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 * RidiculouslyHumanRobots[=/=]DeceptivelyHumanRobots: The AIs fall somewhere in between the two tropes. They can ''look'' almost entirely human by modeling themselves on a player's expected reactions, unless they stop caring or want to make a point. Then they instantly become incredibly unsettling. They also tend towards SpockSpeak when dumping large amounts of exposition.

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 * * RidiculouslyHumanRobots[=/=]DeceptivelyHumanRobots: The AIs fall somewhere in between the two tropes. They can ''look'' almost entirely human by modeling themselves on a player's expected reactions, unless they stop caring or want to make a point. Then they instantly become incredibly unsettling. They also tend towards SpockSpeak when dumping large amounts of exposition.
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* GenericDoomsdayVillain: Invoked with Sim!Junko. When she finally appeared, it wasn't as a character ([=NPC=]!Junko died when she was speared and was only retroactively swapped with Mukuro when an operator thought it'd make a good plot twist) but as the avatar of the narrative kernel; she was the Mastermind, and ''nothing'' more. All the personality-switching was just a consequence of Tacitus attempting to make her scarier at the cost of a consistent personality, she was obsessed with despair because the course's purpose was to test if she could make students cross the DespairEventHorizon, she lacked a real motive because if she had one Naegi could exploit it, and she killed herself because she had no purpose outside of being the mastermind.

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* GenericDoomsdayVillain: Invoked with Sim!Junko. When she finally appeared, it wasn't as a character ([=NPC=]!Junko died when she was speared and was only retroactively swapped with Mukuro when an operator thought it'd make a good plot twist) but as the avatar of the narrative kernel; she was the Mastermind, and ''nothing'' more. All the personality-switching was just a consequence of Tacitus attempting to make her scarier at the cost of a consistent personality, she was obsessed with despair because the course's purpose was to test if she could make students cross the DespairEventHorizon, she lacked a real motive because if she had one Naegi could exploit it, and she killed herself because she had no purpose outside of being the mastermind. It certainly didn't help that the Mastermind is programmed to never voluntarily reveal itself, and only did so in Naegi's case because the unexpected end of the fifth trial screwed with Tacitus's AI, so programming in a consistent and believable Mastermind wasn't anywhere near top priority as most players would never see them.
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Catchphrase has been disambiguated. Removing ZCE.


* CatchPhrase: Naegi still uses his from the game, and some other people indulge in them as well. It goes completely unremarked, so apparently that's just something people do from time to time.
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* AdaptationalVillainy: [[spoiler: Real Kyoko is the first arc villain; she hates her dad so much she's willing to slander Naegi and trigger his PTSD just to make him look worse.]]
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* CoincidenceMagnet: The game's truth bullet system gets deconstructed when Asahina's argument against Naegi is her surmising all the random pieces of evidence he just happened to remember was likely set up that way. Kirigiri later says his presenting so many coincidences at the same time is further evidence to him being a constructed being like Izuru Kamakura, who could remember any number of meaningless facts to defend his existence as a supposedly normal person. That explanation is supposed to be far more likely to her than a normal kid competing with the Super Duper Highschool Sleuth in her own field.

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* CoincidenceMagnet: The game's truth bullet system gets deconstructed when Asahina's argument against Naegi is her surmising all the random pieces of evidence he just happened to remember was likely set up that way. Kirigiri later says his presenting so many coincidences at the same time is further evidence to him being a constructed being like Izuru Kamakura, who could remember any number of meaningless facts to defend his existence as a supposedly normal person. That explanation is supposed to be far more likely to her than a normal kid competing with the Super Duper Highschool Sleuth in her own field. Of course, the real answer is OccamsRazor; Naegi just has a pretty good memory and the simulator gave him a ''lot'' of practice.
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* TheComputerIsACheatingBastard: In the D-course sim, the reason murders were inevitable is that the AI was able to [[TheAllSeeingAI pull information from all the NPCs]] so it could always set up a semi-plausible murder scenario.

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* TheComputerIsACheatingBastard: In the D-course sim, the reason murders were inevitable is that the AI was able to [[TheAllSeeingAI pull information from all the NPCs]] so it could always set up a semi-plausible murder scenario. This is also why the player couldn't beat the game by playing it and killing someone; the narrative would ''always'' cheat to ensure there was evidence to get them exposed at the resulting trial.

