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Fixed in respect of indendation rules, whoops


* ''VideoGame/TokyoXtremeRacer'':
** This became a ''series-defining trait'' starting with ''2''. That game introduced Wanderers, a type of opponent unaffiliated from any team and with very specific requirements to be faced (or bother showing up to begin with). Problem is, the games do not tell you explicitly what those requirements are, and some of them include things the average player might not be aware of they can do. It got ''worse'' in the ''Drift'' sub-series, where every opponent has one or more requirements that have to be met before they show up at the PA, including specific weather conditions. And no, those games also do not tell you what exactly you need to do. ''Import Tuner Challenge'' mercifully Averts the trope for the first time, since every opponent's profile, including Wanderers, contains information on when and where they'll show up, alongside any additional requirements.

to:

* ''VideoGame/TokyoXtremeRacer'':
** This became
''VideoGame/TokyoXtremeRacer'' has the trope as a ''series-defining trait'' starting with ''2''. That game introduced Wanderers, a type of opponent unaffiliated from any team and with very specific requirements to be faced (or bother showing up to begin with). Problem is, the games do not tell you explicitly what those requirements are, and some of them include things the average player might not be aware of they can do. It got ''worse'' in the ''Drift'' sub-series, where every opponent has one or more requirements that have to be met before they show up at the PA, including specific weather conditions. And no, those games also do not tell you what exactly you need to do. ''Import Tuner Challenge'' mercifully Averts the trope for the first time, since every opponent's profile, including Wanderers, contains information on when and where they'll show up, alongside any additional requirements.
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Rewrote the entry to be more specific. Debating on whether to add the most infamous examples (and just those, listing every single example would both be redundant and overkill) or to leave it as is.


* Some of the Wanderer opponents in the ''Shutokou Battle'' series (known as ''VideoGame/TokyoXtremeRacer'' and ''[[MarketBasedTitle Import Tuner Challenge]]'' outside of Japan) have requirements that are hinted at in their profiles, and finding the rest is absolute guesswork.
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to:

* Some ''VideoGame/TokyoXtremeRacer'':
** This became a ''series-defining trait'' starting with ''2''. That game introduced Wanderers, a type
of opponent unaffiliated from any team and with very specific requirements to be faced (or bother showing up to begin with). Problem is, the Wanderer opponents games do not tell you explicitly what those requirements are, and some of them include things the average player might not be aware of they can do. It got ''worse'' in the ''Shutokou Battle'' series (known as ''VideoGame/TokyoXtremeRacer'' and ''[[MarketBasedTitle Import Tuner Challenge]]'' outside of Japan) have ''Drift'' sub-series, where every opponent has one or more requirements that are hinted have to be met before they show up at in their profiles, the PA, including specific weather conditions. And no, those games also do not tell you what exactly you need to do. ''Import Tuner Challenge'' mercifully Averts the trope for the first time, since every opponent's profile, including Wanderers, contains information on when and finding the rest is absolute guesswork.
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where they'll show up, alongside any additional requirements.
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%% This page has been alphabetized. Please add new examples in the correct order. Thanks!
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* ''VideoGame/CrashTeamRacing'' features a set of in-game cheat codes which can speed up the unlock process. These are, of course, not indicated in the game at all. While the majority of the items are unlockable through other (proper) means, the character Penta Penguin can only be unlocked through one of the codes.[[note]]L1+R1, Down, Right, Triangle, Down, Left, Triangle, Up.[[/note]] This carries on in the remake, ''VideoGame/CrashTeamRacingNitroFueled'', though by then, ItWasHisSled.

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Examples sorted


* There are keys that unlock the bonus mini-games in each of the first four worlds of ''VideoGame/DiddyKongRacing''. The first one's out in the open, but the other three are in such ridiculous places that you pretty much have to look in a guide to find them (one word: drawbridge). To make matters worse, you ''have'' to beat all four mini-games in order to face the final boss! Gah!
* In the SNES ''VideoGame/FZero'', there's one long jump on the White Land II course that you're pretty much guaranteed not to make unless you hold the down button on the D-pad to give your machine extra lift. But the manual only says that the D-pad is for steering, so you wouldn't think that ''down'' would do anything.
** Pretty much every sprite-based ''F-Zero'' suffers from a related issue - when your craft hits the ground after a jump, it bounces and loses speed, something that AI doesn't suffer from. Unless you press down on the D-pad as you land, which will make for a smoother touchdown. Pretty much the only hint for this in the entire series is a demo reel in ''GP Legend'' that uses the technique, but you have to be paying close attention and then consider what might actually control the pitch.
* Games which have a checklist of objectives, like ''VideoGame/KirbyAirRide'', often do not tell you what the objectives are before you complete them. This leads to a few of the objectives becoming Guide Dang Its. In KAR's case, how would anyone guess to win a race on a certain track ''without touching the walls [[FakeDifficulty even once?]]'' Well, the game does reveal a few of the uncleared objectives when you start to clear them, but for most of them, they'll be completed without you knowing what they are or that you've completed them.



