derided]], however, for having a dragon and dragonslayer that rapped their purposes (given that it was 1990 when it was on, and rap music was big then).

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*** This was turned on its head in the 1990 version with Patrick Wayne, where you had to also find a hidden Tic-Tac-Dough pattern, but this time, you chose which symbol to try to find, and stopped the shuffling Xs and Os to set up the game; the first successful pick (where the chosen symbol was found) added $500 to the pot, with each subsequent occurrence doubling the pot (the opposite one added nothing). The dragon still cost everything, but if the pattern was found with the chosen symbol, the game and the pot and the prize(s) were won; if the dragonslayer turned up, the pot was doubled and the prize package was awarded. If the dragonslayer was found off the top, however, the player won $1000. Sometimes, however, one would need the dragonslayer to win, because the shuffling could [[https://tvtropes.org/pmwiki/pmwiki.php/Main/UnintentionallyUnwinnable leave the player with no way to make a Tic-Tac-Dough with the chosen symbol.symbol]]. This version was [[Main/TheyChangedItNowItSucks derided]], however, for having a dragon and dragonslayer that rapped their purposes (given that it was 1990 when it was on, and rap music was big then).
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Crosswicking

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** ''VideoGame/MarioPartyStarRush'':
*** Fruit or Foe. In this minigame, players take turns picking from five different houses in hopes of finding a Shy Guy with a plate of apples. At best, players can get a Shy Guy with five apples. At worst, they can get a Chain Chomp that gives them nothing. There's no way to know where the best Shy Guy is until he's found.
*** Kamek's Card Tricks can become this in Toad Scramble mode if a player goes into it with a team of Allies. It's a memory game where the players are shown a series of cards with both up and down arrows on them, with the objective being to pick cards with down arrows to pull back on a slingshot to launch balls at Kamek to score points. Human players have no control over what cards their computer-controlled allies pick, however, so they might hurt the player by picking up arrows, or worse, the Kamek cards, allowing Kamek to attack the player and cost them points.
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Corrections to 1990 TTD bonus game rules


*** On the [[https://www.youtube.com/watch?v=6E72bxOTEiQ CBS Daytime]] version, the goal was different: you had to find a hidden Tic-Tac-Dough on the board before finding the dragon (whether X or O); each safe square was worth $150, and finding the hidden pattern meant you kept all money accumulated and won a prize package (the dragon still meant you lost everything).
*** This was turned on its head in the 1990 version with Patrick Wayne, where you had to also find a hidden Tic-Tac-Dough pattern, but this time, you chose which symbol to try to find, and stopped the shuffling Xs and Os to set up the game; each successful pick (where the chosen symbol was found) added $500 to the pot (the opposite one added nothing). The dragon still cost everything, but if the pattern was found with the chosen symbol, or the dragonslayer turned up, the pot was doubled and the prize package was awarded. If the dragonslayer was found off the top, however, the player won $1000. This version was [[Main/TheyChangedItNowItSucks derided]], however, for having a dragon and dragonslayer that rapped their purposes (given that it was 1990 when it was on, and rap music was big then).

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*** On the [[https://www.youtube.com/watch?v=6E72bxOTEiQ CBS Daytime]] version, the goal was different: you had to find a hidden Tic-Tac-Dough on the board before finding the dragon (whether X or O); each safe square was worth $150, $150 (the player could quit at any time), and finding the hidden pattern meant you kept all money accumulated and won a prize package (the dragon still meant you lost everything).
*** This was turned on its head in the 1990 version with Patrick Wayne, where you had to also find a hidden Tic-Tac-Dough pattern, but this time, you chose which symbol to try to find, and stopped the shuffling Xs and Os to set up the game; each the first successful pick (where the chosen symbol was found) added $500 to the pot, with each subsequent occurrence doubling the pot (the opposite one added nothing). The dragon still cost everything, but if the pattern was found with the chosen symbol, or the game and the pot and the prize(s) were won; if the dragonslayer turned up, the pot was doubled and the prize package was awarded. If the dragonslayer was found off the top, however, the player won $1000. Sometimes, however, one would need the dragonslayer to win, because the shuffling could leave the player with no way to make a Tic-Tac-Dough with the chosen symbol. This version was [[Main/TheyChangedItNowItSucks derided]], however, for having a dragon and dragonslayer that rapped their purposes (given that it was 1990 when it was on, and rap music was big then).
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Crosswicking