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* RidiculouslyHumanRobots[=/=]DeceptivelyHumanRobots: The AIs fall somewhere in between the two tropes. They're almost indistinguishable from humans, unless they're trying to make a point or just don't care. Then they instantly become incredibly unsettling. They also tend towards SpockSpeak when dumping large amounts of exposition.

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* RestrainingBolt: The Simulation narrative kernel had a few of these so the game wouldn't end too soon:
** The Mastermind may not kill the player until they fail the game (screwing up a class trial, trying to escape, falling into despair).
** Everything the Mastermind does must fit into a plausible narrative; even though it theoretically ''could'' just materialize a dumbbell over Chihiro's head to remove his StoryBreakerPower from the equation, it wasn't allowed to do so and had to find a student to do the job.
** [=NPC=]s have a personality profile that they must adhere to, preventing the Mastermind from using them to circumvent its limit on killing players, although they ''are'' allowed to kill the player if it was within their personality; for example, Sayaka ''almost'' targeted Makoto because her fear of abandonment was strong enough to drive her to murder and she had plausible reason to believe she could manipulate him, but switched targets at the last moment because Naegi befriended her and it would still have been out of character for her to kill a friend.
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RidiculouslyHumanRobots[=/=]DeceptivelyHumanRobots: The AIs fall somewhere in between the two tropes. They're They can ''look'' almost indistinguishable from humans, entirely human by modeling themselves on a player's expected reactions, unless they're trying they stop caring or want to make a point or just don't care.point. Then they instantly become incredibly unsettling. They also tend towards SpockSpeak when dumping large amounts of exposition.



* SchrodingersGun: During the D-course sim, one of the researchers exploited this by changing the identity of the Mastermind before it was revealed. When asked why, he justified it by stating this PlotTwist created a better story, as [[spoiler:the Mercenary]] was simply "too obvious."

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* SchrodingersGun: During the D-course sim, one of the researchers exploited this by changing the identity of the Mastermind before it was revealed.revealed by retroactively making the original mastermind a BodyDouble for the real one. When asked why, he justified it by stating this PlotTwist created a better story, as [[spoiler:the Mercenary]] was simply "too obvious."
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* TheAllSeeingAI: The simulated students only ''looked'' like they were acting independently. In reality, they were all controlled by Philemon, who was in turn in communication with Tacitus, so they could create plausible murder scenarios. Monokuma's motives were guaranteed to work on ''someone'' because Philemon knew what would cause each student to break; they weren't so much to foster chaos (though upsetting students to make them easier to manipulate later ''was'' a secondary goal) as to enable specific chains of events leading to murder (i.e. Chihiro needs to be killed off for his StoryBreakerPower. Tacitus creates the following narrative: Dark Secrets are threatened -> Mondo is made unstable by the reminder of Daiya's death -> Chihiro talks to Mondo -> Mondo murders Chihiro in a fit of rage).

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* TheAllSeeingAI: The simulated students only ''looked'' like they were acting independently. In reality, they were all controlled by Philemon, who was in turn in communication working with Tacitus, Tacitus so they could create plausible murder scenarios. Monokuma's motives were guaranteed to work on ''someone'' because Philemon knew what would cause each student to break; they weren't so much to foster chaos (though upsetting students to make them easier to manipulate later ''was'' a secondary goal) as to enable specific chains of events leading to murder (i.e. Chihiro needs to be killed off for his StoryBreakerPower. Tacitus creates the following narrative: Dark Secrets are threatened -> Mondo is made unstable by the reminder of Daiya's death -> Chihiro talks to Mondo -> Mondo murders Chihiro in a fit of rage).
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* GenericDoomsdayVillain: Invoked with Simulator Junko. When she finally appeared, it wasn't as a character ([=NPC=]!Junko died when she was speared and was only retroactively swapped with Mukuro when an operator thought it'd make a good plot twist) but as the avatar of the narrative kernel; she was the Mastermind, and ''nothing'' more. All the personality-switching was just a consequence of Tacitus attempting to make her scarier at the cost of a consistent personality, she lacked a real motive because if she had one Naegi could exploit it, and she killed herself because she had no purpose outside of being the mastermind.