* There are keys that unlock the bonus mini-games in each of the first four worlds of ''VideoGame/DiddyKongRacing''. The first one's out in the open, but the other three are in such ridiculous places that you pretty much have to look in a guide to find them (one word: drawbridge). To make matters worse, you ''have'' to beat all four mini-games in order to face the final boss! Gah!
* Games which have a checklist of objectives, like ''VideoGame/KirbyAirRide'', often do not tell you what the objectives are before you complete them. This leads to a few of the objectives becoming Guide Dang Its. In KAR's case, how would anyone guess to win a race on a certain track ''without touching the walls [[FakeDifficulty even once?]]'' Well, the game does reveal a few of the uncleared objectives when you start to clear them, but for most of them, they'll be completed without you knowing what they are or that you've completed them.



* In the SNES ''VideoGame/FZero'', there's one long jump on the White Land II course that you're pretty much guaranteed not to make unless you hold the down button on the D-pad to give your machine extra lift. But the manual only says that the D-pad is for steering, so you wouldn't think that ''down'' would do anything.
** Pretty much every sprite-based ''F-Zero'' suffers from a related issue - when your craft hits the ground after a jump, it bounces and loses speed, something that AI doesn't suffer from. Unless you press down on the D-pad as you land, which will make for a smoother touchdown. Pretty much the only hint for this in the entire series is a demo reel in ''GP Legend'' that uses the technique, but you have to be paying close attention and then consider what might actually control the pitch.

to:

* In the SNES ''VideoGame/FZero'', there's one long jump on the White Land II course that you're pretty much guaranteed not to make unless you hold the down button on the D-pad to give your machine extra lift. But the manual only says that the D-pad is for steering, so you wouldn't think that ''down'' would do anything.
** Pretty much every sprite-based ''F-Zero'' suffers from a related issue - when your craft hits the ground after a jump, it bounces and loses speed, something that AI doesn't suffer from. Unless you press down on the D-pad as you land, which will make for a smoother touchdown. Pretty much the only hint for this in the entire series is a demo reel in ''GP Legend'' that uses the technique, but you have to be paying close attention and then consider what might actually control the pitch.
----
Is there an issue? Send a MessageReason:
None


* Games which have a checklist of objectives, like ''VideoGane/KirbyAirRide'', often do not tell you what the objectives are before you complete them. This leads to a few of the objectives becoming Guide Dang Its. In KAR's case, how would anyone guess to win a race on a certain track ''without touching the walls [[FakeDifficulty even once?]]'' Well, the game does reveal a few of the uncleared objectives when you start to clear them, but for most of them, they'll be completed without you knowing what they are or that you've completed them.

to:

* Games which have a checklist of objectives, like ''VideoGane/KirbyAirRide'', ''VideoGame/KirbyAirRide'', often do not tell you what the objectives are before you complete them. This leads to a few of the objectives becoming Guide Dang Its. In KAR's case, how would anyone guess to win a race on a certain track ''without touching the walls [[FakeDifficulty even once?]]'' Well, the game does reveal a few of the uncleared objectives when you start to clear them, but for most of them, they'll be completed without you knowing what they are or that you've completed them.
Is there an issue? Send a MessageReason:
None


* Games which have a checklist of objectives, like ''Franchise/{{Kirby}} Air Ride'', often do not tell you what the objectives are before you complete them. This leads to a few of the objectives becoming Guide Dang Its. In KAR's case, how would anyone guess to win a race on a certain track ''without touching the walls [[FakeDifficulty even once?]]'' Well, the game does reveal a few of the uncleared objectives when you start to clear them, but for most of them, they'll be completed without you knowing what they are or that you've completed them.

