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* ''VideoGame/SimCity4'': A lot of the rewards fall under this:
** The Movie Studio is technically free to build and maintain, but takes quite a lot of space (and is one of the last rewards to unlock, by that time the map is likely filled in), consumes relatively large amounts of resources for a relatively weak landmark effect. It does look good and adds some flair to the city.
** The Country Fair. You'll need to heavily invest in farms to unlock it. It's a large lot that increases crime and drives away residential development from its vicinity (essentially being an "anti-park"). However it has positive impact on commercial development and mayor rating, and has the most complex animated 3D models, and looks pretty great.
** The Bureau of Bureaucracy requires you to boost your healthcare and education funding to 100% to unlock... and just gives a decent landmark effect while generating lots of garbage (you can lower the funding to a more reasonable level once you have unlocked it).
** The Opera House (which functions as a school under the hood, boosting education) has low-capacity (1200), no funding slider and doesn't actually tell you about its capacity, meaning it will eventually get over-capacity without you knowing or being able to do anything about it, which will slowly drag down your city's education level. That's right, if an opera is constantly sold-out of tickets then everyone in the city somehow slowly becomes a moron. Thankfully a fanmade patch fixes this.
** Landmark buildings, they essentially are there to look awesome, increase commercial desirability, boost your mayor rating, and cost a lot to build and maintain.
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* ''[=NeuroVoider=]'' has the Glitched-type weapons. When you manage to obtain any of those weapons (usually from [[DemonicSpider Super Elite]] enemies, which aren't a cakewalk to eliminate), they're the strongest of your arsenal with damage output and shots per second in absurdly high numbers. However, they consume EP like crazy, forcing a cooldown if you just spam them with reckless abandon. The kicker is that Glitched weapons are maxed out by default. Given these flaws, it's usually best to swap out those weapons as soon as stronger regular weapons are in your inventory.
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* In ''[[VideoGame/WackyRacesStarringDickDastardlyAndMuttley Wacky Races Starring Dick Dastardly & Muttley]]'', there is The Crimson Haybailer, which it possess the ability to fly without a power-up, however, it also possess NO Grip, which forces you to use a power-up to stand on the ground so you could make a turn without having to stop your car/plane, The Crimson Haybailer, however, is specially useful in tracks that have water sections (One of them have a really large shortcut, which no other car, except for The Crimson Haybailer can take).

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* In ''[[VideoGame/WackyRacesStarringDickDastardlyAndMuttley ''[[VideoGame/WackyRaces2000 Wacky Races Starring Dick Dastardly & Muttley]]'', there is The Crimson Haybailer, which it possess the ability to fly without a power-up, however, it also possess NO Grip, which forces you to use a power-up to stand on the ground so you could make a turn without having to stop your car/plane, The Crimson Haybailer, however, is specially useful in tracks that have water sections (One of them have a really large shortcut, which no other car, except for The Crimson Haybailer can take).

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** In V3, the culprit's attempt to frame Himiko for Rantaro's murder by creating a zipline from the murder scene and into the gym (where Himiko was setting up her magic act) is a clever idea, but it ultimately results in some evidence falling where the culprit couldn't retrieve them. Had the culprit merely left the body where the murder (which was itself simple- bonk victim over the head, handcuff victim to prevent him struggling, drown victim in sink) took place, they probably wouldn't have been caught.
** The third chapter murder in v3 involves a seesaw trap set up in three different rooms to kill the victim without the culprit's direct input, but like the above, the elaborate setup leaves a a ''lot'' of clues behind once the investigation begins. In fact, the culprit had committed ''another'' murder on the spur of the moment (somebody walked in on them setting up their trap) that left very little evidence, but the culprit decided to go ahead with the plan because they ''didn't want to waste the trap''- and in the end, it was the evidence found during the investigation of the second, planned, crime that allowed the heroes to pin the culprit for the first, unplanned crime.