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** ''VideoGame/MarioParty10'': In Bowser's Bogus Bingo, Team Mario must choose from a series of 3x3 bingo cards with images of different characters on them, after which Bowser will roll a die five times to determine what characters will be marked. For every bingo the players get, Bowser gets to take one heart from that player. If Team Mario is lucky, Bowser can waste his rolls on repeats of the same character.
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It being "the sequel" doesn't validate misindentation


** Averted with the SpiritualSequel ''VideoGame/PlagueInc'' where, while Madagascar would still close their everything if a dog so much as sneezed, you ''still'' had options to get in. One such way was with the parasite: one such evolvable trait turned it into a PuppeteerParasite that could slam an infected plane into Madagasgar regardless of their border status. Even if your disease lacked an ability to get into a country, there was also always the chance you'd get lucky and get a popup reading "the disease has somehow infected [a country]!" -- basically the game's way of saying [[AntiFrustrationFeatures you have no way of getting into this country now so we gave you a freebie]].

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** * Averted with the SpiritualSequel ''VideoGame/PlagueInc'' where, while Madagascar would still close their everything if a dog so much as sneezed, you ''still'' had options to get in. One such way was with the parasite: one such evolvable trait turned it into a PuppeteerParasite that could slam an infected plane into Madagasgar regardless of their border status. Even if your disease lacked an ability to get into a country, there was also always the chance you'd get lucky and get a popup reading "the disease has somehow infected [a country]!" -- basically the game's way of saying [[AntiFrustrationFeatures you have no way of getting into this country now so we gave you a freebie]].
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** Averted with the SpiritualSequel ''Videogame/PlagueInc'' where, while Madagascar would still close their everything if a dog so much as sneezed, you ''still'' had options to get in. One such way was with the parasite: one such evolvable trait turned it into a PuppeteerParasite that could slam an infected plane into Madagasgar regardless of their border status. Even if your disease lacked an ability to get into a country, there was also always the chance you'd get lucky and get a popup reading "the disease has somehow infected [a country]!" -- basically the game's way of saying [[AntiFrustrationFeatures you have no way of getting into this country now so we gave you a freebie]].

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** Averted with the SpiritualSequel ''Videogame/PlagueInc'' ''VideoGame/PlagueInc'' where, while Madagascar would still close their everything if a dog so much as sneezed, you ''still'' had options to get in. One such way was with the parasite: one such evolvable trait turned it into a PuppeteerParasite that could slam an infected plane into Madagasgar regardless of their border status. Even if your disease lacked an ability to get into a country, there was also always the chance you'd get lucky and get a popup reading "the disease has somehow infected [a country]!" -- basically the game's way of saying [[AntiFrustrationFeatures you have no way of getting into this country now so we gave you a freebie]].



* The beginning of the last level in the original ''VideoGame/{{Double Dragon}}'' has you walk along the side of the brick wall. Some of the bricks pop out and hit you for massive damage. There's no pattern, thus, no way to tell which brick is going to pop out next. And once they do pop out, they do it so quickly you cannot dodge. Your best bet is just continuously jumping and trying to get past the wall as quickly as possible... except you also have to time it so that you don't get hit by the spear the statue standing right next to the wall thrusts at you.

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* The beginning of the last level in the original ''VideoGame/{{Double Dragon}}'' ''VideoGame/DoubleDragon'' has you walk along the side of the brick wall. Some of the bricks pop out and hit you for massive damage. There's no pattern, thus, no way to tell which brick is going to pop out next. And once they do pop out, they do it so quickly you cannot dodge. Your best bet is just continuously jumping and trying to get past the wall as quickly as possible... except you also have to time it so that you don't get hit by the spear the statue standing right next to the wall thrusts at you.



