History Main / ScrappyMechanic

29th Sep '16 7:13:49 PM WillKeaton
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-->-- ''Webcomic/BoxerHockey'', [[http://boxerhockey.fireball20xl.com/example.php?id=037_blue_shells.jpg Episode 97]]

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-->-- ''Webcomic/BoxerHockey'', [[http://boxerhockey.fireball20xl.com/example.php?id=037_blue_shells.[[http://new3.fjcdn.com/pictures/Blue_69ec76_1300037.jpg Episode 97]]
24th Sep '16 8:19:50 PM Ferot_Dreadnaught
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** First, the seeding is completely random. So you can end with 3 very popular girls in the first match while an entire division may be full of {{jobber}}s and CListFodder. Or worse, a division with Jobbers, C List Fodder and some popular girl, who then gets a free pass to quarters. The thing is, there's a nomination process and a classification round before the final bracket, [[TheyJustDidntCare so they could use proper seeding if they wanted to]].

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** First, the seeding is completely random. So you can end with 3 very popular girls in the first match while an entire division may be full of {{jobber}}s and CListFodder. Or worse, a division with Jobbers, C List Fodder and some popular girl, who then gets a free pass to quarters. The thing is, there's a nomination process and a classification round before the final bracket, [[TheyJustDidntCare so they could use proper seeding if they wanted to]].to.
11th Sep '16 11:11:34 AM KoopaKid17
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* ''Series/FriendOrFoe'' has three teams of two contestants answering multiple choice questions together to build up their bank. Not so bad except for the Prisoner's Dilemma gimmick when contestants leave the show. Both players must choose how to divvy up their funds by secretly locking in Friend or Foe in the Trust Box. If both lock in Friend, they split the bank evenly. If one locks in Friend with the other locking in Foe, Foe gets the whole bank while Friend gets nothing. If both lock in Foe, no one gets the money. Needless to say, if your opponent chooses Foe, [[UnwinnableByDesign you're screwed no matter what you pick]].
* The final round of ''Series/GoldenBalls'' takes ''Friend or Foe'''s Prisoner's Dilemma concept UpToEleven since the stakes are much higher. In place of locking in Friend or Foe, both contestants have to secretly decide whether to split the accumulated bank with their opponent or steal the entire contents. The Split/Steal balls are identical to the Friend/Foe Trust Box where if your opponent chooses Steal, you leave the studio empty-handed regardless of your option. As it is the last ever decision in the show, an ''entire game'' could be for naught if both contestants opt to Steal.

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* ''Series/FriendOrFoe'' has three teams of two contestants answering multiple choice questions together to build up their bank. Not so bad except for the Prisoner's Dilemma PrisonersDilemma gimmick when contestants leave the show. Both players must choose how to divvy up their funds by secretly locking in Friend or Foe in the Trust Box. If both lock in Friend, they split the bank evenly. If one locks in Friend with the other locking in Foe, Foe gets the whole bank while Friend gets nothing. If both lock in Foe, no one gets the money. Needless to say, if your opponent chooses Foe, [[UnwinnableByDesign you're screwed no matter what you pick]].
* The final round of ''Series/GoldenBalls'' takes ''Friend or Foe'''s Prisoner's Dilemma PrisonersDilemma concept UpToEleven since the stakes are much higher. In place of locking in Friend or Foe, both contestants have to secretly decide whether to split the accumulated bank with their opponent or steal the entire contents. The Split/Steal balls are identical to the Friend/Foe Trust Box where if your opponent chooses Steal, you leave the studio empty-handed regardless of your option. As it is the last ever decision in the show, an ''entire game'' could be for naught if both contestants opt to Steal.
11th Sep '16 11:10:31 AM KoopaKid17
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* ''Series/WhoWantsToBeAMillionaire'' has the 50:50 lifeline which randomly eliminates two wrong answers, leaving one wrong answer and the correct answer. Many times when a contestant was struggling between two answers, the 50:50 would be used... and the two other answers would be removed. This happened so frequently that many viewers suggested that [[TheComputerIsACheatingBastard the computer's answer removing was a way to screw the contestant over]]. This claim started when Norm [=MacDonald=] played as a celebrity contestant and when it happened to him, he gave Regis a "What did I tell you?" look.
5th Sep '16 11:07:15 PM LucaEarlgrey
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* Slides in ''VideoGame/{{maimai}}'' are disliked by new players, partly because they require being tapped and ''then'' slid, but also because they can be rough on bare hands and depending on how well-maintained the cabinet is, slides can fail to register causing "Late -- Good" judgements at best and "Too Late -- Miss" at worst. Many players are advised to wear low-friction gloves because of this.

