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* One of the easiest ways to get rich in ''VideoGame/ManorLords'' is building a joinery and having them make wooden parts which you can then sell on a trade route - the parts don't serve any gameplay function, are incredibly cheap and easy to make, and being constructed from wood means you have a theoretically infinite supply of them. Goods with long production chains like bread, ale and cloaks will net you a little more cash, but the time and resource investment means you're better off just keeping them for your townsfolk and selling the useless wooden parts instead.
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* ''VideoGame/{{Noita}}'' allows you to carry all sorts of powerful potions with you, from potions that make you move faster, to potions who turn anything that steps in them into sheep. One of the most indispensible though is the humble bottle of water which protects you from being set on fire, a common hazard in this game. Sometimes the best use of one of those more flashy potions is to dump it on the ground and fill the bottle with water instead.

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* ''VideoGame/CrashTeamRacing'':
** Balanced characters like Crash and Cortex are much easier to get used to and win even against Hard AI difficulty. Speed characters have poor turning circles that makes them very difficult to navigate around corners, while Turn characters are overly-specialized and have poor speed. Balanced characters strike a good middle ground, and can even be preferred over PAL Penta Penguin, since while he has all his stats maxxed, the high turn stat makes it a bit tricky for him to maintain boost reserves by doing Power Slide Turbos on straights.
** Juicing Up your kart. While you may think that you should go for a ? crate to pick up an item to attack as soon as possible, going for Bounce Boxes and collecting 10 Wumpa Fruit will Juice Up (that is, upgrade) your items. This can turn some weapons from being rather tricky to use to being BoringButPractical in their own right, like the increased blast radius of the Bowling Bombs that makes the manual trigger more practical to use. Even in ''last place'' this is useful since a Juiced Up Clock or Warp Orb will be more effective in stalling racers ahead of you, and the items that boost your speed will last longer.



* ''VideoGame/JakXCombatRacing'' has the Vulcan Fury (and its upgrade, the Coil Gun). They have decent range and accuracy, reasonably high damage (especially the Coil Gun), can't be thrown off target like missiles can, and a higher ammunition count than any other weapon. That last point is arguably the main advantage, as they can be used to kill a large number of weak enemies, whereas the more powerful weapons can generally only take out a few.

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* ''VideoGame/JakXCombatRacing'' has the ''VideoGame/JakXCombatRacing'': The Vulcan Fury (and its upgrade, the Coil Gun). They have decent range and accuracy, reasonably high damage (especially the Coil Gun), can't be thrown off target like missiles can, and a higher ammunition count than any other weapon. That last point is arguably the main advantage, as they can be used to kill a large number of weak enemies, whereas the more powerful weapons can generally only take out a few. This is especially true in the Death Race mode, where the Coil Gun can ''tear'' through masses of enemy drones for a good while if you're light on the fire button.



** The Banana Peel. Green Shells can bounce off walls, Red Shells can home in on the nearest player, Stars make you invincible and go faster, Thunderbolts shrinks everyone, and Spiny Shells can attack the leader. By comparison, the Banana Peel is boring, but a simple peel can be placed anywhere and if placed at just the right spot, it can cause the victim to spin off the road or even into a BottomlessPit. It can also be held on by the player as a shield for oncoming projectiles.
** While it may not be as exciting as the becoming invincible with the Super Star or plowing past the other racers with the Bullet Bill, ask any skilled player about holding a Banana Peel or Green Shell behind them and they can't praise the tactic enough. The time saved by keeping Red Shells off your tail is a godsend and a necessity for getting good placements on the higher difficulties. By extension, using a Super Horn on a Red Shell may not be as immensely satisfying as using it on a blue one, but if it gives you those precious few seconds needed to cross the finish line before second place...

