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** ''Contra Advance'', the GBA version of ''Contra III'', the player drops his previous weapon whenever he picks up a new one, allowing him to revert back to his previous weapon if the new one is not to his liking, much like in the post-''Dracula X'' ''Castlevania'' games. This was mainly added to make up for the lack of dual wielding in the GBA port.
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** In the arcade version of ''Super Contra'', as well as ''Contra 4'' for the DS, all of the weapons in the game can be upgraded once by picking the same one twice in a row. However, the extra firepower is lost when the player picks up a different weapon.

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** In the arcade version of ''Super Contra'', as well as ''Contra 4'' for the DS, all of the weapons in the game can be upgraded once by picking the same one power-up twice in a row. However, the extra firepower is lost when the player picks up a different weapon.
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* In the NES version of ''{{Contra}}'', and its sequel ''Super C'', the bullet speeds of all of your weapons can be increased with the "Rapid Bullets" power-up. However, this upgrade is lost when the player changes to another weapon. This doesn't apply to the arcade version of the first game, in which the increased bullet speed is carried over from one weapon to another until the player loses a life due to the rarity of the Rapid Bullets power-up.

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* In the NES version of ''{{Contra}}'', and its sequel ''Super C'', the bullet speeds of all of your weapons can be increased with the "Rapid Bullets" power-up. However, this upgrade is lost when the player changes to another weapon. This doesn't apply to the arcade version of the first game, in which the increased bullet speed is carried over from one weapon to another until the player loses a life due to the rarity of the Rapid Bullets power-up.power-up in that version.

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* In ''{{Contra}} 4'' at least, the guns can be powered up to a second level; this extra power-up is lost if the player switches weapons.

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* In ''{{Contra}} the NES version of ''{{Contra}}'', and its sequel ''Super C'', the bullet speeds of all of your weapons can be increased with the "Rapid Bullets" power-up. However, this upgrade is lost when the player changes to another weapon. This doesn't apply to the arcade version of the first game, in which the increased bullet speed is carried over from one weapon to another until the player loses a life due to the rarity of the Rapid Bullets power-up.
** In the arcade version of ''Super Contra'', as well as ''Contra
4'' at least, for the guns DS, all of the weapons in the game can be powered up to upgraded once by picking the same one twice in a second level; this row. However, the extra power-up firepower is lost if when the player switches weapons.picks up a different weapon.
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* In ''FinalFantasyVI'', an old man in Narshe offers to either give you the Magicite Ragnarok, or to carve it into a sword. You can only pick one. Please note that choosing the latter means you will never learn Ultima unless you do a ridiculous amount of grinding with the worst shield in the game, so don't be an idiot.
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The case in video games where picking up one weapon or powerup results in losing another. This makes control schemes simpler, but may be more annoying. This is particularly aggravating if the game allows you to increase the level of a weapon or powerup only to lose it later. In some scenarios, the player must have a certain powerup to progress, and "[[PowerupLetdown wrong]]" powerups are effectively {{Poison Mushroom}}s.

More merciful games have the player drop the old weapon rather than having it vanish on them. This variation works like an [[InventoryManagementPuzzle inventory limit]] of one.

Doesn't count if it involves having to explicitly trade the old weapon away, or being explicitly given a choice between two weapons at a certain point (e.g. the sword/esper choice in ''FinalFantasyVI'', or the various choices between starters and fossils in the ''{{Pokemon}}'' games).

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The case in video games where picking up one weapon or powerup results in losing another. This makes control schemes simpler, but may be more annoying. This is particularly aggravating if the game allows you to increase the level of a weapon or powerup only to lose it later. In some scenarios, if the player must have is required to posess a certain powerup to progress, and "[[PowerupLetdown wrong]]" proceed, other powerups are effectively {{Poison Mushroom}}s.

[[PowerupLetdown must be avoided at all costs]], or else the player will have to backtrack to a previous area to swap for the correct one.

More merciful games have allow the player drop to merely "drop" the old weapon rather than having it vanish on them. simply vanishing into nothingness, allowing the player to easily swap between them (like an InventoryManagementPuzzle with a limit of one weapon).

