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** Rather surprising, as well, in that the series has long been founded not on any "arcadish" feel, but on the philosophy of trying to provide the purest AmericanFootball video game experience possible, where every option available to any real coach/player of the game is in play.
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This is one of the most {{egregious}} forms of TheComputerIsACheatingBastard, in which the AI players break the explicitly laid-out rules of the game. This throws any idea of equality out the window. However, since many games would be rather dull if the AI played fair, [[TropesAreNotBad some believe this to be a necessary evil]]. Others, meanwhile, will take great, detailed pains to elaborate to their associates what horrors they would adore visiting upon the game programmers.

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This is one of the most {{egregious}} forms of TheComputerIsACheatingBastard, in which the AI players break the explicitly laid-out rules of the game. This throws any idea of equality out the window. However, since many games would be rather dull if the AI played fair, [[TropesAreNotBad some believe this to be a necessary evil]]. Others, meanwhile, will take great, detailed pains to elaborate to their associates [[CatharsisFactor what horrors horrors]] they would adore visiting upon the game programmers.
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This is one of the most {{egregious}} forms of TheComputerIsACheatingBastard, in which the AI players break the explicitly laid-out rules of the game. This throws any idea of equality out the window. However, since many games would be rather dull if the AI played fair, [[TropesAreNotBad some believe this to be a necessary evil]].

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This is one of the most {{egregious}} forms of TheComputerIsACheatingBastard, in which the AI players break the explicitly laid-out rules of the game. This throws any idea of equality out the window. However, since many games would be rather dull if the AI played fair, [[TropesAreNotBad some believe this to be a necessary evil]].
evil]]. Others, meanwhile, will take great, detailed pains to elaborate to their associates what horrors they would adore visiting upon the game programmers.
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*** Balrog is actually worse because he can combo three dash uppers on you, taking out way more than half you life and stunning you. Effectively, if you are hit by one dash upper while in the ground, you'll lose the round no matter how much health you have.
** Blanka also does this by launching his rolling attack while walking forward. Oddly, after Turbo, while he still does that, he'll pretend to charge for his rising rolling attack.
** In the max difficulty, some CPU characters will have the starting frames of some attacks cut to zero in order to use the infamous magic priority trick. Especially noticeable in a Ryu vs. Ryu match: if you try to sweep him, he can crouch and swipe you before you complete your sweep.
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***Not so in games after 64. Further, what item you get is largely determined by your current place (1st place gets mostly bananas, 3rd place green shells, etc). What items the ''computer players'' get is not determined this way. You'll regularly see a 4th place computer getting a starman when you're in third place with only a green shell as defence.
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More soulstorm rage

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*** This problem also exists, albeit in a significantly more annoying way, in Soulstorm. Again, honor guard units are won by conquering a territory; lose the territory and you lose the unit. If you have 0 territories, you have 0 honor guard units. However, for the AI, the amount of honor guard units is basically related to how long the game has gone on. This means an enemy force can have a *full* set of honor guard units despite only having a single territory. On harder difficulties this can make the game completely unwinnable as some territories have the enemy spawn with 2 bases. And 2 commanders. With a full honor guard each. You're outnumbered at least 2-1 by some of the most powerful units in the game, and they *will* attack you instantly.
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You can catch wild pokemon and use them-in other words, both the AI an the human player are equal where wild pokemon are concerned.


** In one location in [=HeartGold=] and [=SoulSilver=] versions one is able to to encounter a wild Noctowl at level 7, though it doesn't evolve until level 20 or so.
** In fact, there are many evolved pokemon at very low levels in the 2nd gen, especially in the Kanto region. This opens up a lot of possibilities for the Pika Cup on PokemonStadium.

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** Actually, most of the Civilization games have AI that largely ignore some of the basic game rules when playing on the higher difficulty levels with the recent edition of Civilization 5 being the worst, where they AI can literally just ignore some of the game rules. For example, when a player founds a city it decreases the overall happiness of his empire thus resulting in things like lower production and a lower growth rate. This is done to prevent the player from expanding too quickly via settler spamming. Plenty of players have reported however, that on the higher difficulty levels the AI can more or less just do as it pleases and produce vast number of cities without any penalties, and produce units at a much faster rate then the player for no reason. The actual AI itself however, does not actually appear to get smarter, making this a perfect example of FakeDifficulty and TheComputerISACheatingBastard.