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** The Banana Peel. Green Shells can bounce off walls, Red Shells can home in on the nearest player, Stars make you invincible and go faster, Thunderbolts shrinks everyone, and Spiny Shells can attack the leader. By comparison, the Banana Peel is boring, but a simple peel can be placed anywhere and if placed at just the right spot, it can cause the victim to spin off the road or even into a BottomlessPit. It can BottomlessPit, or make it awkward to hit a turbo pad just right. The Banana Peel is also a type of...
** Items that can
be held on by the player as a shield for oncoming projectiles.
**
behind your kart rather than fired. While it may not be as exciting as the becoming invincible with the Super Star or plowing past the other racers with the Bullet Bill, ask any skilled player about holding a Banana Peel or Green Shell behind them and they can't praise the tactic enough. enough, since it's one of the few ways to maintain your lead by blocking attacks that would otherwise hit the back of your kart. The time saved by keeping Red Shells off your tail is a godsend and a necessity for getting good placements on the higher difficulties. difficulties, and sometimes they're preferred over their Triple versions because those circle around the kart, which isn't very helpful if there's only one left.
**
By extension, using a Super Horn on a Red Shell may not be as immensely satisfying as using it on a blue Blue one, but if it gives you those precious few seconds needed to cross the finish line before second place...
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* ''VideoGame/{{beatmania}}''[='=]s EX Score system is this on a meta level: 2 points for getting a Perfect Great, 1 point for a Great, and 0 points for anything below; [[{{Minimalism}} that's literally the entirety of EX Score rules.]] It doesn't look as flashy as games where [[PinballScoring scores end in the millions]] (typically, EX scores end in the hundreds or low thousands), and there is no reward for maintaining a huge combo, but it gives a very good picture of the player's skill with a given chart and it's not going to severely punish the player just for missing one note in the middle of the song. Converting this to a percentage is simple enough: just divide the EX Score by double the number of notes. The EX Score system has been the standard for competitive ''IIDX'' play for over 20 years, and rhythm game developers that care about having a competitive scene use some variation of it. In fact, Konami would later ditch the six-digit "money score" system and rename EX Score to simply just "Score". In general, accuracy/note-judgement-based scoring is this for rhythm games. It might not make big combos rewarding or involve cool-looking {{Limit Break}}s, but grading the player solely for how accurately they hit notes is a much less frustrating experience than punishing them harshly over a few missed notes, and it allows players to see if they've objectively improved at a song and celebrate even the smallest improvements in their scores.

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* ''VideoGame/{{beatmania}}''[='=]s EX Score system is this on a meta level: 2 points for getting a Perfect Great, 1 point for a Great, and 0 points for anything below; [[{{Minimalism}} that's literally the entirety of EX Score rules.]] It doesn't look as flashy as games where [[PinballScoring scores end in the millions]] (typically, EX scores end in the hundreds or low thousands), and there is no reward for maintaining a huge combo, but it gives a very good picture of the player's skill with a given chart and it's not going to severely punish the player just for missing one note in the middle of the song. Converting this to a percentage is simple enough: just divide the EX Score by double the number of notes. The EX Score system has been the standard for competitive ''IIDX'' play for over 20 years, and rhythm game developers that care about having a competitive scene use some variation of it. In fact, Konami would later ditch the six-digit "money score" system and rename EX Score to simply just "Score". In general, accuracy/note-judgement-based scoring is this for rhythm games. It might not make big combos rewarding or involve cool-looking {{Limit Break}}s, but grading the player solely for how accurately they hit notes is a much less frustrating experience than punishing them harshly over a few missed notes, and it allows players to see if they've objectively improved at a song and celebrate even the smallest improvements in their scores. Accuracy-based scoring is also much more intuitive in competitive environments like tournaments than other types of scoring, since if a button or sensor is deemed to have mistriggered or failed to trigger (thus causing the player to miss notes for reasons beyond their control), it is much easier to arbitrate and recalculate scores.
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* ''VideoGame/RedDeadRedemption'' takes place at the sunset of the old west, 1911. The best gun your going to get is the Evans Repeater, not because it's super strong or has a special effect, but because it has good range, good damage, good speed, quick reload, and a large magazine. It might as well have the word PRACTICALITY stamped on the side.
** One of the best pistols in the game is the FN M1903, or [[BlandNameProduct High Power Pistol]]. Not because it's fully automatic, or a fancy lever-action museum piece, or a 9-shot revolver, but because it's clip-fed for quicker reloads, semi-automatic for fast shooting, and does high damage.

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* ''VideoGame/RedDeadRedemption'' takes place at the sunset of the old west, 1911. The best gun your you're going to get is the Evans Repeater, not because it's super strong or has a special effect, but because it has good range, good damage, good speed, quick reload, and a large magazine. It might as well have the word PRACTICALITY stamped on the side.
** One of the best pistols in the game is the FN M1903, or [[BlandNameProduct [[AKA47 High Power Pistol]]. Not because it's fully automatic, or a fancy lever-action museum piece, or a 9-shot revolver, but because it's clip-fed for quicker reloads, semi-automatic for fast shooting, and does high damage.