** In Gran Turismo 5, a lot of the seasonal challenges feature a single lap to a difficult track (Nurburgring Nordschleife or Suzuka are the regulars) in which you start last and have to finish first. This can become, either {{Unwinnable}} if the car starting first is a fast one or EasierThanEasy if it's a turtle, helding back all the others.

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** In Gran ''Gran Turismo 5, 5'', a lot of the seasonal challenges feature a single lap to a difficult track (Nurburgring Nordschleife or Suzuka are the regulars) in which you start last and have to finish first. This can become, either {{Unwinnable}} if the car starting first is a fast one or EasierThanEasy if it's a turtle, helding back all the others.



* ''Videogame/TheImpossibleQuiz'' is virtually unwinnable on a first playthrough for even the cleverest thanks to its InsaneTrollLogic questions. And then some of the questions have a different answer every time, making it a luck based mission even if you memorized the answers.

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* ''Videogame/TheImpossibleQuiz'' ''VideoGame/TheImpossibleQuiz'' is virtually unwinnable on a first playthrough for even the cleverest thanks to its InsaneTrollLogic questions. And then some of the questions have a different answer every time, making it a luck based mission even if you memorized the answers.



%% [See discussion page] * ''VideoGame/{{Touhou}}'' has a mild example of this, in that the exact layout of the danmaku during certain attacks depends on the whim of the RNG, though due to the way they work, there is always an opening somewhere. Early title ''Lotus Land Story'' is particularly bad about this, though - not only does it not have the limit of later games that ensures there is always an opening (thus potentially giving you completely unavoidable waves), it has an entire Luck Based ''Boss'' in the form of Marisa in stage 4 - she has a ton of attack patterns, and which one she uses at any given time is entirely up to the whims of the RNG. She's the only boss in any Touhou game apart from the spinoffs that is completely impossible to memorize. Marisa can either be a pushover or a brutal, brutal fight - and if you think you can just avoid her by playing as Marisa instead, the game responds by giving you a straight-up ThatOneBoss.

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%% [See discussion page] * ''VideoGame/{{Touhou}}'' ''Franchise/TouhouProject'' has a mild example of this, in that the exact layout of the danmaku during certain attacks depends on the whim of the RNG, though due to the way they work, there is always an opening somewhere. Early title ''Lotus Land Story'' ''VideoGame/TouhouGensokyoLotusLandStory'' is particularly bad about this, though - not only does it not have the limit of later games that ensures there is always an opening (thus potentially giving you completely unavoidable waves), it has an entire Luck Based ''Boss'' in the form of Marisa in stage 4 - she has a ton of attack patterns, and which one she uses at any given time is entirely up to the whims of the RNG. She's the only boss in any Touhou ''Touhou'' game apart from the spinoffs that is completely impossible to memorize. Marisa can either be a pushover or a brutal, brutal fight - and if you think you can just avoid her by playing as Marisa instead, the game responds by giving you a straight-up ThatOneBoss.



** ''VideoGame/RuneFactory3'' has Monica in a similar minigame, although it isn't necessary for any quest.Win three games in a row and you get some gold. Win four in a row and you get an useful item. [[DoWellButNotPerfect Win five in a row, and you get a black eye.]]

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** ''VideoGame/RuneFactory3'' has Monica in a similar minigame, although it isn't necessary for any quest. Win three games in a row and you get some gold. Win four in a row and you get an a useful item. [[DoWellButNotPerfect Win five in a row, and you get a black eye.]]
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First episode of short-lived CBS Daytime version, with first version of bonus game in action


*** On the CBS Daytime version, the goal was different: you had to find a hidden Tic-Tac-Dough on the board before finding the dragon (whether X or O); each safe square was worth $150, and finding the hidden pattern meant you kept all money accumulated and won a prize package (the dragon still meant you lost everything).

to:

*** On the [[https://www.youtube.com/watch?v=6E72bxOTEiQ CBS Daytime Daytime]] version, the goal was different: you had to find a hidden Tic-Tac-Dough on the board before finding the dragon (whether X or O); each safe square was worth $150, and finding the hidden pattern meant you kept all money accumulated and won a prize package (the dragon still meant you lost everything).
Is there an issue? Send a MessageReason:
Because the changes in the bonus game on Tic-Tac-Dough in 1990 sucked to some people


