History Main / MutuallyExclusivePowerUps

24th Nov '17 11:24:55 PM Kadorhal
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** Likewise, the Spazer Beam and Plasma Beam in ''VideoGame/SuperMetroid'' cannot be equipped at the same time without glitching the game irrevocably. Later side-scrolling iterations in the ''Metroid'' series, including the original's remake ''[[VideoGame/MetroidZeroMission Zero Mission]]'', just allow Samus to equip all beams at once.

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** Likewise, the Spazer Beam and Plasma Beam in ''VideoGame/SuperMetroid'' downplays this with beam upgrades; the Spazer Beam and Plasma Beam cannot be equipped at the same time without glitching the game irrevocably.irrevocably, although the Ice and Wave Beams work together with either of the two and with each other. Later side-scrolling iterations in the ''Metroid'' series, including the original's remake ''[[VideoGame/MetroidZeroMission Zero Mission]]'', just allow Samus to equip all beams at once.



* ''VideoGame/CallOfDuty'' games allows carrying two different weapons and no more[[note]]The first game allows three, but one of them is always a pistol, and after the American campaign you don't always have one. Stuff like C4, Claymore mines, killstreak rewards, and, in very rare circumstances, specific types of weapons like RPG's or assault shields don't count against that limit.[[/note]]. You can exchange a weapon in your hand with one that's on the ground, but you can switch them back if you regret your decision (assuming it's still there). The decision of whether or not to pick up certain weapons at any given time can seriously affect the rest of the mission, though in most cases what you need for any given situation is what you started the mission with (such as a sniper rifle for intercepting enemies at long range) or something you can find a stash of right when it becomes necessary (like rocket-propelled grenades when heavy armor arrives).

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* ''VideoGame/CallOfDuty'' games allows carrying two different weapons and no more[[note]]The first game allows three, but one of them is always a pistol, and after the American campaign you don't always have one. Stuff like C4, Claymore mines, killstreak rewards, and, in very rare circumstances, specific types of weapons like RPG's [=RPGs=] or assault shields don't count against that limit.[[/note]]. You can exchange a weapon in your hand with one that's on the ground, but you can switch them back if you regret your decision (assuming it's still there). The decision of whether or not to pick up certain weapons at any given time can seriously affect the rest of the mission, though in most cases what you need for any given situation is what you started the mission with (such as a sniper rifle for intercepting enemies at long range) or something you can find a stash of right when it becomes necessary (like rocket-propelled grenades when heavy armor arrives).



* In ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'', you can only carry one weapon and item of each type. Picking up a different one results in your old items being dropped on the ground in case another teammate needed it, or for you to take back once you've used the new one (such as dropping your medkit to give the team fire bullets, then taking the medkit back).

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* In ''VideoGame/Left4Dead'' and ''VideoGame/Left4Dead2'', you can only carry one weapon and item of each type.type - one primary weapon, one secondary weapon (or [[GunsAkimbo two]], in one case), one grenade, one kit of some variety, and one extra healing item. Picking up a different one results in your old items being dropped on the ground in case another teammate needed it, or for you to take back once you've used the new one (such as dropping your medkit to give the team fire bullets, then taking the medkit back).
* The relics added in one of the Bonus Packs for the original ''VideoGame/UnrealTournament'' work this way, requiring you to drop whatever one you have, thus losing its effects, to pick up another one and gain its effects.



* Two examples from the ''VideoGame/MegaManX'' series:

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* Two examples from the ''VideoGame/MegaManX'' The ''Franchise/MegaMan'' series:



** The later ''VideoGame/MegaManZero'' series zig-zags this for EX skills: saber-related skills, usually activated with a button combo or in specific instances, can all be active at once, but buster-related skills, almost always used by fully-charging a buster shot, are mutually exclusive[[note]]only technically so in ''Zero 2''; they can be active all at once, but which one you actually use with any given shot depends on which elemental chip you have equipped, and you can only have one of the three chips equipped at a time[[/note]]. Same for the unique Cyber-Elf in the fourth game: normally, while it has up to seven different levels for each ability, the player can only get one bonus for each ability. However, if the player fully raises the Elf and sets one of its abilities to max level, or plays in Ultimate mode, they promptly gain every preceding ability.