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* Slides in ''VideoGame/{{maimai}}'' are disliked by new players, partly because they require being tapped and ''then'' slid, but also because they can be rough on bare hands (as in, you can get blisters and friction burns from charts with lots of fast slides) and depending on how well-maintained the cabinet is, slides can fail to register causing "Late -- Good" judgements at best and "Too Late -- Miss" at worst. Many players are advised to wear low-friction gloves because of this.
5th Sep '16 11:06:21 PM LucaEarlgrey
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Added DiffLines:

* Slides in ''VideoGame/{{maimai}}'' are disliked by new players, partly because they require being tapped and ''then'' slid, but also because they can be rough on bare hands and depending on how well-maintained the cabinet is, slides can fail to register causing "Late -- Good" judgements at best and "Too Late -- Miss" at worst. Many players are advised to wear low-friction gloves because of this.
13th Aug '16 8:45:33 PM murazrai
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* ''VideoGame/EightBeatStory'' does not give out cards for rank D scores, which is very jarring as other mobile rhythm games give at least one card upon clearing a stage. This essentially forces players to play lower difficulties to grind cards as leveling materials. For players entirely new to the genre, this is not a problem, but experienced players who have played other games are forced to play below their skill level for a while until they have gained sufficient team value to gain rank C in score.
2nd Aug '16 10:34:11 PM spaceace72
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* In ''VideoGame/KillerIsDead'', your attacks start out very slow, but pick up speed as you build combos. Problem is, most enemies are too weak to survive a very long combo, coupled with the possibility of getting hit or the combo counter timing out means your attacks will often stay very slow.
* In the obscure PS2 ''VideoGame/WayOfTheSamurai'' spin off ''Samurai Western'', you have a fury mode which makes your combos infinite, great against normal enemies who stand in one spot, borderline useless on bosses, who are all too happy to block your never-ending onslaught like you were throwing mean insults at them and not slashing them with a sword.
31st Jul '16 4:23:50 PM LucaEarlgrey
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** Two pins used for hardware expansion in the Famicom's cartridge slot were removed from the cartridge slot of the NES, resulting in an inferior audiovisual game experience for some games compared to the Japanese version (such as ''VideoGame/CastlevaniaIIIDraculasCurse'') and causing some games to just [[NoExportForYou not get exports at all]] due to relying on cartridge-side expansion chips to run properly (such as the Famicom adaptation of ''VideoGame/{{Gradius}} II'').

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** Two pins used for hardware expansion in the Famicom's cartridge slot were removed from the cartridge slot of the NES, resulting in an inferior audiovisual game experience for some games [[BadExportForYou compared to the Japanese version version]] (such as ''VideoGame/CastlevaniaIIIDraculasCurse'') and causing some games to just [[NoExportForYou not get exports at all]] due to relying on cartridge-side expansion chips to run properly (such as the Famicom adaptation of ''VideoGame/{{Gradius}} II'').
31st Jul '16 4:23:18 PM LucaEarlgrey
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** Two pins used for hardware expansion in the Famicom's cartridge slot were removed from the cartridge slot of the NES, resulting in an inferior audiovisual game experience for some games compared to the Japanese version (such as ''VideoGame/CastlevaniaIIIDraculasCurse'') or just causing some games to just [[NoExportForYou not get exports]] due to relying on cartridge-side expansion chips to run at all (such as the Famicom adaptation of ''VideoGame/{{Gradius}} II'').

to:

** Two pins used for hardware expansion in the Famicom's cartridge slot were removed from the cartridge slot of the NES, resulting in an inferior audiovisual game experience for some games compared to the Japanese version (such as ''VideoGame/CastlevaniaIIIDraculasCurse'') or just and causing some games to just [[NoExportForYou not get exports]] exports at all]] due to relying on cartridge-side expansion chips to run at all properly (such as the Famicom adaptation of ''VideoGame/{{Gradius}} II'').
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