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** The RubeGoldbergMachine that forms the method of murder in the first case of V3 needs a lot of precision and timing to be able to hit its intended target. [[spoiler:When the survivors re-examine the scene in the sixth chapter with new information on hand, they discover the shot put ball actually missed; the only reason Rantaro died is because the mastermind killed him with their own hands and then set up the scene to look like the trap worked.]]
** In V3, the culprit's attempt to frame Himiko for Rantaro's Ryoma's murder by creating a zipline from the murder scene and into the gym (where Himiko was setting up her magic act) is a clever idea, but it ultimately results in some evidence falling where the culprit couldn't retrieve them. Had the culprit merely left the body where the murder (which was itself simple- bonk victim over the head, handcuff victim to prevent him struggling, drown victim in sink) took place, they probably wouldn't have been caught.
** The third chapter murder in v3 V3 involves a seesaw trap set up in three different rooms to kill the victim without the culprit's direct input, but like the above, the elaborate setup leaves a a ''lot'' of clues behind once the investigation begins. In fact, the culprit had committed ''another'' murder on the spur of the moment (somebody walked in on them setting up their trap) that left very little evidence, but the culprit decided to go ahead with the plan because they ''didn't want to waste the trap''- and in the end, it was the evidence found during the investigation of the second, planned, crime that allowed the heroes to pin the culprit for the first, unplanned crime.



** Though some of the Program Advances in the ''VideoGame/MegaManBattleNetwork'' series are quite useful/balanced, and worth including in an appropriate deck, others are nearly impossible to use, requiring that three or four chips each of which can only show up once in a 30 chip deck all come up on the same turn. Even for the useful ones, attempting to include more than one or two will stretch your deck too thin.
*** A popular combo for a while in the third game was "Disco Inferno". Without going too far into details, it causes the entire field to explode in a giant blaze (awesome) and deal amazing damage. The combo also required five chips in the correct order and could be circumvented by using any of the staple defensive chips, raising one's shield, or simply ''stepping back and firing the buster''.
*** Some individual ''chips'' can also be classified this way: They offer great attack power or range, but are addled with a very situational activation condition or are available in unwieldy codes.
** The Rogue forms in ''VideoGame/MegaManStarForce 2'' are based on the power of the Void and give you a nifty black-armoured version of your SuperMode, as well as a regenerating protective barrier and a bonus to all sword cards. These transformations are also neutral, meaning you don't have an elemental weakness that would cancel it. Sadly, the sword power bonus isn't particularly useful because a lot of enemies are very nimble and hard to hit even with lock-on, nor are the available sword cards all that impressive as a theme, especially since they only cover three of the four elements. It prevents you from using Mega Cards, so you lose out on some of your biggest damage sources. Since the Indie Proofs that fuel it take up all six slots of your Real Brothers list when in use, it reduces your budget for equipped abilities, too, and shuts down the abilities that automatically put you into tribe form, should you have them equipped. To drive the nail in the coffin, the Rogue transformations' LimitBreak can only be used in multiplayer, and doing so cancels the Rogue form for the rest of the battle. Ultimately, you're giving up too many perks for a few situational skills.