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* GenericDoomsdayVillain: Invoked with Simulator Junko.Sim!Junko. When she finally appeared, it wasn't as a character ([=NPC=]!Junko died when she was speared and was only retroactively swapped with Mukuro when an operator thought it'd make a good plot twist) but as the avatar of the narrative kernel; she was the Mastermind, and ''nothing'' more. All the personality-switching was just a consequence of Tacitus attempting to make her scarier at the cost of a consistent personality, she was obsessed with despair because the course's purpose was to test if she could make students cross the DespairEventHorizon, she lacked a real motive because if she had one Naegi could exploit it, and she killed herself because she had no purpose outside of being the mastermind.
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* GenericDoomsdayVillain: Invoked with Simulator Junko. When she finally appeared, it wasn't as a character ([=NPC=]!Junko died when she was speared and was only retroactively swapped with Mukuro when an operator thought it'd make a good plot twist) but as the avatar of the narrative kernel; she was the Mastermind, and ''nothing'' more. All the personality-switching was just a consequence of Tacitus attempting to make her scarier at the cost of a consistent personality, she lacked a real motive because if she had one Naegi could exploit it, and she killed herself because she had no purpose outside of being the mastermind.
-->'''The Jester''': She existed to fill the role of an antagonist, and with the difficulty settings of the simulation maxed out, a proper personality would only have gotten in the way. That's why the way she acted changed so much. She had no reason, no rationality, no motivation. At least, none that would make sense unless you knew she was an [=AI=].
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* DifficultySpike: The final audience participation puzzle in the first trial, which mimiced the puzzles in the games, was vastly more difficult than any that came before. It was the first to have two extensions (though these were already revealed due to the format), required noticing an extremely small contradictory detail, and [[spoiler:it was also the first time in the trial that one statement had to be used against another.]]
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These examples of Surprisingly Realistic Outcome seem to violate at least one of these rules, which disqualifies them: No character reactions (characters get angry, don't forgive, don't change their personality instantly, etc.); Too fantastical (depends on the properties of magic, powers, sci-fi tech, monsters, etc.); Not surprising (a character was warned about the outcome, it's used to provide Karma or An Aesop, or it simply follows normal conventions for this genre or medium); Plot happens (the example only describes an event, but not why audiences would expect a different, unrealistic outcome); Not an outcome (a character just explains why something wouldn't work as expected); More of a Deconstruction (the event has major, lasting effects on the plot, make something more realistic, but not completely realistic, or a parody/fanwork applies realistic consequences to the events of a different work); or fits better under a different trope. See the trope's definition for more details. If you believe a removal was a mistake, please bring it up in the cleanup thread.


* SurprisinglyRealisticOutcome:
** Toko is not Genocide Jack, and Junko isn't the Ultimate Despair. The real Hope's Peak may be corrupt, but they're not stupid enough to let a SerialKiller and a terrorist in because they thought being a murderer or HopeCrusher counted as a talent.
** Alter Ego only exists in the sim. Laptops simply don't have enough power to run a complex AI.
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Up To Eleven is a defunct trope


* OneLetterName: UpToEleven. One chapter ends with an email exchange between two unidentified people, the second of whom has just a full stop (.) for an email ID, whereas almost ever other time the characters' names are used.

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* OneLetterName: UpToEleven. One chapter ends with an email exchange between two unidentified people, the second of whom has just a full stop (.) for an email ID, whereas almost ever other time the characters' names are used.

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* NiceJobFixingItVillain: {{Deconstructed}}. [[spoiler:Certain members of the board of directors]] thought Naegi wasn't ''worthy'' of being a SHSL student, and put him into the sim in hopes of scaring him off. Instead, Naegi ''beat'' the unbeatable game, proving himself more than worthy to attend and changing his title from SHSL Luckster (a rather disparaged talent) to SHSL Hope. However, he's still left suffering from PTSD and self-doubt.

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* NiceJobFixingItVillain: {{Deconstructed}}. [[spoiler:Certain members of the board of directors]] thought Naegi wasn't ''worthy'' of being a SHSL student, and put him into the sim in hopes of scaring him off. Instead, Naegi ''beat'' the unbeatable game, proving himself more than worthy to attend and changing his title from SHSL Luckster (a rather disparaged talent) to SHSL Hope.Hope (basically declaring him the school's MessianicArchetype). However, he's still left suffering from PTSD and self-doubt.


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** The Steering Committee supporting Kyoko in a trial to discredit Naegi just gives himself the opportunity to prove himself in the real world with all his classmates watching, and ends with Kyoko completely discredited and the board humiliated.
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** Toko is not Genocide Jack. The real Hope's Peak may be corrupt, but nowhere near enough to let a ''known serial killer'' attend under the pretense that she's ''really good'' at murdering.