This variation works like an [[InventoryManagementPuzzle inventory limit]] of one.

Doesn't count if it involves having
trope doesn't apply to explicitly trade the old weapon away, cases that involve ''explicitly'' choosing or being explicitly given a choice trading between two weapons at a certain point (e.g. (like the sword/esper choice in ''FinalFantasyVI'', or the various choices between of three starters and fossils in the ''{{Pokemon}}'' games).

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Doesn't count if it involves having to explicitly trade the old weapon away, or being explicitly given a choice between two weapons at a certain point.

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Doesn't count if it involves having to explicitly trade the old weapon away, or being explicitly given a choice between two weapons at a certain point.
point (e.g. the sword/esper choice in ''FinalFantasyVI'', or the various choices between starters and fossils in the ''{{Pokemon}}'' games).



* ''FinalFantasyVI'' has, late in the game, the option to choose between a sword or an esper. The sword is one of the most powerful in the game, but the esper teaches Ultima, the most powerful spell in the game. This is the only way to teach the spell, besides the somewhat tedious Paladin Shield quest, and so casual players are recommended to get the esper.
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* ''FinalFantasyVI'' has, late in the game, the option to choose between a sword or an esper. The sword is one of the most powerful in the game, but the esper teaches Ultima, the most powerful spell in the game. This is the only way to teach the spell, besides the somewhat tedious Paladin Shield quest, and so casual players are recommended to get the esper.
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** You can in the first ''Super Bomberman'' game.
** Though the bomb kick and walk over bomb powerups are mutually exclusive.


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** You also can only have one type of bomb (normal or stones) and also only one type of shell for any Slug.
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** ''Invisible War'' has all slots being exclusive.
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* ''RiseOfTheTriad'' seemingly lived this trope. Not only could you only have one active powerup at a time and grabbing a new one replaced the old one (apart from the bulletproof or asbestos vests, which were still mutually exclusive to each other), you could only have one missile weapon at a time. If you ran across a bazooka while you were holding an Excalibat, for instance, you would leave the Excalibat on the floor as you grabbed the bazooka.
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** Better example. Some point into the game, you find a stockpile of [[InfinityPlusOneSword Infinity Plus One Weapons]]. You only get to take one with you. (If your class can't equip the weapon you want, you get one normal weapon training instead)

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** Better example. Some point into the game, you find a stockpile of [[InfinityPlusOneSword Infinity Plus One Weapons]]. You only get to take one with you. (If your class can't equip the weapon you want, you get one normal weapon training instead)instead. You don't get to pick another on a NewGamePlus either.
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* Obscure NES game "Twin Eagle" had four different weapon power-ups--conveniently color coded--that could be powered up three times. Getting the same power-up would increase it, but getting a different power-up would change weapon type while keeping the equivalent level.
* "Raiden Trad" for Sega Genesis had this for both the player's main weapon (guns) and sub-weapon (missiles).

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* Obscure NES game "Twin Eagle" ''Twin Eagle'' had four different weapon power-ups--conveniently color coded--that could be powered up three times. Getting the same power-up would increase it, but getting a different power-up would change weapon type while keeping the equivalent level.
* "Raiden Trad" ''{{Raiden}} Trad'' for Sega Genesis had this for both the player's main weapon (guns) and sub-weapon (missiles).
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* Gauntlet: Dark Legacy. The items seemed to be divided into ten groups, but there were far more than ten items. So you could easily end up replacing a very good item with a very bad one.

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* Gauntlet: ''{{Gauntlet}}: Dark Legacy.Legacy''. The items seemed to be divided into ten groups, but there were far more than ten items. So you could easily end up replacing a very good item with a very bad one.
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Doesn't count if it involves having to explicitly trade the old weapon away, or being given a choice between two weapons at a certain point.

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Doesn't count if it involves having to explicitly trade the old weapon away, or being explicitly given a choice between two weapons at a certain point.