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** Actually, most of the Civilization games have AI that largely ignore some of the basic game rules when playing on the higher difficulty levels with the recent edition of Civilization 5 being the worst, where they AI can literally just ignore some of the game rules. For example, when a player founds a city it decreases the overall happiness of his empire thus resulting in things like lower production and a lower growth rate. This is done to prevent the player from expanding too quickly via settler spamming. Plenty of players have reported however, that on the higher difficulty levels the AI can more or less just do as it pleases and produce vast number of cities without any penalties, and produce units at a much faster rate then the player for no reason. The actual AI itself however, does not actually appear to get smarter, making this a perfect example of FakeDifficulty and TheComputerISACheatingBastard. TheComputerISACheatingBastard.
** The computer can also apparently build nukes without uranium.


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* Ah, MarioKart, let me count the ways... All of the MarioKart games have some level of this, but the following examples are all from Mario Kart 64:
** The computer's top speed is not the same as a player using the same character. This is most evident when Bowser gets passed by Toad on a straightaway. For the uninitiated, Bowser has the highest top speed, Toad has the lowest. At least in theory.
** The computer does not need to go over an item block to get an item. This is most evident on Toad's Turnpike, where the item blocks are all in the pit area that the computer never enters, but that doesn't stop them from leaving bananas all over the place.
** The computer does not get certain items: Especially in 64, they never seem to get banana chains, triple shells, or blue shells. Note that [[TropesAreNotBad this is a good thing]].
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rewriting to make the explination more clear


*** Because AI special infected never tend to spawn far ahead of the players (being in range so that they can be heard) and the fact that the end of level safe room areas generally don't have many hiding places, so special infected are never seen spawning outside the safe room and then wandering in to set up an ambush. If you happen to be dead during the game and use the free look view and zoom in to the safe room while the other players still have a ways to go, you should be able to see a special infected bot suddenly pop into view inside the safe room. This is more common in the 4th map during the gauntlet run in Dark Carnival. Granted, it doesn't happen every time, but when it does (especially if it's a Witch or Tank), it's hair pulling.

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*** Because The AI special infected never tend to will usually spawn far ahead of the players (being in range so that by a certain distance, similar to how far away a Tank spawns. The minute they can be heard) spawn, their musical cue plays to alert the players. A good example is to play the 2nd map of The Parish and stay in the fact that alleyway by the end of level ending safe room areas generally don't have many hiding places, so special infected are never seen spawning outside where you can see the safe room and then wandering in to set up an ambush. If you happen to be dead during the game and use the free look view and zoom in to the safe room while the other players still have a ways to go, you room. You should be able to see hear a spawned special infected bot suddenly pop into view and be behind the door. Since the players are at a certain distance, the AI special infected can spawn far ahead enough to be in front of the players, including spawning inside the safe room. This is If you go inside the safe room but don't close the door, you can then hear special infected spawning behind you because there's no more common in the 4th map during the gauntlet run in Dark Carnival. Granted, it doesn't happen every time, but when it does (especially if it's a Witch or Tank), it's hair pulling.ahead of you.
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Entry Pimp to the rescue!

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* In a literature example, XB-223, the navigational computer in TheRedTapeWar moves chess pieces when Pierce isn't looking, and deals whatever cards it wants in card games rather than using a random-number generator. [[GenreSavvy Pierce]] caught on a long time ago. Nobody else has.
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*FinalFantasyVII has Joe, a chocobo racer, and Teioh, his black chocobo, in the Golden Saucer. Their stats will always be higher than yours, even if your chocobo's stats are all maxed out.
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** In Black/White you have the pleasure to face a level 54 Sazandora. Normally, it's pre-evolution wouldn't evolve until level 64. It rapes your team.
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** Actually, most of the Civilization games have AI that largely ignore some of the basic game rules when playing on the higher difficulty levels with the recent edition of Civilization 5 being the worst, where they AI can literally just ignore some of the game rules. For example, when a player founds a city it decreases the overall happiness of his empire thus resulting in things like lower production and a lower growth rate. This is done to prevent the player from expanding too quickly via settler spamming. Plenty of players have reported however, that on the higher difficulty levels the AI can more or less just do as it pleases and produce vast number of cities without any penalties, and produce units at a much faster rate then the player for no reason. The actual AI itself however, does not actually appear to get smarter, making this a perfect example of FakeDifficulty.