*** This was turned on its head in the 1990 version with Patrick Wayne, where you had to also find a hidden Tic-Tac-Dough pattern, but this time, you chose which symbol to try to find, and stopped the shuffling Xs and Os to set up the game; each successful pick (where the chosen symbol was found) added $500 to the pot (the opposite one added nothing). The dragon still cost everything, but if the pattern was found with the chosen symbol, or the dragonslayer turned up, the pot was doubled and the prize package was awarded. If the dragonslayer was found off the top, however, the player won $1000. This version was derided, however, for having a dragon and dragonslayer that rapped their purposes (given that it was 1990 when it was on, and rap music was big then).

to:

*** This was turned on its head in the 1990 version with Patrick Wayne, where you had to also find a hidden Tic-Tac-Dough pattern, but this time, you chose which symbol to try to find, and stopped the shuffling Xs and Os to set up the game; each successful pick (where the chosen symbol was found) added $500 to the pot (the opposite one added nothing). The dragon still cost everything, but if the pattern was found with the chosen symbol, or the dragonslayer turned up, the pot was doubled and the prize package was awarded. If the dragonslayer was found off the top, however, the player won $1000. This version was derided, [[Main/TheyChangedItNowItSucks derided]], however, for having a dragon and dragonslayer that rapped their purposes (given that it was 1990 when it was on, and rap music was big then).
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We have a page for this game now. =)


** The first six games' and ''Superstars''' Chance Times and equivalents can change who wins in one turn because one of the outcomes is ''swapping stars''.

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** The In the first six games' games and ''Superstars''' ''VideoGame/MarioPartySuperstars'', the Chance Times and equivalents Time (and equivalent) spaces can change who wins in one turn because one of the outcomes is ''swapping stars''.
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Tic Tac Dough bonus game differences

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*** On the CBS Daytime version, the goal was different: you had to find a hidden Tic-Tac-Dough on the board before finding the dragon (whether X or O); each safe square was worth $150, and finding the hidden pattern meant you kept all money accumulated and won a prize package (the dragon still meant you lost everything).
*** This was turned on its head in the 1990 version with Patrick Wayne, where you had to also find a hidden Tic-Tac-Dough pattern, but this time, you chose which symbol to try to find, and stopped the shuffling Xs and Os to set up the game; each successful pick (where the chosen symbol was found) added $500 to the pot (the opposite one added nothing). The dragon still cost everything, but if the pattern was found with the chosen symbol, or the dragonslayer turned up, the pot was doubled and the prize package was awarded. If the dragonslayer was found off the top, however, the player won $1000. This version was derided, however, for having a dragon and dragonslayer that rapped their purposes (given that it was 1990 when it was on, and rap music was big then).
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Crosswicking

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** ''VideoGame/MarioPartyTheTop100'': Some of the revisited minigames are reliant on luck instead of skill or reflexes, and the game acknowledges this by classifying them within the Lucky category. The most notorious one is Deck Hands, from ''7''.
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[[/folder]]

[[folder:Web Video]]
* WebVideo/JetLagTheGame: The first fork in season five has a path featuring challenges of fixed difficulty, and another path with a luck factor. For each challenge on the luck route, the difficulty is determined randomly upon arrival, such as digging a hole with parameters set by a six-sided die.
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** If the player is deep in the Lunar Whale or Blackjack course, that is to say, running gauntlets of random enemies 20 to 50 levels above the level cap, the player's survival can quickly wind up luck-based: Did the computer give the opponent the best equipment in the game, or merely a motley assortment? Do they have accessories that complement their strengths, or worthless ones? Is their summon godly, or horrible? Is their CPU-behavior set to a playstyle the player can counter reliably? There's no way of knowing unless you fully commit yourself to fighting the opponent. Start praying.