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Doesn't count if it involves having to explicitly trade the old weapon away at a certain point.

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Doesn't count if it involves having to explicitly trade the old weapon away away, or being given a choice between two weapons at a certain point.



* The first three generations of ''{{Pokemon}}'' have two Pokemon that are revived from fossils. Taking one of the fossils means you lose the other one and have to trade for it (Diamond/Pearl have fossil Pokemon as well, but what fossils you can dig up in the underground depends on which version you have).
** There's also the choice between Hitmonlee and Hitmonchan as your reward in the Fighting Dojo in generations 1 and 3. Eevee's evolutions also count to a degree, and heck, even the choice of your starter Pokémon can be viewed like this!
** The trope's use in regards to the fossils is subverted in ''Emerald Version'', where choosing one of the two fossils will cause the Mirage Tower that contains them to sink into the sand with the other, seemingly gone forever. However, after the Elite Four is beaten, one can travel through the Desert Underpass in which the other fossil can be found.
** The 4-move limit could also count; if a Pokemon knows 4 moves and reaches a point where they would learn another, one of their 4 current moves must be dropped in order to learn the new one.



* In ''{{Final Fantasy VI}}'', if you go to Narshe in World of Ruin and talk to the sick weapon smith, he offers you either the Ragnarok esper or sword. Both cannot be found anywhere else in the game, except that you can steal the sword from the third form of the final boss, but at that point it doesn't matter anymore.

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Doesn't count if it involves having to explicitly trade the old weapon away.

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Doesn't count if it involves having to explicitly trade the old weapon away.
away at a certain point.



* ''CaveStory'' with the myriad of weapons you could put in the first weapon slot. Each one is gotten at a certain point, too, so no switching! And then there's [[MagikarpPower the Spur]]
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tweaking previous edit.


* Obscure NES game "Twin Eagle: Revenge Joe's Brother" had four different weapon power-ups--conveniently color coded--that could be powered up three times. Getting the same power-up would increase it, but getting a different power-up would change weapon type while keeping the equivalent level.
* Sega Genesis game "Raiden Trad" gave the player's craft two separate categories (guns and missiles), both of which could be powered up six times.
** For the guns, you choose between the Spread bullets, which could fill the screen at max level; and the laser, which was tight but extremely powerful.
** For the missiles, you choose between powerful, unguided rockets and agile, homing missiles.

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* Obscure NES game "Twin Eagle: Revenge Joe's Brother" Eagle" had four different weapon power-ups--conveniently color coded--that could be powered up three times. Getting the same power-up would increase it, but getting a different power-up would change weapon type while keeping the equivalent level.
* Sega Genesis game "Raiden Trad" gave for Sega Genesis had this for both the player's craft two separate categories (guns main weapon (guns) and missiles), both of which could be powered up six times.sub-weapon (missiles).
** For the guns, you choose between have either the Spread bullets, which could fill the screen at max level; and the laser, which was tight but extremely powerful.
** For the missiles, you choose between powerful, hard-hitting unguided rockets and agile, agile homing missiles.
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add two examples

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* Obscure NES game "Twin Eagle: Revenge Joe's Brother" had four different weapon power-ups--conveniently color coded--that could be powered up three times. Getting the same power-up would increase it, but getting a different power-up would change weapon type while keeping the equivalent level.
* Sega Genesis game "Raiden Trad" gave the player's craft two separate categories (guns and missiles), both of which could be powered up six times.
** For the guns, you choose between the Spread bullets, which could fill the screen at max level; and the laser, which was tight but extremely powerful.
** For the missiles, you choose between powerful, unguided rockets and agile, homing missiles.
** This allows a player to achieve a personal balance between focused firepower and maximum screen clearing. Given the fact that the game keeps throwing both swarm enemies and tough enemies at you all the way to the end, there is no clear winning combination.
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adding detail to the Sonic 3 example


*** Even better, the lightning shield effect is ''not'' mutually exclusive with Super Sonic, making the form quite easy to maintain if you find one.