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** Toko is not Genocide Jack. Jack, and Junko isn't the Ultimate Despair. The real Hope's Peak may be corrupt, but nowhere near they're not stupid enough to let a ''known serial killer'' attend under the pretense that she's ''really good'' at murdering.SerialKiller and a terrorist in because they thought being a murderer or HopeCrusher counted as a talent.

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* OffTheRails: For the most part, Makoto's conduct was unusual but entirely within bounds of the D-Course simulation... until he refused to call out Kyoko when she tried to pass the Mastermind's frame job onto him. This allowed both of them to survive the chapter, as by the rules of the killing game the Mastermind cannot be directly responsible for the player's death (unless the player gives into despair, which Makoto hadn't), and the Mastermind ''was'' directly responsible for the frame up. Tacitus had to desperately cover its virtual ass by invoking Alter Ego as a DeusExMachina.



* PlotArmor: Naegi had it in the simulation. The mastermind wasn't allowed to kill him directly unless he despaired, which forced it to find a way to save his life when it impulsively tried to kill him.

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* PlotArmor: Naegi had it in the simulation. The mastermind wasn't allowed to kill him directly unless he despaired, which forced it to find a way to save his life when it impulsively he tried TakingTheBullet for Kyoko (who the Mastermind had intended to kill him.frame).
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* UnwinnableTrainingSimulation: D-course simulations are designed this way, but Naegi's actions eventually led the [[ArtificialBrilliance Adaptive AI]] to generate a win condition.

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* UnwinnableTrainingSimulation: D-course simulations are designed this way, way. The one Naegi tried specifically tested response to being trapped in a morally and psychologically taxing scenario (an unknown mastermind has trapped students in the school and promised they'd only escape by killing someone). The idea was that the subject would attempt to investigate their situation and pinpoint the Mastermind's identity while avoiding failure and managing NPC allies, but Naegi's actions eventually led there was no real method to escape the school or defeat the Mastermind, since the sim's purpose was to see how subjects behaved in the conditions of the killing game (the closest thing to a 'win' being a draw where there was just no one left to kill and nothing left to try), not beating up the Mastermind. Naegi, however, managed to break the game enough that the [[ArtificialBrilliance Adaptive AI]] AI in charge of the narrative]] had to generate ''generate'' a win condition.condition (taken from an entirely separate scenario meant to test survival and resource management in a hostile world) to have a chance of beating him.
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* NiceJobFixingItVillain: {{Deconstructed}}. [[spoiler:Certain members of the board of directors]] thought Naegi wasn't ''worthy'' of being a SHSL student, and put him into the sim in hopes of scaring him off. Instead, Naegi more than proved his worth by beating the unbeatable game. However, he's still left suffering from PTSD and self-doubt.

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* NiceJobFixingItVillain: {{Deconstructed}}. [[spoiler:Certain members of the board of directors]] thought Naegi wasn't ''worthy'' of being a SHSL student, and put him into the sim in hopes of scaring him off. Instead, Naegi more than proved his worth by beating ''beat'' the unbeatable game.game, proving himself more than worthy to attend and changing his title from SHSL Luckster (a rather disparaged talent) to SHSL Hope. However, he's still left suffering from PTSD and self-doubt.

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* TheAllSeeingAI: The simulated students only ''looked'' like they were acting independently. In reality, they were all controlled by Philemon, who was in turn in communication with Tacitus, so they could create plausible murder scenarios. Monokuma's motives were guaranteed to work on ''someone'' because Philemon knew what would cause each student to break; they weren't so much to foster chaos (though upsetting students to make them easier to manipulate later ''was'' a secondary goal) as to enable specific chains of events leading to murder (i.e. Dark Secrets are threatened -> Mondo is made unstable by the reminder of Daiya's death -> Chihiro talks to Mondo -> Mondo murders Chihiro in a fit of rage).

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* TheAllSeeingAI: The simulated students only ''looked'' like they were acting independently. In reality, they were all controlled by Philemon, who was in turn in communication with Tacitus, so they could create plausible murder scenarios. Monokuma's motives were guaranteed to work on ''someone'' because Philemon knew what would cause each student to break; they weren't so much to foster chaos (though upsetting students to make them easier to manipulate later ''was'' a secondary goal) as to enable specific chains of events leading to murder (i.e. Chihiro needs to be killed off for his StoryBreakerPower. Tacitus creates the following narrative: Dark Secrets are threatened -> Mondo is made unstable by the reminder of Daiya's death -> Chihiro talks to Mondo -> Mondo murders Chihiro in a fit of rage).