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* Nintendo's Platform/GameBoy was built on this trope. Sure it has no backlight, and its color palette is limited to four shades, but at the time of its release (1989), backlit screens with color resulted in prohibitively expensive systems that eat batteries for breakfast, hence why the Platform/AtariLynx (1989) and the Platform/GameGear (1990) didn't do so hot in comparison. The Game Boy's strong battery life, high degree of portability for its time, [[MadeOfIndestructium immense durability]][[note]] It's even the page image for the trope.[[/note]], and low cost allowed the system to be ''the'' face of portable gaming for over 10 years, with a plentiful library of games that are the opposite of boring. Nintendo did eventually adapt color screens in 1998 with the Game Boy Color and lit-up screens in 2003 with the Platform/GameBoyAdvance SP, but that was when such technologies became cheaper, more advanced, and more practical to implement in portable devices.
* Creator/{{Sony}} has for the longest time used the exact same controller with only ''very'' minor and mostly cosmetic differences between them. They might add some [[PressureSensitiveInterface pressure-sensitive buttons]] [[Platform/Playstation2 here]], a [[Platform/{{Playstation3}} home button]] there, but the core design ''never'' changes shape or button layout. While it's not as ambitious as Creator/{{Nintendo}} who always tries something new and innovative, it's also allowed them to practically perfect it and make a very reliable and overall well-designed device, made it easier for the designers of long-running franchises since the controller's layout remained the same, and allowed gamers to enjoy backward compatibility without having to buy additional controllers, and of course, averted DamnYouMuscleMemory for years. That said, the 4th and 5th generation iterations marked notable evolutions, with the 4th adding a touch pad, speakers, motion control support and altered the form a bit for a modestly bigger fit, making for the most ergonomic Dual Shock yet. The Platform/Playstation5 follow-up, the Dual Sense, took it another step further, improving the ergonomics yet again while adding haptic feedback, adaptive triggers and a built-in microphone for online chat.
** In the 5th console generation, the Platform/PlayStation was technically the weakest, lacking the VDP chip and dual processor[[note]]the former of which allowed for the best 2d of the generation by a mile[[/note]] of the Platform/SegaSaturn or the Silicon Graphics-developed hardware and hardware z-buffering or floating point polygonal rendering of the Platform/Nintendo64, but it was cheap, had better audio and video functionality, and was easy to develop for, resulting in it easily becoming the best-selling console of the generation.