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*** Even better, the lightning shield effect is effects are ''not'' mutually exclusive with Super Sonic, making the form quite easy to maintain if you find one.Sonic mode; You can get an extra air dash (not that you'd need it in SS mode), ring magnet, or indefinite underwater time (though rare, Super Sonic can still drown without it).

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* ''FireShark'' has three powerups, the blue which provided a weak but fast spread shot, green which provided a narrow but extremely strong laser, and red which give your plane the strong flamethrower which swept the entire area. Guess which power-up was the rarest?



* ''Tyrian'''s Arcade Mode and Super Arcade Mode required to you start over from level one in efficacy when you picked up a different weapon powerup than the one you currently had. This could get...annoying...when it was accidental.

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* ''Tyrian'''s ''{{Tyrian}}'''s Arcade Mode and Super Arcade Mode required had this. In order to power up you start over from level one in efficacy when weapon, though, you picked up a different weapon had to collect the same colour powerup than the one you currently had. This could get...annoying...when it that your ship was accidental.using.
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* In ''{{Purple}}'', you can't pick up another weapon without losing previous one on the way.

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* In ''{{Purple}}'', you can't pick up another weapon without losing previous one on the way.way.
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* In ''{{Purple}}'', you can't pick up another weapon without losing previous one on the way.
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You can switch weapons with the X button.


* ''EarthwormJim 2'', while not causing you to lose weapons outright, had any new gun you picked up automatically equip itself, and lacked any ability to switch your equipped weapon. This was quite annoying with most weapons, but still managable. Except for the [[JokeItem Bubble Gun]] which was rendered a PoisonMushroom because of the lack of weapon-switching ability.
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* In ''ShinMegamiTensei: StrangeJourney'', there's the EX Mission "The Mecha Dragon's Secret," in which a crewmember tasks you with negotiating with Fafnir (a [[ExactlyWhatItSaysOnTheTin robotic dragon]] in Sector H) for a piece of itself so he can research its technology. If successful, Fafnir will gladly give up a fragment of its own body --either a Dragon Screw, a Dragon Scale, or a Dragon Circuit. The crewmember will then [[ItemCrafting fashion that one item]] into a sword, a vest, or a ring, and (unless you [[RandomlyDrops farm the components for the Dragon Vest]] elsewhere) you can't have any other item unless you go through the game [[NewGamePlus another couple of times]] and negotiate the other pieces from Fafnir again.
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* ''CaveStory'' with the myriad of weapons you could put in the first weapon slot. Each one is gotten at a certain point, too, so no switching! And then there's [[MagikarpPower the Spur]]
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Averted? Not a trope usage.


** Averted in ''{{Super Mario 64}}''. The special caps can be worn together. [[spoiler: It's possible to get one Star by wearing a Vanish Cap and Metal Cap together, but it's easier to take only the Vanish Cap because you can swim faster than if you were walking on the ocean floor.]]
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* ''DissidiaFinalFantasy'' has this for Cecil's level 100 exclusive weapon. You can create either the Cimmerian Sword, which increases Dark Knight attacks, or the (ultimate FFIV sword), which increases Paladin attacks. The catch is that following the exclusive weapon upgrade chain back to the beginning with the Dark Sword means that you can only have one or the other. No other character in the game has this restriction.
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* Several ''FireEmblem'' games have situations that have you gaining one of two possible units; how or even if you make that decision varies from game to game.
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* Warblade, A very deep and complex shmup, allows you to keep one weapon at a time. If either your ship explodes or touch a skull, your weapon downgrades and your stats lower a bit. This leads to UnstableEquilibrium situations. It truly sucks when you're perfectly fine with your War 1 Plasma weapon and you pick up a double shot powerup by mistake. Weapons more powerful than Quadruple Shot must be bought from shops, where they're pretty darn expensive, too. The most expensive one costs 3000 credits, but that's still nothing compared to the cost of re-buying all your powerups if your ship explodes if you're well established.. Let me see... 30000 super autofire + 15000 alien lock +3000 weapon + 1625 stat bonuses. So about 50000 credits.

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