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** Though some of the Program Advances in the ''VideoGame/MegaManBattleNetwork'' series series:
*** Some individual chips can be classified this way: They offer great attack power or range, but are addled with a very situational activation condition or are available in unwieldy codes.
*** Though some of the Program Advances
are quite useful/balanced, powerful, and worth including in an appropriate deck, others are nearly impossible to use, requiring especially those that require three copies of a chip in with letter codes in alphabetical order (preventing you from using any other chip that turn) or require four or more different chips each of which can only show up once in a 30 chip deck all come up on with the same turn. Even for the useful ones, attempting to include more than one or two will stretch your deck too thin.
***
letter code.\\
\\
A popular combo for a while in the third game was "Disco Inferno". Without going too far into details, it causes the entire field to explode in a giant blaze (awesome) and deal amazing damage. The combo also required five chips in the correct order (including the Program Advance that forms the combo) and could be circumvented by using any of the staple defensive chips, raising one's shield, or simply ''stepping back and firing the buster''.
*** Some individual ''chips'' can also be classified this way: They offer great attack power or range, but are addled Going Dark Soul in ''VideoGame/MegaManBattleNetwork4RedSunAndBlueMoon'' and ''VideoGame/MegaManBattleNetwork5TeamColonelAndTeamProtoMan'' opens up access to the incredibly powerful Dark Chips and their adjacent Evil Chips. If you're dark enough, taking lethal damage instead unleashes a berserk mode where [=MegaMan=] turns invincible and attacks automatically at random. However, using Dark Chips always saddles you with a very situational activation condition or bug for the rest of the battle on top of a permanent MaximumHPReduction, and while in Dark Soul, you are available locked out of the damage-doubling Full Synchro, any useful Double Souls, and even certain Mega Chips.\\
\\
The fourth game also imposes an untold VideoGameCrueltyPunishment by blocking your access to Dark Chips against the FinalBoss, robbing you of your greatest advantage from going Dark while leaving you to all of the disadvantages during the fight.\\
\\
Dark Chips
in unwieldy codes.
the fifth game can be inserted into the folder and have their own chip codes, but you can only hold a maximum of three Dark Chips in a folder and they have an immense 99 MB capacity to keep you from setting them as a Regular Chip. This reduces the consistency of seeing your Dark Chips and makes it difficult to go Dark in this game. However, the Dark Chips are '''much''' more useful if you use them for a Chaos Unison.
** The Rogue forms in ''VideoGame/MegaManStarForce 2'' are based on the power rejection of the Void Brother Bands and give you a nifty black-armoured version of your SuperMode, as well as a regenerating protective barrier and a bonus to all sword cards. These transformations are also neutral, meaning you don't have an elemental weakness that would cancel it. Sadly, the sword power bonus isn't particularly useful because a lot of enemies are very nimble and hard to hit even with lock-on, nor are the available sword cards all that impressive as a theme, especially since they only cover three of the four elements. It prevents you from using Mega Cards, so you lose out on some of your biggest damage sources. Since the Indie Proofs that fuel it take up all six slots of your Real Brothers list when in use, it reduces your budget for equipped abilities, too, and shuts down the abilities that automatically put you into tribe form, should you have them equipped. To drive the nail in the coffin, the Rogue transformations' LimitBreak can only be used in multiplayer, and doing so cancels the Rogue form for the rest of the battle. Ultimately, you're giving up too many perks for a few situational skills.skills.
** Giga Cards enter this trope in ''Mega Man Star Force 3'' due to changes in the Custom Screen. In this game, the Custom Screen display has a degree of disorder to it, meaning that cards can now overlap each other. If a card is overlapped, it can either be used as a situational support (effects differing based on element or your Ability Waves) or as the only card you can select that turn. To offset their power, Mega and Giga cards have larger icons, increasing the odds of those cards overlapping or being stuck underneath other cards. Giga cards with their gargantuan icons thus become really unwieldy to use as they block off the ability to form combos with your cards.
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* ''VideoGame/PhantasyStarOnline'' has a long list of weapons that requires ultra specific circumstances to obtain weapons that are no better then most other commonly dropped weapons. These weapons have underwhelmingly weak attacks coupled with special effects and animations found in no other weapons.There are however a few weapons that have insane stats nearly maxing out several stat categories, but by the time you can use them you're more than 70% to the max level cap and can easily solo most the dungeons, or they require you to be a specific raise and class. [[spoiler:Great example of this is the Olga Flow weapons. There is one for each class, they require a maxed stat for the class's specialized stat you're using, but they deal insane damage and the effects are only triggered at 10%> HP. Reverse to this is the insanely rare weapon Sealed J-Sword, dropped by a Gi Gue on 1 specific player ID color with a drop chance very similar to that of winning the powerball. The sword you put the work in to get is completely disappointing, even unsealed it is barely a step above the market trash you can purchase from merchants.]]