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** The later ''VideoGame/MegaManZero'' series series' [[ElementalRockPaperScissors elemental chips]] can only be used one at a time, though it's not as much an issue since changing it out is as simple as going to the pause menu and swapping them. ''Zero 2'' onwards zig-zags this for EX skills: skills, as saber-related skills, usually activated with a button combo or in specific instances, can all be active at once, but buster-related skills, almost always used just by fully-charging a buster shot, are mutually exclusive[[note]]only exclusive (they can technically so be active all at the same time in ''Zero 2''; they can be active all at once, 2'', but which one you actually use with any given shot depends on which elemental chip you have equipped, and you can only have one of the three chips equipped at a time[[/note]]. equipped). Same for the unique Cyber-Elf in the fourth game: normally, while it has up to seven different levels for each ability, the player can only get one bonus for each ability. ability (e.g. setting it to level 3 for Animal abilities, letting you shoot fire at enemies, doesn't give you level 1's increased running speed or level 2's slower wall-sliding). However, if the player fully raises the Elf and sets one of its abilities to max level, or plays in Ultimate mode, they promptly gain every preceding ability.ability in that line.
17th Sep '17 11:11:57 PM Qube
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[[folder: [[Role Playing Game RPG ]]
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11th Sep '17 3:53:34 PM Malady
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** Pokémon have only one item slot, and giving it an item when it's already holding something will replace the item it's holding. This means one can't give it a berry to heal damage ''and'' an item that boosts their strength.
** Arceus and Silvally can change types with specific items, but this comes at the cost of them being unable to use other hold items. This also applies to certain Pokémon with alternate formes (i.e. Giratina, Kyogre and Groudon) or Mega Evolutions, the one exception being Rayquaza (and even then, giving it a Z-Crystal stops it from being able to Mega Evolve, so it can't do that ''and'' use a Z-Move).

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** Pokémon have only one item slot, and giving it an item when it's already holding something will replace the item it's holding. This means one can't give it a berry to heal damage ''and'' an item that boosts their strength.
** Arceus and Silvally can change types with specific items, but this comes at the cost of them being unable to use other hold items. This also applies to certain Pokémon with alternate formes (i.e. Giratina, Kyogre and Groudon) or Mega Evolutions, the one exception being Rayquaza (and even then, giving it a Z-Crystal stops it from being able to Mega Evolve, so it can't do that ''and'' use a Z-Move).



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11th Sep '17 2:58:01 PM TheSinful
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* In ''VideoGame/StarcraftIIHeartOfTheSwarm'', several units get a mutation and an evolution but can only select one of each. While you can change which mutation each gets between missions, evolutions are permanent. For example, once you choose whether your Hydralisks can evolve into the anti-armor Impalers or the anti-infantry Lurkers, your stuck with that choice. But you can change between greater range, more health, or increasing their attack speed any time between missions.

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* In ''VideoGame/StarcraftIIHeartOfTheSwarm'', several units get a mutation and an evolution but can only select one of each. While you can change which mutation each gets between missions, evolutions are permanent. For example, once you choose whether your Hydralisks can evolve into the anti-armor Impalers or the anti-infantry Lurkers, your you're stuck with that choice. But you can change between greater range, more health, or increasing their attack speed any time between missions.
9th Sep '17 9:42:30 PM nombretomado
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* All BackyardSports games except for baseball and football have this trait for powerups.

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* All BackyardSports ''VideoGame/BackyardSports'' games except for baseball and football have this trait for powerups.
15th May '17 9:47:32 PM TheDocCC
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** Ammo powers upgrade a weapon to give it new tricks; you can only have one on at a time.
22nd Apr '17 12:24:25 AM Karxrida
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* ''VideoGame/FireEmblemHeroes'': There are 4 Skill slots for each character labeled A, B, C, and S, with each slot only allowing you to equip one Skill for a total of 4. Every Skill in the game is also designated for a specific slot (e.g. Vantage and Quick Riposte are B Skills), so this means there are a number of Skills that are mutually exclusive with each other.



5th Apr '17 2:32:42 PM SpinAttaxx
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* Samus can only have either the Ice Beam or the Wave Beam at once in the original ''VideoGame/{{Metroid}}''. The same principle applied in the sequel, where there were Ice, Wave, Plasma, and Spazer beams available to Samus, but she could still only have one at once.
** Likewise, the Spazer beam and Plasma beam in ''VideoGame/SuperMetroid'' cannot be equipped at the same time without glitching the game irrevocably. Later side-scrolling iterations in the Metroid series, including the original's remake ''[[VideoGame/MetroidZeroMission Zero Mission]]'', just allow Samus to equip all beams at once.