to:

* Games which have a checklist of objectives, like ''Franchise/{{Kirby}} Air Ride'', ''VideoGane/KirbyAirRide'', often do not tell you what the objectives are before you complete them. This leads to a few of the objectives becoming Guide Dang Its. In KAR's case, how would anyone guess to win a race on a certain track ''without touching the walls [[FakeDifficulty even once?]]'' Well, the game does reveal a few of the uncleared objectives when you start to clear them, but for most of them, they'll be completed without you knowing what they are or that you've completed them.
Is there an issue? Send a MessageReason:
fixed grammar mistake


** Pretty much every sprite-based ''F-Zero'' suffers from a related issue - when your craft hits the ground after a jump, it bounces and loses speed, something that AI doesn't suffer from. Unless you press down on the D-pad as you land, which will make for a smoother touchdown. Pretty much the only hint for this in the entire series is a demo reel in ''GP Legend'' the uses the technique, but you have to be paying close attention and then consider what might actually control the pitch.

to:

** Pretty much every sprite-based ''F-Zero'' suffers from a related issue - when your craft hits the ground after a jump, it bounces and loses speed, something that AI doesn't suffer from. Unless you press down on the D-pad as you land, which will make for a smoother touchdown. Pretty much the only hint for this in the entire series is a demo reel in ''GP Legend'' the that uses the technique, but you have to be paying close attention and then consider what might actually control the pitch.
Is there an issue? Send a MessageReason:
None


* In the SNES ''VideoGame/FZero'', there's one long jump on the White Land II course that you're pretty much guaranteed not to make unless you hold the down button on the D-pad to give your machine extra lift. But the manual only says that the D-pad is for steering, so you wouldn't think that ''down'' would do anything.

to:

* In the SNES ''VideoGame/FZero'', there's one long jump on the White Land II course that you're pretty much guaranteed not to make unless you hold the down button on the D-pad to give your machine extra lift. But the manual only says that the D-pad is for steering, so you wouldn't think that ''down'' would do anything.anything.
** Pretty much every sprite-based ''F-Zero'' suffers from a related issue - when your craft hits the ground after a jump, it bounces and loses speed, something that AI doesn't suffer from. Unless you press down on the D-pad as you land, which will make for a smoother touchdown. Pretty much the only hint for this in the entire series is a demo reel in ''GP Legend'' the uses the technique, but you have to be paying close attention and then consider what might actually control the pitch.
Is there an issue? Send a MessageReason:
None


** ''VideoGame/MarioKart8 [[UpdatedRerelease Deluxe]]'' inexplicably hides LAN play functionality behind a code. (Go to the main menu, hold in L & R, then push in the left stick.) This isn't explained anywhere in game, but instead buried in the ''"Customer Support" page on Nintendo's website''.

to:

** ''VideoGame/MarioKart8 [[UpdatedRerelease Deluxe]]'' inexplicably hides LAN play functionality behind a code. (Go to the main menu, hold in L & R, then push in the left stick.) This isn't explained anywhere in game, in-game, but instead buried in the ''"Customer Support" page on Nintendo's website''.
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None


** ''VideoGame/MarioKart8 [[UpdatedRerelease Deluxe]]'' inexplicably hides LAN play functionality behind a code. (Go to the main menu, hold in L & R, then push in the left stick.) This is never explained anywhere.

to:

** ''VideoGame/MarioKart8 [[UpdatedRerelease Deluxe]]'' inexplicably hides LAN play functionality behind a code. (Go to the main menu, hold in L & R, then push in the left stick.) This is never isn't explained anywhere.anywhere in game, but instead buried in the ''"Customer Support" page on Nintendo's website''.
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None

Added DiffLines:

*** ''7'' also neglected to inform you that holding the circle pad (or tilting the system, if you're using motion controls) forward or backwards would affect the amount of lift you get in midair. While the mechanic was pretty intuitive and easy to discover for gliding, there's one instance where you'd be completely blindsided: in Wario Shipyard[[note]]Wario's Galleon for PAL regions[[/note]], you have to cross a bottomless pit using the current flowing up from a large pipe. Unlike gliding sections, the effect is so subtle that you probably won't realize it's still there; if you're in the habit of holding the circle pad forward because it feels natural, you won't get enough lift to clear the pit, and you'll have no clue why.