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* ''VideoGame/PhantasyStarOnline'' has a long list of weapons that requires ultra specific circumstances to obtain weapons that are no better then most other commonly dropped weapons. These weapons have underwhelmingly weak attacks coupled with special effects and animations found in no other weapons.There are however a few weapons that have insane stats nearly maxing out several stat categories, but by the time you can use them you're more than 70% to the max level cap and can easily solo most the dungeons, or they require you to be a specific raise race and class. [[spoiler:Great example of this is the Olga Flow weapons. There is one for each class, they require a maxed stat for the class's specialized stat you're using, but they deal insane damage and the effects are only triggered at 10%> HP. Reverse to this is the insanely rare weapon Sealed J-Sword, dropped by a Gi Gue on 1 specific player ID color with a drop chance very similar to that of winning the powerball. The sword you put the work in to get is completely disappointing, even unsealed it is barely a step above the market trash you can purchase from merchants.]]
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* ''VideoGame/PhantasyStarOnline'' has a long list of weapons that requires ultra specific circumstances to obtain weapons that are no better then most other commonly dropped weapons. These weapons have underwhelmingly weak attacks coupled with special effects and animations found in no other weapons.There are however a few weapons that have insane stats nearly maxing out several stat categories, but by the time you can use them you're more than 70% to the max level cap and can easily solo most the dungeons, or they require you to be a specific raise and class. [[spoiler:Great example of this is the Olga Flow weapons one there are one for each class they require a maxed stat for the class's specialized stat you're using but they deal insane damage and the effects are only triggered at 10%> HP. Reverse to this is the insanely rare weapon Sealed J Sword, dropped by a Gi Gu on 2-3 specific player ID colors with a drop chance very similar to that of winning the powerball. The sword for the work you put into is completely disappointing, even unsealed it is barely a step above the market trash you can purchase from merchants.]]

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* ''VideoGame/PhantasyStarOnline'' has a long list of weapons that requires ultra specific circumstances to obtain weapons that are no better then most other commonly dropped weapons. These weapons have underwhelmingly weak attacks coupled with special effects and animations found in no other weapons.There are however a few weapons that have insane stats nearly maxing out several stat categories, but by the time you can use them you're more than 70% to the max level cap and can easily solo most the dungeons, or they require you to be a specific raise and class. [[spoiler:Great example of this is the Olga Flow weapons one there are weapons. There is one for each class class, they require a maxed stat for the class's specialized stat you're using using, but they deal insane damage and the effects are only triggered at 10%> HP. Reverse to this is the insanely rare weapon Sealed J Sword, J-Sword, dropped by a Gi Gu Gue on 2-3 1 specific player ID colors color with a drop chance very similar to that of winning the powerball. The sword for you put the work you put into in to get is completely disappointing, even unsealed it is barely a step above the market trash you can purchase from merchants.]]

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Crosswicking, removing YMMV tropes


* ''VideoGame/TheGrinch2000'': A [[LampshadeHanging lampshaded]] example with the Grinch Copter, which lets the Grinch fly, but, to quote the narrator, "needs so many eggs it's almost absurd". A well used case of this, as it keeps the gadget from being a GameBreaker and provides an in-story reason for why the Grinch made the rocket spring to enhance his jumps and the octopus climbing device to scale walls when he has a gadget to fly.

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* ''VideoGame/TheGrinch2000'': A [[LampshadeHanging lampshaded]] example with the Grinch Copter, which lets the Grinch fly, but, to quote the narrator, "needs so many eggs it's almost absurd". A well used case of this, as it keeps the gadget from being a GameBreaker overpowered and provides an in-story reason for why the Grinch made the rocket spring to enhance his jumps and the octopus climbing device to scale walls when he has a gadget to fly.



* In ''VideoGame/LuckBeALandlord'', the Dove prevents any adjacent symbol from being destroyed and permanently gives an extra coin for each symbol it saves. It looks good on paper, but in practice, not so much if it ends up "saving" something you ''want'' destroyed such as Reroll and Removal Capsules.



*** ''VideoGame/MegaManX3'' has the basic version of the buster upgrade, but ''only'' the basic version. At full power, you can fire two charge shots that, with the right timing, could overlap into a five-shot barrage that could hit nearly anything on screen. The problem is that you ''have'' to get to full power, which was two levels higher than the basic charge shot, otherwise you're shooting a full charge and a half-charged shot that won't do anything. You can get one of two enhancement chips, though you'd want the GameBreaker version, that gives a reserve of charge shots to get around this, but the energy consumption is huge, and you can only recharge it by taking damage, but the amount of damage needed to recharge a single unit is absurd. If you get Zero's beam saber though, charging to full power creates a new shot combo that will include a wave of energy flung from the saber after the cross shot that can take off over half a boss's energy meter. The saber won't add to your charge time, and is included in the shot reserve upgrade. Add on top of that the fact that the screen wide shot is slow, making it possible for opponents to dodge it.
*** The basic version of the ''X3'' armor ''is'' this trope. The completed ''VideoGame/MegaManX2'' armor had ''three'' useful attacks, but you could only use the X3 scanning feature when you first enter a stage. Granted, after adding both of the {{Game Breaker}}s to it, it was the best armor of the SNES games, but again, you need ''both'' of them.