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** If the player is deep in the Lunar Whale or Blackjack TabletopGame/{{Blackjack}} course, that is to say, running gauntlets of random enemies 20 to 50 levels above the level cap, the player's survival can quickly wind up luck-based: Did the computer give the opponent the best equipment in the game, or merely a motley assortment? Do they have accessories that complement their strengths, or worthless ones? Is their summon godly, or horrible? Is their CPU-behavior set to a playstyle the player can counter reliably? There's no way of knowing unless you fully commit yourself to fighting the opponent. Start praying.



** In ''Kitty Powers' Love Life'', resolving a couple's argument is done by playing Blackjack against the other party, who is controlled by the AI. You can cheat to exchange your card for another one of higher value, but you have to be lucky with the cards you draw to win the argument.

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** In ''Kitty Powers' Love Life'', resolving a couple's argument is done by playing Blackjack TabletopGame/{{blackjack}} against the other party, who is controlled by the AI. You can cheat to exchange your card for another one of higher value, but you have to be lucky with the cards you draw to win the argument.



* The gambling challenges in ''VideoGame/RedDeadRedemption2'' are these, obviously. Challenge 8 in particular is frustrating for many players. It requires hitting 3 times and winning a hand of blackjack. You have to do this 3 times. Even if you get five cards, the dealer could win or tie. There are players who got it in 20 minutes, and others that have spent hours with only 1 win to show for it. The other challenges have some degree of skill involved, but this one is almost entirely luck based.

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* The gambling challenges in ''VideoGame/RedDeadRedemption2'' are these, obviously. Challenge 8 in particular is frustrating for many players. It requires hitting 3 times and winning a hand of blackjack.TabletopGame/{{blackjack}}. You have to do this 3 times. Even if you get five cards, the dealer could win or tie. There are players who got it in 20 minutes, and others that have spent hours with only 1 win to show for it. The other challenges have some degree of skill involved, but this one is almost entirely luck based.

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* ''VideoGame/IdolManager'': The two story mode objectives that require to rank within the top five and later first place in the sales chart. While both objectives are easier to reach when more sales are made, the actual number of sales needed can have suprising variations. There are some months on which the group's latest single will rank surprisingly high despite not having hit four digits in sales just because the competition didn't do well either, while there are others where a few thousands of sales won't get the player in the top ten, let alone the top five.

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* ''VideoGame/IdolManager'': ''VideoGame/IdolManager'':
**
The two story mode objectives that require to rank within the top five and later first place in the sales chart. While both objectives are easier to reach when more sales are made, the actual number of sales needed can have suprising variations. There are some months on which the group's latest single will rank surprisingly high despite not having hit four digits in sales just because the competition didn't do well either, while there are others where a few thousands of sales won't get the player in the top ten, let alone the top five.five.
** One of the factors that can help the submission to have an idol group sing at the closing ceremony of the Summer Athletic Games is submitting a song with a combination of components (music genre, lyric topic and choreography style) that will appeal to as many jury members as possible, with the ideal being one that had good metrics upon its release. The deadline for the submission is enough to produce a new song for that sole purpose, but the jury's combination of preferences is randomly generated. The jury members may like song components that a player who has been focusing on a limited selection of them hasn't even unlocked yet. If the overlap between the player's existing output and the jury's preferences isn't a problem, there is no gurantee the best combination the player can produce will be something able to sell well; the three ways song components evolve as their quality enhances is becoming more appealing, less alienating or ''more'' alienating to various demographics. The only way to completely circumvent this is to have all possible song components maxed out before being asked to submit the application for the closing ceremony, which is a surprise TimedMission for a player going into story mode blind.
** If the PlayerCharacter's group makes it through the application process, the next challenge will boil down to getting no new scandal points until the Summer Athletic Games start. Failure can potentially be caused by having the bad luck of getting one of the random events that are the hardest to solve without creating a scandal during that period.
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* ''VideoGame/PlantsVsZombies2ItsAboutTime'':
** The Poncho Zombie may or may not be wearing a metal grate under his poncho. If he isn't, he goes down fast. If he is, he's as tough as a Buckethead. Better hope you have plant food/instakills if many grate-wearing ones appear in a wave.
** Two of the Endless Zones are like this. Big Bad Butte will kill you after ten levels if you don't have a multiple-attack plant to deal with Chickens and a backwards-firing plant to deal with Prospectors, and Terror From Tomorrow will kill you as soon as you reach a level that hits you with more than one Gargantuar Prime at once, if you don't have an E.M.Peach to paralyse them and an Imitater to halve its recharge time.