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* Each character in ''VideoGame/MarioKart DS'' affects the karts' weight rating differently.

to:

* ''VideoGame/MarioKart'':
**
Each character in ''VideoGame/MarioKart DS'' affects the karts' weight rating differently.differently, which isn't made apparent.


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** ''VideoGame/MarioKart8 [[UpdatedRerelease Deluxe]]'' inexplicably hides LAN play functionality behind a code. (Go to the main menu, hold in L & R, then push in the left stick.) This is never explained anywhere.
Is there an issue? Send a MessageReason:
None


* There are keys that unlock the bonus mini-games in each of the first four worlds of ''DiddyKongRacing''. The first one's out in the open, but the other three are in such ridiculous places that you pretty much have to look in a guide to find them (one word: drawbridge). To make matters worse, you ''have'' to beat all four mini-games in order to face the final boss! Gah!

to:

* There are keys that unlock the bonus mini-games in each of the first four worlds of ''DiddyKongRacing''.''VideoGame/DiddyKongRacing''. The first one's out in the open, but the other three are in such ridiculous places that you pretty much have to look in a guide to find them (one word: drawbridge). To make matters worse, you ''have'' to beat all four mini-games in order to face the final boss! Gah!
Is there an issue? Send a MessageReason:
None


* Games which have a checklist of objectives, like ''{{Kirby}} Air Ride'', often do not tell you what the objectives are before you complete them. This leads to a few of the objectives becoming Guide Dang Its. In KAR's case, how would anyone guess to win a race on a certain track ''without touching the walls [[FakeDifficulty even once?]]'' Well, the game does reveal a few of the uncleared objectives when you start to clear them, but for most of them, they'll be completed without you knowing what they are or that you've completed them.

to:

* Games which have a checklist of objectives, like ''{{Kirby}} ''Franchise/{{Kirby}} Air Ride'', often do not tell you what the objectives are before you complete them. This leads to a few of the objectives becoming Guide Dang Its. In KAR's case, how would anyone guess to win a race on a certain track ''without touching the walls [[FakeDifficulty even once?]]'' Well, the game does reveal a few of the uncleared objectives when you start to clear them, but for most of them, they'll be completed without you knowing what they are or that you've completed them.
Is there an issue? Send a MessageReason:
None


* Some of the Wanderer opponents in the ''Shutokou Battle'' series (known as ''VideoGame/TokyoXtremeRacer'' and ''[[MarketBasedTitle Import Tuner Challenge]]'' outside of Japan) have requirements that are hinted at in their profiles, and finding the rest is absolute guesswork.

to:

* Some of the Wanderer opponents in the ''Shutokou Battle'' series (known as ''VideoGame/TokyoXtremeRacer'' and ''[[MarketBasedTitle Import Tuner Challenge]]'' outside of Japan) have requirements that are hinted at in their profiles, and finding the rest is absolute guesswork.guesswork.
* In the SNES ''VideoGame/FZero'', there's one long jump on the White Land II course that you're pretty much guaranteed not to make unless you hold the down button on the D-pad to give your machine extra lift. But the manual only says that the D-pad is for steering, so you wouldn't think that ''down'' would do anything.
Is there an issue? Send a MessageReason:
None


* Some of the Wanderer opponents in the ''Shutokou Battle'' series (known as ''TokyoXtremeRacer'' and ''[[MarketBasedTitle Import Tuner Challenge]]'' outside of Japan) have requirements that are hinted at in their profiles, and finding the rest is absolute guesswork.

to:

* Some of the Wanderer opponents in the ''Shutokou Battle'' series (known as ''TokyoXtremeRacer'' ''VideoGame/TokyoXtremeRacer'' and ''[[MarketBasedTitle Import Tuner Challenge]]'' outside of Japan) have requirements that are hinted at in their profiles, and finding the rest is absolute guesswork.

Changed: 480

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Not hard to spot if you just look at the stats. Which you should be looking at if you\'re trying to decide which stats are best for your preference.