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*** ''VideoGame/MegaManX3'' has the basic version of the buster upgrade, but ''only'' the basic version. At full power, you can fire two charge shots that, with the right timing, could overlap into a five-shot barrage that could hit nearly anything on screen. The problem is that you ''have'' to get to full power, which was two levels higher than the basic charge shot, otherwise you're shooting a full charge and a half-charged shot that won't do anything. You can get one of two enhancement chips, though you'd want the GameBreaker overpowered version, that gives a reserve of charge shots to get around this, but the energy consumption is huge, and you can only recharge it by taking damage, but the amount of damage needed to recharge a single unit is absurd. If you get Zero's beam saber though, charging to full power creates a new shot combo that will include a wave of energy flung from the saber after the cross shot that can take off over half a boss's energy meter. The saber won't add to your charge time, and is included in the shot reserve upgrade. Add on top of that the fact that the screen wide shot is slow, making it possible for opponents to dodge it.
*** The basic version of the ''X3'' armor ''is'' this trope. The completed ''VideoGame/MegaManX2'' armor had ''three'' useful attacks, but you could only use the X3 scanning feature when you first enter a stage. Granted, after adding both of the {{Game Breaker}}s to it, it was the best armor of the SNES games, but again, you need ''both'' of them.



*** The Shining Laser and Active Buster deserve special mention, though upon final upgrade they become {{Game Breaker}}s and beyond. The Shining Laser has extremely low capacity (it more or less uses one ammo per frame), but can kill the final boss, notorious for his defense, in about four seconds with its final attack upgrade. The Active Buster fires rapid-fire homing missiles and costs more than every other Special Weapon in the game barring the Shining Laser ''combined''. You can aim with the Shining Laser and you are completely immobile with the Active Buster but with a maximum homing rating it will seek enemies behind you. The breaking point? Both weapons gain unlimited ammo upon the final energy upgrade and when fully upgraded are the strongest and third-strongest weapons, with Active Buster being at the limits of every stat besides attack, in the game when everything is said and done.

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*** The Shining Laser and Active Buster deserve special mention, though upon final upgrade they become {{Game Breaker}}s and beyond.even more powerful. The Shining Laser has extremely low capacity (it more or less uses one ammo per frame), but can kill the final boss, notorious for his defense, in about four seconds with its final attack upgrade. The Active Buster fires rapid-fire homing missiles and costs more than every other Special Weapon in the game barring the Shining Laser ''combined''. You can aim with the Shining Laser and you are completely immobile with the Active Buster but with a maximum homing rating it will seek enemies behind you. The breaking point? Both weapons gain unlimited ammo upon the final energy upgrade and when fully upgraded are the strongest and third-strongest weapons, with Active Buster being at the limits of every stat besides attack, in the game when everything is said and done.



** It compares interestingly to the Blaster Launcher from the original ''VideoGame/XCom: UFO Defense'', a remote-controlled missile-launcher capable of destroying enemies from around corners and the other side of the map. Most likely, the refusal to include such a weapon in ''VideoGame/{{Xenonauts}}'' was a deliberate choice on the part of the designers, since it was kind of a GameBreaker in the original...

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** It compares interestingly to the Blaster Launcher from the original ''VideoGame/XCom: UFO Defense'', a remote-controlled missile-launcher capable of destroying enemies from around corners and the other side of the map. Most likely, the refusal to include such a weapon in ''VideoGame/{{Xenonauts}}'' was a deliberate choice on the part of the designers, since it was kind of a GameBreaker overpowered in the original...
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Rule breaker is not impractical, it's ridiculously overpowered. The fact that its a dagger is incidental and irrelevant to its actual intended purpose.


