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->''"This is your XQJ-37 plasma cannon. The only trouble is that since the old model XQJ was cobbled together from junked UsefulNotes/{{Amiga}} motherboards, you can only have one shot on the screen at a time."''

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->''"This is your XQJ-37 plasma cannon. The only trouble is that since the old model XQJ was cobbled together from junked UsefulNotes/{{Amiga}} Platform/{{Amiga}} motherboards, you can only have one shot on the screen at a time."''



Most famous examples of this trope are due to the technical limitations of old 8-bit hardware configurations. The UsefulNotes/{{Atari 2600}}'s specialized hardware for rendering "missile" sprites could only handle two missiles at a time, leading to the two-bullet limit of many 2600 games. Interestingly, the [[VideoGame/SpaceWar oldest video game]] did not have this limit.

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Most famous examples of this trope are due to the technical limitations of old 8-bit hardware configurations. The UsefulNotes/{{Atari Platform/{{Atari 2600}}'s specialized hardware for rendering "missile" sprites could only handle two missiles at a time, leading to the two-bullet limit of many 2600 games. Interestingly, the [[VideoGame/SpaceWar oldest video game]] did not have this limit.



* ''VideoGame/SpaceInvaders'' may be the TropeMaker. This makes comebacks possible, as you can shoot more rapidly as the Invaders get closer... provided you don't miss, that is. The UsefulNotes/Atari2600 version had a trick to get double shots: Hold the RESET switch and turn on the game, then let it go. Cheat or glitch? Nobody may ever know.

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* ''VideoGame/SpaceInvaders'' may be the TropeMaker. This makes comebacks possible, as you can shoot more rapidly as the Invaders get closer... provided you don't miss, that is. The UsefulNotes/Atari2600 Platform/Atari2600 version had a trick to get double shots: Hold the RESET switch and turn on the game, then let it go. Cheat or glitch? Nobody may ever know.



* ''Asterax'', a somewhat ''VideoGame/{{Asteroids}}''-like old UsefulNotes/AppleMacintosh shareware game, makes this the explicit benefit of buying better guns, with 4-12 shots from each player allowed on screen.

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* ''Asterax'', a somewhat ''VideoGame/{{Asteroids}}''-like old UsefulNotes/AppleMacintosh Platform/AppleMacintosh shareware game, makes this the explicit benefit of buying better guns, with 4-12 shots from each player allowed on screen.



* The ''Series/{{Airwolf}}'' LicensedGame on UsefulNotes/AmstradCPC had this limitation, particularly grating when some targets required pixel-perfect aiming (and the gravity kept changing it).

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* The ''Series/{{Airwolf}}'' LicensedGame on UsefulNotes/AmstradCPC Platform/AmstradCPC had this limitation, particularly grating when some targets required pixel-perfect aiming (and the gravity kept changing it).
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Made possible by the PainfullySlowProjectile. When applied to more permanent things, especially in RealTimeStrategy games, it's an ArbitraryHeadCountLimit.

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Made possible by the PainfullySlowProjectile. When applied to more permanent things, especially in RealTimeStrategy games, it's an ArbitraryHeadCountLimit.
ArbitraryHeadCountLimit. If there is a way to raise the limit to two bullets at a time, see AttackSpeedBuff.
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Crosswicking

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* ''VideoGame/DevilMayCry4'': The Lucifer Devil Arm has a unique "unit {{cap}}"; it can only have up to 15 swords summoned on the field at once. Should you attempt to bring out more swords past that number, the earliest-summoned sword(s) will automatically detonate.

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