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* ''Franchise/{{Metroid}}'':
**
Samus can only have either the Ice Beam or the Wave Beam at once in the original ''VideoGame/{{Metroid}}''. The same principle applied in [[VideoGame/MetroidIIReturnOfSamus the sequel, sequel]], where there were Ice, Wave, Plasma, and Spazer beams Beams available to Samus, but she could still only have one at once.
** Likewise, the Spazer beam Beam and Plasma beam Beam in ''VideoGame/SuperMetroid'' cannot be equipped at the same time without glitching the game irrevocably. Later side-scrolling iterations in the Metroid ''Metroid'' series, including the original's remake ''[[VideoGame/MetroidZeroMission Zero Mission]]'', just allow Samus to equip all beams at once.



** In the Gameboy Colour remake of ''VideoGame/TheLegendOfZeldaLinksAwakening'' there is a BonusDungeon where Link can choose between either a red tunic that lets him deal more damage, or a blue one that lets him receive less damage.

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** In the Gameboy Game Boy Colour remake of ''VideoGame/TheLegendOfZeldaLinksAwakening'' there is a BonusDungeon where Link can choose between either a red tunic that lets him deal more damage, or a blue one that lets him receive less damage.




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* ''Franchise/{{Pokemon}}'':
** Pokémon have only one item slot, and giving it an item when it's already holding something will replace the item it's holding. This means one can't give it a berry to heal damage ''and'' an item that boosts their strength.
** Arceus and Silvally can change types with specific items, but this comes at the cost of them being unable to use other hold items. This also applies to certain Pokémon with alternate formes (i.e. Giratina, Kyogre and Groudon) or Mega Evolutions, the one exception being Rayquaza (and even then, giving it a Z-Crystal stops it from being able to Mega Evolve, so it can't do that ''and'' use a Z-Move).
17th Dec '16 8:54:38 PM TheSinful
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* In ''VideoGame/StarcraftIIHeartOfTheSwarm'', several units get a mutation and an evolution but can only select one of each. While you can change which mutation each gets between missions, evolutions are permanent. For example, once you choose whether your Hydralisks can evolve into the anti-armor Impalers or the anti-infantry Lurkers, your stuck with that choice. But you can change between greater range, more health, or increasing their attack speed any time between missions.
16th Dec '16 3:01:11 PM Kadorhal
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** Likewise, the Spazer beam and Plasma beam in ''VideoGame/SuperMetroid'' cannot be equipped at the same time without glitching the game irrevocably. Later side-scrolling iterations in the Metroid series just allow Samus to equip all beams at once.

to:

** Likewise, the Spazer beam and Plasma beam in ''VideoGame/SuperMetroid'' cannot be equipped at the same time without glitching the game irrevocably. Later side-scrolling iterations in the Metroid series series, including the original's remake ''[[VideoGame/MetroidZeroMission Zero Mission]]'', just allow Samus to equip all beams at once.



** In the Gameboy Colour remake of ''VideoGame/TheLegendOfZeldaLinksAwakening'' (DX) there is a BonusDungeon where Link can choose between either do more damage, or take less damage.

to:

** In the Gameboy Colour remake of ''VideoGame/TheLegendOfZeldaLinksAwakening'' (DX) there is a BonusDungeon where Link can choose between either do a red tunic that lets him deal more damage, or take a blue one that lets him receive less damage.



* In ''GliderPRO'', batteries and helium are mutually exclusive. Both are controlled by the same key, and helium wasn't in the initial release of the game.
* The old ''{{Arkanoid}}'' arcade game had this feature: when you acquired a new special ability by touching a power capsule, you lost whatever ability you currently had (if any). This had some annoying implications, as this includes any capsules that don't actually give you an ability (i.e. the slow and 1-up capsules, while not abilities, were mutually exclusive to anything you had at the time), as well as prevent you from getting ANY new capsules so long as the multiball capsule was in play.

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* In ''GliderPRO'', ''VideoGame/{{Glider}} PRO'', batteries and helium are mutually exclusive. Both are controlled by the same key, and helium wasn't in the initial release of the game.
* The old ''{{Arkanoid}}'' ''VideoGame/{{Arkanoid}}'' arcade game had this feature: when you acquired a new special ability by touching a power capsule, you lost whatever ability you currently had (if any). This had some annoying implications, as this includes any capsules that don't actually give you an ability (i.e. the slow and 1-up capsules, while not abilities, were mutually exclusive to anything you had at the time), as well as prevent you from getting ANY new capsules so long as the multiball capsule was in play.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.MutuallyExclusivePowerUps