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Crosswicking


** ''VideoGame/MarioParty9'': At the end of Story Mode, it's you, an AI partner that hates you, and two smarter than your partner AIs that, if they win, make you start the level ALL over. The kicker, the Boss minigames (the ones with the most mini-star value) are pure dice rolling. Expect Shyguy and Magikoopa to have improbable luck and win both of these while your "partner" ruins your chances of winning by getting you fourth and then getting third themselves.

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** ''VideoGame/MarioParty9'': ''VideoGame/MarioParty9'':
***
At the end of Story Mode, it's you, an AI partner that hates you, and two smarter than your partner AIs that, if they win, make you start the level ALL over. The kicker, the Boss minigames (the ones with the most mini-star value) are pure dice rolling. Expect Shyguy and Magikoopa to have improbable luck and win both of these while your "partner" ruins your chances of winning by getting you fourth and then getting third themselves.themselves.
*** In Pinball Fall, players are given a choice of five different balls at the top of a large hill, then they all roll down the hill, and whichever ball reaches the bottom first is the winner. On the way down, there are a variety of obstacles that slow the balls down, such as bumpers, holes, and the other racers. While the player is given a view of the course before the game begins which they can use to predict which ball will make it down fastest, they have no control of the balls on the way down, aside from ability to shake the Wii Remote to free their ball if it gets stuck in a hole.
*** 10 to Win is a minigame where players take turns picking panels to determine whether they, their rivals, the current leader, or the player in last will have their platform raised a certain amount. The first player to reach ten points is the winner, but the players have no idea what they're picking until they do it.
*** In Mecha Choice, players are being pursued by a swarm of Mechakoopas, and have to choose one of three doors to escape from them. Every time, however, one of these doors leads to a dead end that causes the player to lose if they pick it.
*** Manor of Escape challenges players to find the correct doors to reach the bottom floor of a mansion to get out. While the players can look at the doors their rivals pick to more easily complete the process of elimination, there is no way to know where any of the doors lead until someone goes through them.
*** Pier Pressure gives players a choice from a series of fishing rods on a pier. The goal is to pick a rod that will catch a Cheep Cheep, but if the player picks a rod that catches an Urchin, they lose.
*** In Whomp Stomp, players are placed on a rotating platform with one player placed directly in front of a Whomp. In each round, players can choose to add either one or zero to the counter in the center, then rotates one player at a time until the counter hits zero. Whichever player is unlucky enough to land in front of Thwomp when the counter hits zero will get crushed underneath and lose a point, while the others will all be free to attack the Thwomp with a ground pound to earn points. Whether players choose to add to the counter is not revealed until after all players have made their choice, so whether any given player should choose to add is a pure gamble.
*** Bombard King Bob-omb challenges players to pick one of four Bob-ombs to throw at King Bob-omb to score points. The Bob-ombs come in three different sizes, with the largest ones being worth three points, and smallest ones only being worth one. However, the catch is that if more than one player picks the same Bob-omb, the characters will bump into each other when they run over to pick it up, and no one will get to throw it. There's no way to tell which Bob-ombs the other players have picked, so all you can do is pick one and hope for the best.
*** Bowser Jr. Breakdown is a luck-based boss fight. The entire fight consists of rolling a Dice Block to light up the dots on the gauge at the top of the screen in hopes of landing on an increment of 3 so you can score points by attacking Bowser Jr. However, if the player is unlucky enough to land on a Bowser Jr. panel, Jr. will get a chance to roll his own Dice Blocks for a chance to attack that player, costing them points. Unlike the Whomp and King Bob-omb mini-games, there is absolutely nothing the players can do to influence the outcome.
*** In Bowser's Block Battle, the players' scores are determined by which characters land face-up on the Dice Blocks that Bowser throws at them. However, players can manipulate the outcome, as they are given ten seconds to pick up any Dice Blocks they want and throw them to try and land them on a different face.

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