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* SurprisinglyRealisticOutcome:
** Toko is not Genocide Jack. The real Hope's Peak may be corrupt, but nowhere near enough to let a ''known serial killer'' attend under the pretense that she's ''really good'' at murdering.
** Alter Ego only exists in the sim. Laptops simply don't have enough power to run a complex AI.
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* AIBreaker: Makoto managed to break the 'Mastermind' AI in the sims by refusing to present evidence against Kirigiri, making himself look like the killer instead. The AI couldn't kill him because the Mastermind isn't allowed to kill the player before making them succumb to despair (normal class trials don't count, but since the "murder" in this case was a frame job by the Mastermind, it fell under the 'Mastermind kills the player' definition), and couldn't ''not'' kill him because he was voted as the culprit in a trial. The problem was solved by having Alter Ego appear and save Makoto, but this caused the AI to get stuck on the 'Kill Makoto' goal. The Mastermind couldn't use the other students to do the job, because Makoto befriended them so thoroughly that it would be a major character break for them to kill ''anyone'', much less him. To make him fall into despair (so he could be killed) the Mastermind used dangling and then taking away hope, in the form of the Escape Switch. And in order to make that plan work properly, the potential escape had to be real- and thus the simulation now had a definite 'win' condition.

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* AIBreaker: Makoto managed to break the 'Mastermind' AI in the sims by refusing to present evidence against Kirigiri, making himself look like the killer instead. The AI couldn't kill him because the Mastermind isn't allowed to kill the player before making them succumb to despair (normal class trials don't count, but since the "murder" in this case was a frame job by the Mastermind, it fell under the 'Mastermind kills the player' definition), instead of 'player fails the game'), and couldn't ''not'' kill him because he was voted as the culprit in a trial. The problem was solved by having Alter Ego appear and save Makoto, but this caused the AI to get stuck on the 'Kill Makoto' goal. The Mastermind couldn't use the other students to do the job, because Makoto befriended them so thoroughly that it would be a major character break for them to kill ''anyone'', much less him. To make him fall into despair (so he could be killed) the Mastermind used dangling and then taking away hope, in the form of the Escape Switch. And in order to make that plan work properly, the potential escape had to be real- and thus the simulation now had a definite 'win' condition.
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* AIBreaker: Makoto managed to break the 'Mastermind' AI in the sims by refusing to present evidence against Kirigiri, making himself look like the killer instead. The AI couldn't kill him because the Mastermind isn't allowed to kill the player before making them succumb to despair, and couldn't ''not'' kill him because he was voted as the culprit in a trial. The problem was solved by having Alter Ego appear and save Makoto, but this caused the AI to get stuck on the 'Kill Makoto' goal. The Mastermind couldn't use the other students to do the job, because Makoto befriended them so thoroughly that it would be a major character break for them to kill ''anyone'', much less him. To make him fall into despair (so he could be killed) the Mastermind used dangling and then taking away hope, in the form of the Escape Switch. And in order to make that plan work properly, the potential escape had to be real- and thus the simulation now had a definite 'win' condition.

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* AIBreaker: Makoto managed to break the 'Mastermind' AI in the sims by refusing to present evidence against Kirigiri, making himself look like the killer instead. The AI couldn't kill him because the Mastermind isn't allowed to kill the player before making them succumb to despair, despair (normal class trials don't count, but since the "murder" in this case was a frame job by the Mastermind, it fell under the 'Mastermind kills the player' definition), and couldn't ''not'' kill him because he was voted as the culprit in a trial. The problem was solved by having Alter Ego appear and save Makoto, but this caused the AI to get stuck on the 'Kill Makoto' goal. The Mastermind couldn't use the other students to do the job, because Makoto befriended them so thoroughly that it would be a major character break for them to kill ''anyone'', much less him. To make him fall into despair (so he could be killed) the Mastermind used dangling and then taking away hope, in the form of the Escape Switch. And in order to make that plan work properly, the potential escape had to be real- and thus the simulation now had a definite 'win' condition.
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* TheAllSeeingAI: The simulated students only ''looked'' like they were acting independently. In reality, they were all controlled by Philemon, who was in turn in communication with Tacitus, so they could create plausible murder scenarios. Monokuma's motives were guaranteed to work because Philemon knew what would cause each student to break.

to:

* TheAllSeeingAI: The simulated students only ''looked'' like they were acting independently. In reality, they were all controlled by Philemon, who was in turn in communication with Tacitus, so they could create plausible murder scenarios. Monokuma's motives were guaranteed to work on ''someone'' because Philemon knew what would cause each student to break.break; they weren't so much to foster chaos (though upsetting students to make them easier to manipulate later ''was'' a secondary goal) as to enable specific chains of events leading to murder (i.e. Dark Secrets are threatened -> Mondo is made unstable by the reminder of Daiya's death -> Chihiro talks to Mondo -> Mondo murders Chihiro in a fit of rage).
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* WetwareCPU: The simulator runs on an incredibly powerful supercomputer, but it also uses the brains of people using it to render graphics (allowing the human brain to fill in details it expects to find) and occasionally to come up with plot points or character traits.