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** Actually, most of the Civilization games have AI that largely ignore some of the basic game rules when playing on the higher difficulty levels with the recent edition of Civilization 5 being the worst, where they AI can literally just ignore some of the game rules. For example, when a player founds a city it decreases the overall happiness of his empire thus resulting in things like lower production and a lower growth rate. This is done to prevent the player from expanding too quickly via settler spamming. Plenty of players have reported however, that on the higher difficulty levels the AI can more or less just do as it pleases and produce vast number of cities without any penalties, and produce units at a much faster rate then the player for no reason. The actual AI itself however, does not actually appear to get smarter, making this a perfect example of FakeDifficulty.FakeDifficulty and TheComputerISACheatingBastard.
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** Actually, most of the Civilization games have AI that largely ignore some of the basic game rules when playing on the higher difficulty levels with the recent edition of Civilization 5 being the worst, where they AI can literally just ignore some of the game rules. For example, when a player founds a city it decreases the overall happiness of his empire thus resulting in things like lower production and a lower growth rate. This is done to prevent the player from expanding too quickly via settler spamming. Plenty of players have reported however, that on the higher difficulty levels the AI can more or less just do as it pleases and produce vast number of cities without any penalties, and produce units at a much faster rate then the player for no reason. The actual AI itself however, does not actually appear to get smarter, making this a perfect example of FakeDifficulty.
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just fixing a typo


* In HeroesOfMightAndMagic II, resting in a city will restore your hero's magic points at the beginning of your next turn; if the computer attacks while you are resting no points will have been restored. The computer, on the other hand, has its points restored as soon as their turn is over; attack a city housing a hero who had no spell points left, and voila! they have them all back, even though in the same situation you's have none.

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* In HeroesOfMightAndMagic II, resting in a city will restore your hero's magic points at the beginning of your next turn; if the computer attacks while you are resting no points will have been restored. The computer, on the other hand, has its points restored as soon as their turn is over; attack a city housing a hero who had no spell points left, and voila! they have them all back, even though in the same situation you's you'd have none.
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Oops. Never fortified...


* A particularly blatant version appears in ''SoulCalibur 3'' in the Chronicles of the Sword campaign. Certain stages have status effects such as Ice, PoisonedWeapons, Unblockable, and so on. When the enemy controls the stage, only you get the disadvantage or they get the buff. When you control the stage, it effects both of you equally.
** Well not really. You see when you take over a building the building's level goes down by one. Level three or higher buildings apply the bonus in the most benifical way while level one and two buildings have it effect both players. You can increase the building's level by "fortifying" which costs actual gold so no one bothered with it.
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** In a similar vein, AI-controlled Balrog is able to throw out dash punches without the requisite charge command (hold back for two seconds, then forward and punch).
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* In FinalFantasyXII the only elemental spell that doesn't have a higher-level version is Water. Unless you're one of the many enemies with Watera or Waterga. Do the PC's get it? No. And there are many opponents who are weak against water. Those enemies tend to attack en mass, where a multi-target water-based spell would be great. Oh, and one of your Summons gets Watera, but won't use it very often. [[SoYeah Yeah, real fair....]]

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* In FinalFantasyXII the only elemental spell that doesn't have a higher-level version is Water. Unless you're one of the many enemies with Watera or Waterga. Do the PC's [=PCs=] get it? No. And there are many opponents who are weak against water. Those enemies tend to attack en mass, where a multi-target water-based spell would be great. Oh, and one of your Summons gets Watera, but won't use it very often. [[SoYeah Yeah, real fair....]]Real fair.
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* ''MagicTheGathering'' would ''seem'' to avert this, since everyone can use the same cards, but if a card contradicts the rules, the card's text takes precedence. There are also the concepts behind the rules, which are regularly broken:
** Summoning sickness. A creature cannot attack the first turn it comes into play on your side. Except when it can.
** One land per turn means you have one mana on your first turn, two on your second turn, three on your third turn, etc. Fine, except guess what? There are all sorts of creatures and artifacts that can produce mana.
*** A variant is to Millstone yourself until a big creature ends up in your graveyard and use Animate Dead or All Hallow's Eve.
** Spells cost mana. Except when they're free.
** "Lobotomy" cards, which let you say "Hey look at me! I'm the DCI!", don't let you ban basic lands. Except when you animate a basic land, in which case you can use Eradicate to ban it.
** Conversion/Sunglasses of Urza combo. Taken UpToEleven with Celestial Dawn, which makes ''everything'' white.
** One card drawn per turn. Except for all those cards that let you draw more than one card per turn. Some even let you play a "toned down" variant of a spell and draw a card.
** Shuffling is random. Oh, but there's "tutor" cards, which make you absolutely certain that the next card you draw is the one you want.
** Spellshapers "shape" one card into another one. Except Squee, Goblin Nabob. Squee is shaped into a card and then goes straight back to being Squee, with the power to return to your hand.
** Normally, your opponent can't interfere with a spell except by destroying its target before it resolves. Unless your opponent has ''any blue at all'' in his deck, in which case he invariably has four copies of Counterspell, and four copies of any other decent counterspell that is legal. By the way, Counterspell is common.
** You'd expect "first strike" to be, well, [[ExactlyWhatItSaysOnTheTin first]]. But direct damage occurs first. An Elvish Archers attacks and a [[FanNickname Tim]] blocks, the Tim can tap to destroy the Elvish Archers.
** And expect combos of the above exceptions. (Free counterspells, free artifact mana, etc.) Basically, ''Magic'' consists of "how best to exploit the rules to my advantage".
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*In FinalFantasyXII the only elemental spell that doesn't have a higher-level version is Water. Unless you're one of the many enemies with Watera or Waterga. Do the PC's get it? No. And there are many opponents who are weak against water. Those enemies tend to attack en mass, where a multi-target water-based spell would be great. Oh, and one of your Summons gets Watera, but won't use it very often. [[SoYeah Yeah, real fair....]]
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** Goes back to literally the first boss in the game: Brock has an Onix much lower-level than any Onix you will encounter in the game.
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* In the original Civilization, Triremes built by the player couldn't leave the coast without being lost. Computer built triremes had no such restrictions, allowing them to circumnavigate the world.
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* In the earliest versions of ''StreetFighter'' ''II'' it was not uncommon for a CPU controlled Guile to use his Flash Kick from a standing position, often as he's walking toward you. For those who don't know, the Flash Kick requires you to hold down (crouch) for two seconds, then press up and a kick button.