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* Creator/{{Nintendo}}'s systems are practically the poster-boys for this trope as far as console hardware is concerned. Starting with the Game Boy (detailed below), Nintendo have focused on making less powerful devices that are more affordable and accessible to the masses, allowing them to sell to more people.
**
Nintendo's Platform/GameBoy was built on this trope. Sure it has no backlight, and its color palette is limited to four shades, but at the time of its release (1989), backlit screens with color resulted in prohibitively expensive systems that eat batteries for breakfast, hence why the Platform/AtariLynx (1989) and the Platform/GameGear (1990) didn't do so hot in comparison. The Game Boy's strong battery life, high degree of portability for its time, [[MadeOfIndestructium immense durability]][[note]] It's even the page image for the trope.[[/note]], and low cost allowed the system to be ''the'' face of portable gaming for over 10 years, with a plentiful library of games that are the opposite of boring. Nintendo did eventually adapt color screens in 1998 with the Game Boy Color and lit-up screens in 2003 with the Platform/GameBoyAdvance SP, but that was when such technologies became cheaper, more advanced, and more practical to implement in portable devices. And while Sony struck for the riskier "premium" handheld angle, for the Platform/NintendoDS and [[Platform/Nintendo3DS 3DS]] Nintendo kept their focus on affordability, and so they outsold Sony's handhelds both times.
** Starting with the Platform/{{Wii}}, Nintendo has been following this trope when it comes to the graphical power of their systems. Much like the Game Boy before it, the Wii was deliberately in the ballpark of its predecessor, the Platform/GameCube, which meant it was much more affordable than the competition (especially the Platform/PlayStation3). Since then, Nintendo's hardware has always been (in layman's terms) around a full generation behind Microsoft and Sony when it comes to their graphical prowess. This allows Nintendo to take greater risks with the way their systems are used and interacted with, be it the Wii's remote-like controllers, the Platform/WiiU's touchpad controller, or the dockable design of the Platform/NintendoSwitch and its controllers. It's seriously paid off: the Wii's affordability is a huge factor behind it being the best-selling console of its generation by a wide margin, which happened a second time with the Switch.
** Nintendo's consoles since the Platform/{{Wii}} all support SD Cards and microSD cards, which are used in a wide variety of devices and can be purchased at your local electronics store or even convenience stores, and if you work with flash drives a lot you probably have some lying around that you can use in those systems. This is part of what allowed the Platform/NintendoDS and the Platform/Nintendo3DS to beat their competitors, the Platform/PlayStationPortable and Platform/PlayStationVita, respectively. While Sony's handhelds did see some success, many people were turned off by the relatively high price of Sony's proprietary Memory Stick series, which created headaches for those looking to buy and install digital copies of their games, as well as their lack of versatility due to being only usable in Sony
devices.
* Creator/{{Sony}} has for the longest time used the exact same controller with only ''very'' minor and mostly cosmetic differences between them. They might add some [[PressureSensitiveInterface pressure-sensitive buttons]] [[Platform/Playstation2 here]], a [[Platform/{{Playstation3}} home button]] button and triggers]] there, but the core design ''never'' changes shape or button layout. While it's not as ambitious as Creator/{{Nintendo}} Creator/{{Nintendo}}, who always tries try something new and innovative, it's also allowed them to practically perfect it and make a very reliable and overall well-designed device, made it easier for the designers of long-running franchises since the controller's layout remained the same, and allowed gamers to enjoy backward compatibility without having to buy additional controllers, and of course, averted DamnYouMuscleMemory for years. years (compare to the headache that comes with playing [=N64=], [=GameCube=] and Wii games on a Switch or via emulation). That said, the 4th and 5th generation iterations marked notable evolutions, with the 4th adding a touch pad, speakers, motion control support and altered the form a bit for a modestly bigger fit, making for the most ergonomic Dual Shock yet. The Platform/Playstation5 follow-up, the Dual Sense, took it another step further, improving the ergonomics yet again while adding haptic feedback, adaptive triggers and a built-in microphone for online chat.
chat. But those are all additive to the core button layout, which has remained the same since 1995. So with the exception of some Vita games (and special cases like Singstar and ''VideoGame/GuitarHero''), you can use a Dual Sense to play almost every [=PlayStation=] game ever made without any adjustments.
** In the 5th console generation, the Platform/PlayStation was technically the weakest, lacking the VDP chip and dual processor[[note]]the former of which allowed for the best 2d 2D of the generation by a mile[[/note]] of the Platform/SegaSaturn or the Silicon Graphics-developed hardware and hardware z-buffering or floating point polygonal rendering of the Platform/Nintendo64, but it was cheap, had better audio and video functionality, and was easy to develop for, resulting in it easily becoming the best-selling console of the generation.generation.
** The above is also the reason why the Platform/PlayStation4 was a developmental success. As noted by its chief architect Mark Cerny, [=PlayStations=] had only gotten more and more complicated internally, resulting in the [=PS3=]'s cell processor being infamously difficult to work with and extending the time it took to get a functional game up and running from a few weeks to several months. The [=PS4=] went back to basics like the [=PS1=] was, which contributed to its rather broad games library. This also allowed for [=PS4=] games to be playable on the [=PlayStation 5=], which helped ''that'' console as well, and provided a handy option for developers to only produce one version of a game if it didn't warrant a bespoke [=PS5=] version.
** The use of a Platform/CompactDisc, despite being a newer technology than cartridges at the time, also falls into this trope. The Platform/Nintendo64 still used cartridges as they allowed for instant load times and could support custom chips to enhance the games, but they were expensive and thus risky to order in high quantities. [=CDs=] on the other hand were simple and cheap to make, resulting in the [=PlayStation=] 1 having a far broader and more varied lineup of games that were less afraid to take risks. They also supported much larger storage capacities to allow for advancements in music and [[Main/PreRenderedGraphics Full-Motion Video]], which famously was one of the major reasons why Creator/SquareEnix switched from Nintendo to Sony, resulting in the next three ''Franchise/FinalFantasy'' games being [=PlayStation=] console exclusives for over 20 years. And, similar to the controller design, every [=PlayStation=] console up to the Platform/PlayStation5 has a disc drive, allowing for playing [=PS1=] games on a [=PS2=], both of those on a [=PS3=], and [=PS4=] games on a [=PS5=].
** Even the names of the consoles fall into this trope, following the tried-and-true ascending numbers format (no surprises what the follow-up to the [=PlayStation 4=] is called, for example). By contrast, Nintendo and Microsoft's standard is to use a brand new name for every system, and while this makes sense for Nintendo due to how different their systems are from each other, Microsoft's Xbox consoles are semi-infamous for how non-sensical their names are (especially because the Platform/Xbox360 locked them out of numbers lower than that).



* For PC games, control configurations that use the keyboard and mouse, particularly in first- and third-person shooters. No need to buy a separate controller when there's already one below your screen! Many players been known to upgrade their mice and keyboard to ones that are better-suited for games, but still useful for everyday non-gaming functions.