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* WetwareCPU: The simulator runs on an incredibly powerful supercomputer, but it also uses the brains of people using it to render graphics (allowing the human brain to fill in details it expects to find) and occasionally to come up with plot points or character traits. For example, the real Toko isn't a serial killer; Makoto just thinks you should BewareTheQuietOnes and assumed that Toko was hiding something because of it.

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* AchievementsInIgnorance: In the simulation, Makoto Naegi thought he was comforting his classmates as they all attempted to escape a horrible situation together. He had no idea that he was repeatedly exploiting flaws in the D-course AI's programming, leveraging the personality system to protect himself from murder by other students and breaking the narrative by exploiting the Mastermind's inability to kill the player except in very specific circumstances, ultimately forcing it to ''invent'' a win condition that previously hadn't existed in a desperate attempt to break him. This actually leads into some of his self-esteem issues in the real world; since he didn't ''know'' his feat was supposed to be impossible, he doesn't think too much about what he did, while the people who knew the sim's nature in advance (including all the pitfalls he narrowly avoided) are highly impressed.


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** Makoto, [[AllLovingHero being Makoto]], managed to turn it back on the AI by creating a situation in which he literally ''couldn't'' fail, despite seemingly dooming himself, because none of the above conditions were met: Covering for Kyoko when the Mastermind framed her. He hadn't lost the killing game because it was the Mastermind doing the framing instead of an NPC, he hadn't met any of the conditions to allow the Mastermind to kill him (never killed anyone, wasn't trying to escape, hadn't fallen into despair), and a holding pattern hadn't yet been reached because he still had useful NPC allies. This forced Tacitus to save him via Alter Ego and served as an AIBreaker.
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** For example, the first murder: Sayaka snaps and decides to kill someone. The original target was Makoto, because he trusted her, but Makoto befriending her renders it out of character for her to go through with it, so she must select a new target. For a murder to take place, her target must a) accept her invitation, and b) either be incapable of escaping or turning the tables, '''or''' ready to kill Sakura after she fails. If Sakura had made the choice in reality, she had several choices that she had reason to think might respond, but actually wouldn't or would have simply stopped her without killing her afterward. The AI, on the other hand, knows that Leon would answer Sakura's request ''and'' would impulsively decide to kill her if she failed to kill him, so Sakura addressed her letter to Leon.

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** For example, the first murder: Sayaka snaps and decides to kill someone. The original target was Makoto, because he trusted her, but Makoto befriending her renders it out of character for her to go through with it, so she must select a new target. For a murder to take place, her target must a) accept her invitation, and b) either be incapable of escaping or turning the tables, '''or''' ready to kill Sakura Sayaka after she fails. If Sakura Sayaka had made the choice in reality, she had several choices that she had reason to think might respond, but actually wouldn't or would have simply stopped her without killing her afterward. The AI, on the other hand, knows that Leon would answer Sakura's Sayaka's request ''and'' would impulsively decide to kill her if she failed to kill him, so Sakura Sayaka addressed her letter to Leon.
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* MortonsFork: How the D-course sim was ''supposed'' to go.
** If you mess up in the Killing Game and become a victim (or convict the wrong person), you die. Game over.
** If you murder someone yourself, you ''will'' be found out, no matter how much the AI has to cheat to make it happen. Game over.
** If you fall into despair, the Mastermind is allowed to kill you. Game over.
** If you try to escape, you're unavoidably shot dead. Game over.
** If you play the game while avoiding death, never murdering anyone yourself, and never falling into despair, the game will continue until the player has completely exhausted their resources looking for a way out, at which point it falls into a 'holding pattern' where the player can't do anything against the Mastermind and the Mastermind can't do anything against the player, much like ''Trigger Happy Havoc'''s Bad Ending. This was considered the closest you could get to winning the game. [[spoiler: Izuru Kamakura's D-course sims ended in Holding Patterns.]]

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