* Each character in ''VideoGame/MarioKart DS'' affects the karts' weight rating differently. Similarly, in ''Mario Kart Wii'', each character will provide small boosts to 2-4 of the seven stats, not just weight. The manual doesn't say anything about it, and you wouldn't notice it in-game unless you took a really close look at the stats.
** Or you saw the CharacterTiers. Funky Kong, Rosalina, Baby Daisy, Daisy, Luigi, Toadette, Dry Bowser...
*** ''Mario Kart 7'' repeats this not just for the characters, but for certain kart parts. Some parts can affect your mini-turbo duration, speed underwater, etc, but you wouldn't know by just looking at them.

to:

* Each character in ''VideoGame/MarioKart DS'' affects the karts' weight rating differently. Similarly, in ''Mario Kart Wii'', each character will provide small boosts to 2-4 of the seven stats, not just weight. The manual doesn't say anything about it, and you wouldn't notice it in-game unless you took a really close look at the stats.
differently.
** Or you saw the CharacterTiers. Funky Kong, Rosalina, Baby Daisy, Daisy, Luigi, Toadette, Dry Bowser...
***
''Mario Kart 7'' repeats this not just for the characters, but for certain kart parts. Some parts can affect your mini-turbo duration, speed underwater, etc, but you wouldn't know by just looking at them.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** ''Mario Kart 7'' repeats this not just for the characters, but for certain kart parts. Some parts can affect your mini-turbo duration, speed underwater, etc, but you wouldn't know by just looking at them.
Is there an issue? Send a MessageReason:
None


** In ''Mario Kart Super Circuit'', unlocking the tracks from ''Super Mario Kart'' isn't extremely hard to do, but figuring out how to do it without a guide is. It requires beating every cup on an engine class (one engine class at a time, if preferred) and then going back through each cup again afterward and getting at least 100 coins.

to:

** In ''Mario Kart Kart: Super Circuit'', unlocking the tracks from ''Super Mario Kart'' isn't extremely hard to do, but figuring out how to do it without a guide is. It requires beating every cup on an engine class in first place (one engine class at a time, if preferred) and then going back through each cup again afterward and getting at least 100 coins.coins, though when getting the coins getting in first fortunately isn't a requirement.
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None

Added DiffLines:

** In ''Mario Kart Super Circuit'', unlocking the tracks from ''Super Mario Kart'' isn't extremely hard to do, but figuring out how to do it without a guide is. It requires beating every cup on an engine class (one engine class at a time, if preferred) and then going back through each cup again afterward and getting at least 100 coins.
Is there an issue? Send a MessageReason:
None


* Some of the Wanderer opponents in the ''Shutokou Battle'' series (known as ''[[ Tokyo Xtreme Racer]]'' and ''[[MarketBasedTitle Import Tuner Challenge]]'' outside of Japan) have requirements that are hinted at in their profiles, and finding the rest is absolute guesswork.

to:

* Some of the Wanderer opponents in the ''Shutokou Battle'' series (known as ''[[ Tokyo Xtreme Racer]]'' ''TokyoXtremeRacer'' and ''[[MarketBasedTitle Import Tuner Challenge]]'' outside of Japan) have requirements that are hinted at in their profiles, and finding the rest is absolute guesswork.
Is there an issue? Send a MessageReason:
TXR has an actual page.


* Some of the Wanderer opponents in the ''Shutokou Battle'' series (known as ''[[MarketBasedTitle Tokyo Xtreme Racer]]'' and ''[[MarketBasedTitle Import Tuner Challenge]]'' outside of Japan) have requirements that are hinted at in their profiles, and finding the rest is absolute guesswork.

to:

* Some of the Wanderer opponents in the ''Shutokou Battle'' series (known as ''[[MarketBasedTitle ''[[ Tokyo Xtreme Racer]]'' and ''[[MarketBasedTitle Import Tuner Challenge]]'' outside of Japan) have requirements that are hinted at in their profiles, and finding the rest is absolute guesswork.

Changed: 338

Removed: 328

Is there an issue? Send a MessageReason:
None



* Each character in ''MarioKart DS'' affects the karts' weight rating differently. Similarly, in ''Mario Kart Wii'', each character will provide small boosts to 2-4 of the seven stats, not just weight. The manual doesn't say anything about it, and you wouldn't notice it in-game unless you took a really close look at the stats.

to:

\n* Each character in ''MarioKart ''VideoGame/MarioKart DS'' affects the karts' weight rating differently. Similarly, in ''Mario Kart Wii'', each character will provide small boosts to 2-4 of the seven stats, not just weight. The manual doesn't say anything about it, and you wouldn't notice it in-game unless you took a really close look at the stats.

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