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* For PC games, control configurations that use the keyboard and mouse, particularly in first- and third-person shooters. No need to buy a separate controller when there's already one below your screen! Many players have been known to upgrade their mice and keyboard to ones that are better-suited for games, but still useful for everyday non-gaming functions.



* Nintendo and Sega thrived on this trope when building their consoles. Instead of trying to come up with something custom and fancy for the the CPU or GPU, they used a readily available off-the-shelf part or hardware that another company already worked on and is just looking for a contract to produce the parts[[note]]Sega went against this trope with the Platform/SegaSaturn and its dual processors and quadrilateral 3D rendering, and it cost them their spot in the console business[[/note]]. Especially the case with Nintendo, as almost every system they built had a devkit available from day 1 because the console shared enough components as a readily available computer.

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* For hardware internals, Nintendo and Sega thrived on this trope when building their consoles. Instead of trying to come up with something custom and fancy for the the CPU or GPU, they used a readily available off-the-shelf part or hardware that another company already worked on and is just looking for a contract to produce the parts[[note]]Sega went against this trope with the Platform/SegaSaturn and its dual processors and quadrilateral 3D rendering, and among other reasons it cost them their spot in the console business[[/note]]. Especially the case with Nintendo, as almost every system they built had a devkit available from day 1 because the console shared enough components as a readily available computer.



** Nintendo's consoles since the Platform/{{Wii}} all use SD Cards and microSD cards, which are used in a wide variety of devices and can be purchased at your local electronics store or even convenience stores, and if you work with flash drives a lot you probably have some lying around that you can use in those systems. This is part of what allowed the Platform/NintendoDS and the Platform/Nintendo3DS to beat their competitors, the Platform/PlayStationPortable and Platform/PlayStationVita, respectively. While Sony's handhelds did see some success, many people were turned off by the relatively high price of Sony's proprietary Memory Stick series, which created headaches for those looking to buy and install digital copies of their games, as well as their lack of versatility due to being only usable in Sony devices.
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The example from the work's page is less rambly.


* ''VideoGame/SimCity 4'' has several power plants to choose from including nuclear and fusion power which have extra requirements to unlock. The most cost effective power plant by far, however, is coal, which is available from the start. It is true that the advanced ones produce no pollution, but the effects of coal pollution are tolerable if well-placed in the city limits and will save a lot of money.
** One problem with coal when building a gigantic (as in whole-region), dense metropolis: ''space''. Not wishing to have an entire small-tile city devoted chiefly to coal power plants for its power-guzzling metropolis neighbors, I once elected to run the whole town (i.e. one large-tile district of the megalopolis, pop. ~2.1 million) on a few nuclear plants in the far corner of the main city. It worked (and got a good chunk of extra Industrial zone--from where I had put the old coal plants back when the town was much smaller) as a bonus. Hydrogen, on the other hand, is just silly.
** Also, transportation options play along this as well. Although many argue that rail takes up real estate on the surface and requires well placed stations as opposed to subways, however, they're cheaper, very efficient at passenger travel, ''and'' ideal for industries as usage for freight travel, since trains don't often have to put up with as much traffic as freight trucks, ''plus'', they do not contribute to pollution.
** Also, roads and avenues as opposed to highways. Indeed, highways can handle more traffic volume and have higher speed, ''but'', they're enormous and difficult to make maneuver around obstacles (say a building or ocean), however, avenues, being a bit smaller and more maneuverable (can be built in 90 degree corners), and roads being declared "standard" amongst dense zones for movement, allow for a better flow of transportation. Likewise, either early in the game or for smaller cities and suburbs, streets actually prove to be ideal for lighter zones. The game even [[MemeticMutation points this out to you quite often with having "not enough streets".]]
*** And you can combine both the advantages of avenues and roads (in the expansion) by building the roads one-way...which is incidentally what most major real-life cities do anyway.