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* In the earliest versions of ''StreetFighter'' ''II'' it was not uncommon for a CPU controlled Guile to use his Flash Kick from a standing position, often as he's walking toward you. For those who don't know, the Flash Kick requires you to hold down (crouch) for two seconds, then immediately press up and a kick button.button, which would make this tactic completely impossible for a human player to do.
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* In the earliest versions of ''StreetFighter'' ''II'' it was not uncommon for a CPU controlled Guile to use his Flash Kick from a standing position, often as he's walking toward you. For those who don't know, the Flash Kick requires you to hold down (crouch) for two seconds, then press up and a kick button.
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* The ''FireEmblemJugdral'' games give the opponents infinite uses of their weapons and staves. For the former, this is rarely an issue as ''all'' weapons have 50 uses in these games, but the latter...hoo boy.

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* In ''FinalFantasyTacticsA2'', abilities are all learned by specific jobs. Blood Price, for instance, can only be learned by Spellblades, a Viera-only class. Now, there exists a job changing system, so you can use abilities from one class to another, so this means finding Red Mages and Summoners (both Viera jobs) with Blood Price isn't terribly out of the ordinary. However, AI units tend to ignore the exclusivity of support abilities like these, and you'll find plenty of enemy units with abilities they just simply shouldn't have. Illusionist (Humes and Nu Mou only) with Blood Price, despite lacking the Spellblade job necessary to get it? Sure, why not? And, whenever you compete in the "Cup" missions to get scions, some enemy units will have support skills that raise Magick/Resistance, or raise Attack/Defense (which can also be learned by monsters, but they could simply just be abilities only learned ''by'' those monster), or support skills (not Evade Magick, that's a reaction skill) that allows the unit to evade all long-range attacks. Of course, your clan will never learn such skills, oh no.
** Let's talk about ''FinalFantasyTacticsA2'' some more. A very literal example of MyRulesAreNotYourRules is the law system itself. In the prequel, laws were universal: everyone in the conflict was bound by the judge's ruling. In this game, your clan has its own personal judge, who deals you one law per battle, which ''only applies to you''. Best of all, the laws are not random, so if the judge thinks that your battle against the nigh-[[DemonicSpiders Demonic Spider]] Flans would be improved by disallowing all magic, then prepare for a long, painful battle. Presumably other clans have their own judges imposing similarly arbitrary laws, but you never see them or their effects.