** Medea's Rule Breaker is her main Noble Phantasm, a wicked-looking knife with the power to sever magical bonds and contracts. While it is a pretty nasty bit of equipment, Medea is a SquishyWizard without much in the way of melee prowess, so if she actually ever tried to use Rule Breaker in a direct fight with another Servant, she'd get her ass kicked. Of course, being a SquishyWizard, she doesn't ''need'' a knife to be pretty dangerous in combat, so she tends to only utilize it against enemies who are already disabled.
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** Golden Armour and tools. The tools are the fastest in the game, gold armor can hold better enchantments than anything else, and they all look really cool, until SurprisinglyRealisticOutcome occurs and we find out that Notch opted for the realistic structural density of gold, rather than the JRPG version, leaving you with what amounts to some [[WebAnimation/ZeroPunctuation "slightly tasteless evening wear."]] In addition to the pathetic durability, gold armor is less defensive than ''leather'', gold swords deal about the same damage as ''wood'' swords, and gold pickaxes can't harvest anything beyond coal and regular stone (and its variants).

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** Golden Armour and tools. The tools are the fastest in the game, gold armor can hold better enchantments than anything else, and they all look really cool, until SurprisinglyRealisticOutcome occurs and we find out that Notch opted for the realistic structural density of gold, rather than the JRPG version, leaving you with what amounts to some [[WebAnimation/ZeroPunctuation "slightly tasteless evening wear."]] In addition to the pathetic durability, gold armor is less defensive than ''leather'', gold swords deal about the same damage as ''wood'' swords, and gold pickaxes can't harvest anything beyond coal and regular stone (and its variants).
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* In ''VideoGame/NinjaGaidenNES'', there's the spinning slash and fire shield.
** The spinning slash is a powerful attack that turns you into a Sonic-like buzzsaw when you attack in the air. With the right angle, this thing makes short work of bosses, even causing a OneHitKO on the first boss. However, the bad thing about the spinning slash is that it activates every time you attack while jumping, meaning you can run out of special attack energy if you're not careful. This ''can'' be averted if you know how to nullify it: holding down while attacking.
** The fire shield is essentially your invincibility mode, allowing you to blaze through obstacles while it's active. However, instead of restoring the previous item you had once it runs out, it disappears, leaving you without any.
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** In ''VideoGame/MetalGearSolid3SnakeEater'', at one point Sigint will discuss the possibility of a [[WalkingTank bipedal tank]]. He mentions an American ([[spoiler:Huey Emmerich, Otacon's father]]) proposed the idea, and he himself considers the idea ridiculous, as tanks already have treads to cross difficult terrain -- [[SelfDeprecation as far as he is considered anyone who takes the idea seriously is a nutjob]] ([[spoiler:adding to the joke, the fourth game reveals Sigint is Donald Anderson, the man who funded Metal Gear REX in the first game in the series]]. Also, the M63 and the RPG will probably only see much use during [[spoiler:the Shagohod chase sequence, when you have infinite ammo]]. The M63's firepower is impressive but it chews through ammo very fast, and a heavy, cumbersome rocket launcher that can destroy a small area isn't much use to a one-man sneaking mission.

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** In ''VideoGame/MetalGearSolid3SnakeEater'', at one point Sigint will discuss the possibility of a [[WalkingTank bipedal tank]]. He mentions an American ([[spoiler:Huey Emmerich, Otacon's father]]) proposed the idea, and he himself considers the idea ridiculous, as tanks already have treads to cross difficult terrain -- [[SelfDeprecation as far as he is considered anyone who takes the idea seriously is a nutjob]] ([[spoiler:adding to the joke, the fourth game reveals Sigint is Donald Anderson, the man who funded Metal Gear REX in the first game in the series]]. Also, the M63 and the RPG will probably only see much use during [[spoiler:the Shagohod chase sequence, when you have infinite ammo]].ammo]] and that's only if you don't care about killing soldiers as that prevents you from getting the coveted "Foxhound" rank. The M63's firepower is impressive but it chews through ammo very fast, and a heavy, cumbersome rocket launcher that can destroy a small area isn't much use to a one-man sneaking mission.
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*** The Royal Guard series of equipment are a black and purple palette swap of the Royal series, boosting staggering high attack for the weapons (it's possible for the claymore to have an attack stat in the triple digits) and high defense for the shields. One letdown is that they are almost completely confined to Hyrule Castle, but the biggest deal-breaker is how quickly and often you need to deal with them breaking as their durability is horribly low.

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