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* ''VideoGame/SimCity 4'' has several power plants to choose from including nuclear ''VideoGame/SimCity4'':
** The Farmers Market, it's [[ExactlyWhatItSaysOnTheTin literally just a Farmers Market]], but it's small (3x3 tiles), it gives some residential demand cap relief
and fusion power which have extra requirements to unlock. provides a passive, city-wide health benefit.
**
The most cost effective power plant by far, however, Smoke Detector ordinance is coal, which is available from extremely cheap and lowers the start. It is true that the advanced ones produce no pollution, but the effects risk of coal pollution are tolerable if well-placed fires. Useful in the city limits and will save a lot of money.
** One problem with coal when building a gigantic (as in whole-region), dense metropolis: ''space''. Not wishing to have an entire small-tile city devoted chiefly to coal power plants for its power-guzzling metropolis neighbors, I once elected to run the whole town (i.e. one large-tile district of the megalopolis, pop. ~2.1 million) on a few nuclear plants in the far corner of the main city. It worked (and got a good chunk of extra Industrial zone--from
early game where I had put the old coal plants back when the town was much smaller) as a bonus. Hydrogen, on the other hand, is just silly.
** Also, transportation options play along this as well. Although many argue that rail takes up real estate on the surface and requires well placed stations as opposed to subways, however, they're cheaper, very efficient at passenger travel, ''and'' ideal for industries as usage for freight travel, since trains
you don't often necessarily have the money to put up with as much have fire stations everywhere.
** Coal Power Plants have the best "bang-for-your-buck" ratio of all power plants, standing at 0.04 Simoleon per megawatt. They're only balanced by their insane pollution.
** Humble streets, they cost very little but don't have high capacity or speed limits. Use them in residential areas to create quiet suburbs (where having high
traffic as freight trucks, ''plus'', they do not contribute to pollution.
** Also, roads and avenues as opposed to highways. Indeed, highways can handle more traffic volume and have higher speed, ''but'', they're enormous and difficult to make maneuver around obstacles (say a building or ocean), however, avenues, being a bit smaller and more maneuverable (can be built in 90 degree corners), and roads being declared "standard" amongst dense zones for movement, allow for a better flow of transportation. Likewise, either early in the game or for smaller cities and suburbs, streets actually prove to be ideal for lighter zones. The game even [[MemeticMutation points this out to you quite often with having "not enough streets".]]
*** And you can combine both the advantages of
is [[CaptainObvious undesirable]] anyway) that feed into larger capacity roads, avenues and roads (in the expansion) by building the roads one-way...which is incidentally what most major real-life cities do anyway.highways (a real life urbanism trick known as "[[https://en.wikipedia.org/wiki/Road_hierarchy road hierarchy]]").
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* For RhythmGame players, the app market for tablets (iPads and Android tablets, specifically) offers rhythm games that are similar in feel to arcade rhythm games (some notable examples include ''VideoGame/{{Arcaea}}'', ''VideoGame/{{Phigros}}'', and ''VideoGame/{{Cytus}}''), for those who don't have the budget to spend hundreds on arcade-spec proprietary controllers that are each designed around a single game or thousands on arcade cabinets, nor have the steady income to play arcade games hosted in a revenue-earning setting. A decent secondhand or refurbished tablet can run for about $200-400, which is still a bit of an investment but not as big as the above examples, and can be carried on the go and store a lot of games.

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* For RhythmGame players, the app market for tablets (iPads and Android tablets, specifically) offers rhythm games that are similar in feel to arcade rhythm games (some notable examples include ''VideoGame/{{Arcaea}}'', ''VideoGame/{{Phigros}}'', and ''VideoGame/{{Cytus}}''), for those who don't have the budget to spend hundreds on arcade-spec proprietary controllers that are each designed around a single game or thousands on arcade cabinets, nor have the steady income and geographic fortune to play arcade games hosted in a revenue-earning setting. A decent secondhand or refurbished tablet can run for about $200-400, which is still a bit of an investment but not as big as the above examples, and can be carried on the go and store a lot of games.
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* For RhythmGame players, the app market for tablets (iPads and Android tablets, specifically) offers rhythm games that are similar in feel to arcade rhythm games (some notable examples include ''VideoGame/{{Arcaea}}'', ''VideoGame/{{Phigros}}'', and ''VideoGame/{{Cytus}}''), for those who don't have the budget to spend hundreds on arcade-spec proprietary controllers that are each designed around a single game or thousands on arcade cabinets, nor have the steady income to play arcade games hosted in a revenue-earning setting. A decent secondhand or refurbished tablet can run for about $200-400, which is still a bit of an investment but not as big as the above examples.