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* In ''FinalFantasyTacticsA2'', abilities are all learned by specific jobs. Blood Price, for instance, can only be learned by Spellblades, a Viera-only class. Now, there exists a job changing system, so you can use abilities from one class to another, so this means finding Red Mages and Summoners (both Viera jobs) with Blood Price isn't terribly out of the ordinary. However, AI units tend to ignore the exclusivity of support abilities like these, and you'll find plenty of enemy units with abilities they just simply shouldn't have. Illusionist (Humes and Nu Mou only) with Blood Price, despite lacking the Spellblade job necessary to get it? Sure, why not? And, whenever you compete in the "Cup" missions to get scions, some enemy units will have support skills that raise Magick/Resistance, or raise Attack/Defense (which can also be learned by monsters, but they could simply just be abilities only learned ''by'' those monster), or support skills (not Evade Magick, that's a reaction skill) that allows the unit to evade all long-range attacks. Of course, your clan will never learn such skills, oh no.
no. What really rankles is when you fight with a nunit using one of these unobtainable support skills; perhaps "Impervious", which makes them immune to ''all'' StandardStatusAilments and UselessUsefulSpells, and then later on you get to recruit this character, and they've suddenly ''forgotten'' this amazing ability.
** Let's talk about ''FinalFantasyTacticsA2'' some more. A very literal example of MyRulesAreNotYourRules is the law system itself. In the prequel, laws were universal: everyone in the conflict was bound by the judge's ruling. In this game, your clan has its own personal judge, who deals you one law per battle, which ''only applies to you''. Best of all, the laws are not random, so if the judge thinks that your battle against the nigh-[[DemonicSpiders Demonic Spider]] Flans would be improved by disallowing all magic, then prepare for a long, painful battle. Presumably other clans have their own judges imposing similarly arbitrary laws, but you never see them or their effects. Thankfully, breaking the laws in ''A2'' is far less severely punished than it was in ''Advance'': instead of having the violators sent to prison for several in-game days, you simply lose the benefit you'd chosen (annoying, especially if you'd chosen a benefit that occurs ''after'' the battle, like an EXP bonus), and the ability to revive your fallen comrades (though this doesn't apply to the Auto-Life spell). It's still quite annoying to watch the enemies gleefully do what you can't.
** Speaking of Laws, let's speak of ''FinalFantasyTacticsAdvance''. The law system in that game was, if anything, even ''more'' restrictive. There were anything between one and ''three'' laws up for any given mission, which were randomized depending on the day. The enemies actually had to obey the laws (Enemies that disobeyed would be red-carded and jailed just like your party members, and sometimes waiting for the right law would cripple an enemy), except when they didn't. Many enemies of any real importance would have a special medal on them (basically just a mark on their profile, not an actual item that you could steal or break) that made them immune to getting red-carded. So they could get yellow-card warnings all day for flagrant disobedience of the laws that would get ''your'' clanmates jailed on the spot. And of course, you could ''never'' get this kind of law-protection.

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* In Warlords, ANY Warlords, the percentages are soo lopsided in favor of the AI you can only accomplish a fair fight if you sacrifice ludicrous amounts of cannon-fodder at an equally powerful enemy group before taking on them. Also, funny stuff here, rising the difficult seems to have no effect on enemy tactics, it only makes the chances even more lopsided in favor of the AI...

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* In Warlords, ANY Warlords, ''[[http://en.wikipedia.org/wiki/Warlords_(game_series) Warlords]]'' (that is, ''any'' of the seven-plus ''Warlords'' games) the percentages are soo so lopsided in favor of the AI [=AI=] you can only accomplish a fair fight if you sacrifice ludicrous amounts of cannon-fodder at an equally powerful enemy group before taking on them. Also, funny stuff here, rising launching a main assault. Interestingly, the difficult difficulty settings do not modify the artificial intelligence, only the degree to which it cheats.
** Especially conspicuous since the warlords franchise was promised by developers and marketing alike to feature strong [=AI=] ''in lieu of'' common cheating methods. It
seems to have no effect on enemy tactics, it only makes the chances even more lopsided in favor of the AI...[[ILied they lied]].
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Removed non-example.


* YuGiOh has Forbidden Memories, in which enemies are able to summon fusion monsters as regular monsters. Guess what? ''You cannot do this''.
** Wrong. You ''can'' acquire and play fusion and even ritual monsters as standard summons in Forbidden Memories. You just have to know how to acquire them.
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* ''BaldursGate'' mostly avoids this, just about anything your enemies can do you can do, but a few times the computer cheats: Putting spells into contingencies or spell triggers that are much higher level than they should be for instance.
** Also by having multiple contingencies or spell triggers, of which the player's characters can only have one of each.
** There's also the 'tattoo of power', which triggers an additional level of protection spells and activates instantly. Only computer-controlled mages gets them.
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** There's also the 'tattoo of power', which triggers an additional level of protection spells and activates instantly. Only computer-controlled mages gets them.

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