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* For RhythmGame players, the app market for tablets (iPads and Android tablets, specifically) offers rhythm games that are similar in feel to arcade rhythm games (some notable examples include ''VideoGame/{{Arcaea}}'', ''VideoGame/{{Phigros}}'', and ''VideoGame/{{Cytus}}''), for those who don't have the budget to spend hundreds on arcade-spec proprietary controllers that are each designed around a single game or thousands on arcade cabinets, nor have the steady income to play arcade games hosted in a revenue-earning setting. A decent secondhand or refurbished tablet can run for about $200-400, which is still a bit of an investment but not as big as the above examples.examples, and can be carried on the go and store a lot of games.
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* For RhythmGame players, the app market for tablets (iPads and Android tablets, specifically) offers rhythm games that are similar in feel to arcade rhythm games (some notable examples include ''VideoGame/{{Arcaea}}'', ''VideoGame/{{Phigros}}'', and ''VideoGame/{{Cytus}}''), for those who don't have the budget to spend hundreds on arcade-spec proprietary controllers that are each designed around a single game or thousands on arcade cabinets, nor have the steady income to play arcade games hosted in a revenue-earning setting. A decent secondhand or refurbished tablet can run for about $200-400, which is still a bit of an investment but not as big as the above examples.
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* In ''VideoGame/NewHorizons'', Fluyts, common merchant ships. Sturdy and reliable, they offer huge cargo spaces for your precious booty, and are usually armed enough to fend off pesky pirates. They are also surprisingly nimble and fast for their size.
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* ''VideoGame/IcewindDale''. Like in Baldur's Gate Bards prove to be a valuable and versatile support class, and even get many exclusive its of dialog during NPC interactions which often lead to better quest rewards. Unlike Baldur's Gate, the best choice is just a plain Bard - they get many useful supportive songs whereas all the kits get just one.

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* ''VideoGame/IcewindDale''. Like in Baldur's Gate Bards prove to be a valuable and versatile support class, and even get many exclusive its bits of dialog during NPC interactions which often lead to better quest rewards. Unlike Baldur's Gate, the best choice is just a plain Bard - they get many useful supportive songs whereas all the kits get just one.
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* ''VideoGame/IcewindDale''. Once again Bards prove to be a valuable and versatile support class, and even get many exclusive its of dialog during NPC interactions. Unlike Baldur's Gate, the best choice is just a plain Bard - they get many useful supportive songs whereas all the kits get just one.

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* ''VideoGame/IcewindDale''. Once again Like in Baldur's Gate Bards prove to be a valuable and versatile support class, and even get many exclusive its of dialog during NPC interactions.interactions which often lead to better quest rewards. Unlike Baldur's Gate, the best choice is just a plain Bard - they get many useful supportive songs whereas all the kits get just one.
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* ''VideoGame/IcewindDale''. Once again Bards prove to be a valuable and versatile support class, and even get many exclusive its of dialog during NPC interactions, though unlike Baldur's Gate above, the best choice is just a plain Bard - they get many useful supportive songs whereas all the kits get just one.

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* ''VideoGame/IcewindDale''. Once again Bards prove to be a valuable and versatile support class, and even get many exclusive its of dialog during NPC interactions, though unlike interactions. Unlike Baldur's Gate above, Gate, the best choice is just a plain Bard - they get many useful supportive songs whereas all the kits get just one.

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* ''VideoGame/JadeEmpire'': White Demon Style, and to a lesser extent Iron Palm Style. Kicks and backhand slaps. That's it. No flurries of blows, no combos, no flips, no spins, no transformation sequence. However, they deal high and reliable damage and can harm any enemy in the game, meaning that whatever you point those styles at ''will'' die.

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* ''VideoGame/JadeEmpire'': ''VideoGame/IcewindDale''. Once again Bards prove to be a valuable and versatile support class, and even get many exclusive its of dialog during NPC interactions, though unlike Baldur's Gate above, the best choice is just a plain Bard - they get many useful supportive songs whereas all the kits get just one.
*'VideoGame/JadeEmpire'':
White Demon Style, and to a lesser extent Iron Palm Style. Kicks and backhand slaps. That's it. No flurries of blows, no combos, no flips, no spins, no transformation sequence. However, they deal high and reliable damage and can harm any enemy in the game, meaning that whatever you point those styles at ''will'' die.
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* ''VideoGame/SonicTheHedgehog'':

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* ''VideoGame/SonicTheHedgehog'':''Franchise/SonicTheHedgehog'':
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** For the starting styles, Legendary Strikes. It's not as fast as Thousand Cuts, and it's not as strong as White Demon, and it's not as long-ranged as Leaping Tiger. What it does have is good range, good damage, and good speed. It fails to excel in anything, but it doesn't need to, because it can work in any situation.
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** ''Fable II'' also has single-shot pistols. They're not as flashy as turret or clockwork pistols, and they don't have as much damage as rifles. But what they ''do'' have, with the appropriate, easily accessible Skill power, is a ''blindingly'' fast fire rate: the power in question makes it so that you reload your weapon faster if you push the shoot button, but there's no ''upper'' limit on the "faster" metric, so if you mash the shoot button, you'll lay down as absolutely withering rate of fire that makes all the other ranged weapons completely irrelevant.

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** In ''III'', the Ability Improvement feat. It doesn't grant you attacks, spells or anything similar. Heck, you probably won't notice you took it most of the time. However, what basically amounts to a flat 5% bonus to the chance of succeeding at anything you'd want that character to do is ''extremely'' useful.

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** * In ''III'', ''VideoGame/BaldursGate3'', the Ability Improvement feat. It doesn't grant you attacks, spells or anything similar. Heck, you probably won't notice you took it most of the time. However, what basically amounts to a flat 5% bonus to the chance of succeeding at anything you'd want that character to do is ''extremely'' useful.
** Also in the same game, throwing. You can throw anything you want to anywhere you want (within line of sight of course), and in some cases, it's better to do so. A healing potion that you drink will give you 1d8+1 HP. One that you throw at the ground will give anyone splashed by it 1d8+1 HP. An early weapon that you can get, the Returning Javelin, is a spear specifically designed for throwing that instantly returns to your hand when it hits something, giving you an unlimited ranged attack. Combine that with the fact that thrown weapons deal additional falling damage if they're thrown from a height advantage, and this is an absolutely deadly combo, capable of doing 20+ damage in a game where having 50 hit points is usually considered a lot.
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** [[VideoGame/FinalFantasyVIII Squall]] is this. He has no real gimmick to speak of, unlike many other characters. What makes him stand out is simply the fact that he's fast. He has both sword strikes and basic spells. He also has absolutely no way of comboing into an HP attack, which may turn away many newcomers due to how difficult it is to land an HP attack, and the necessity of doing so (HP attacks being the only moves that actually *deal* damage.) And yet despite all this he's considered S-Tier. His speed helps him land attacks really well due to their low start-up, and the fact that most of them are multi-hit means they are plenty safe as well, since you have to land the first hit for the rest of the attack to come out. If you miss he only does one quick strike with little commitment. He may not have a combo into HP attack, but he is king at landing Brave Attacks, quickly, and repeatedly, eventually building up his damage levels to really high and also building up a lot of Assist Gauge. He may be a most basic fighter, but his solid neutral game gives him a rightful place at the top.

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** [[VideoGame/FinalFantasyVIII Squall]] is this. He has no real gimmick to speak of, unlike many other characters. What makes him stand out is simply the fact that he's fast. He has both sword strikes and basic spells. He also has absolutely no way of comboing into an HP attack, which may turn away many newcomers due to how difficult it is to land an HP attack, and the necessity of doing so (HP attacks being the only moves that actually *deal* damage.) And yet despite all this he's considered S-Tier. His speed helps him land attacks really well due to their low start-up, and the fact that most of them are multi-hit means they are plenty safe as well, since you have to land the first hit for the rest of the attack to come out. If you miss he only does one quick strike with little commitment. He may not have a combo into HP attack, but he is king at landing Brave Attacks, quickly, and repeatedly, eventually building up his damage levels to really high and also building up a lot of Assist Gauge. It helps that despite lacking a combo-into-HP attack, all of his HP attacks (except Fated Circle) come out ''extremely'' fast: Rough Divide has a charge up phase but propels him to his opponent across half the arena in half a second, and Blasting Zone has no homing or horizontal width, but is only beaten by Zidane's Free Energy for attack speed. He may be a most basic fighter, but his solid neutral game gives him a rightful place at the top.
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* ''VideoGame/KerbalSpaceProgram'':
** In Career mode, space tourism via [[TheTaxi Ferry missions]] around planetary orbits in Munarbuses is a simple and effective way to make money quick, even if its not really exciting or challenging.
** One really effortless way to accumulate the Science needed for unlocking one or two technologies near the bottom of the tree is constructing a simple rover and just driving around your Space Centre. Since every building on the base technically counts as its own biome and you can drive the rover to the runway to recover it for 100% of the cost. It gives you a really easy early headstart for basically nothing.
** Monolithic space stations -- that is, small stations that integrate a single module for all its needs, are a much cheaper and easier alternative to get the same scientific benefit than building an impressive, modular space station in orbit.
** Though it is also DifficultButAwesome, the SpaceshipSlingshotStunt is an indispensable tool for saving fuel on round trips. The boring part is that since you need to do several roundabouts around gravity wells, expect to do a lot of time warping to gain speed and skip ahead.

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