Scrappy Mechanic: Difference between revisions

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{{trope}}
[[File:020126 1332.png|link=Bob and George|rightframe]]
 
{{quote|''[[Mario Kart|Blue Shells]] Ruin Everything''|''[[Boxer Hockey]]'', [http://boxerhockey.fireball20xl.com/example.php?id=037_blue_shells.jpg Episode 97].}}
|''[[Boxer Hockey]]'', [http://boxerhockey.fireball20xl.com/example.php?id{{=}}037_blue_shells.jpg Episode 97].}}
 
A sub trope for [[The Scrappy]]. It describes a game play mechanic in an ''otherwise'' fun/enjoyable game that generates a sizable hatedom. Perhaps it's out of character to the game, its quality is lower than the rest of the game, or it really exposes the problems in the game. Often the cause of [[Scrappy Level]] if in a video game. Also related to [[Unexpected Gameplay Change]] and [[Gameplay Roulette]]. Gameplay tactics do not count unless it's the exploitation of glitches and hacks. Otherwise, that's just abuse of an otherwise fair and good mechanic that causes the game to be played in a way that it's not supposed to. [[That One Boss]] is only related to this if a boss villain's status under that trope is solely because of a Scrappy game play mechanic.
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For a sometimes overlapping [[Sister Trope]], see [[That One Rule]].
 
Not to be confused with a [[Wrench Wench]] character who nobody likes.
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== General ==
* Mouseover that messes up (usually by obscuring) meaningful parts of the screen. A basic internet example: you accidentally roll your cursor over an ad and it expands to take up 95% of the screen. Almost always happens when you're reading what it covers. Or it starts making noise.
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** Specifically unnecessary "#" (unless the browser is adapted to this bad practice) makes cache-friendly refresh more of a bother: if you click on the address bar and press "Enter" without changing it, the browser tries to send you to a named anchor, because that's how "#" is supposed to be used. same goes for sticking generic named anchor on every page a few lines below the start of page and automatically linking all the pages with it.
* Ads on [[YouTube]]. Not only do they play the same ones over and over whenever you watch another video of the same series/genre, but the more annoying ads can't be skipped. Sometimes the ads even jam the video.
** Also, most shows on TV have a script designed in a way that a scene ends when a commercial break is supposed to occur. Commercials on YouTube have been known to come on when a character or host is still talking, in the middle of a ''sentence''.
** Even worse, they often ask you to "rate" the ads, to give them a "thumb's up" or "thumb's down". It is doubtful anyone has given many "thumb's ups" to any before hitting the "skip ad" option.
* Any game (looking at you, Evergrace II) where all the characters you play have a shared life bar. This leads to frustrating moments, especially if some of the characters you control are played by the computer!
* Motion control on the PS3. Having to suddenly jerk the controller around runs counter to most gamers' instincts, and its detection is inconsistent and random, but first-party titles continue to shoehorn it in because it is a system feature and ''must be showcased''.
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** Very few players even ''have'' a large interest in PvP, and most of those people are on one server.
** And due to the lack of interest in [[PvP]], the classes are largely unbalance. Paladins have a large inherent advantage against melees (especially PLD/RDM) and a skilled Red Mage can beat pretty much any class.
* For a long time in ''[[City of Heroes]]'', when a team completed a mission that multiple members had assigned, only the character whose mish had been selected by the team leader got completion credit from the contact. A minor thing, until you get to the Hollows and all the contacts are linear in the zone story arc, so every hero of the same approximate level is doing the same missions from the same contact. Nothing like a 4four-man team hitting the same eight Outcast bases and securing their weapons in a row. Blessedly, the devs saw how painful this was and now everyone who has the mission available gets credit.
* ''[[World of Warcraft]]'':
** A perfect example would be the [[Wrath Of The Lich King]] xpac's Heroic or [[Hard Mode]] system, which separated ALL raid content into Heroic/Regular varieties, giving each variety its own separate lockout, and then separating FURTHER into 10man/25man varieties, meaning each active raiding guild could hit all relevant raiding content ''four times per week'', once 10, once 25, once 10 hm, once 25 hm. The exact same content slogged through ''four times'' each week. Raid rewards were based not only on individual boss-kill drops, but also on special tokens garnered per boss-kill - meaning in order to remain competitive, each raid was not so much ''allowed'' to hit this content four times per week as ''forced'' to. There are no words for how tedious and hated this system was, as it caused content to become old and tiresome ''four times as quickly'' and was, thankfully, phased out in the very next major content patch.
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** [[Not Quite Flight|Fluzzard]]. Full stop. First of all, [[Waggle]] is in full effect - the bird is very annoying to control. Secondly, it is also something of a [[Replacement Scrappy]], of both the Red Star and Manta (which, though sometimes just as irritating, was generally fun to use). Finally, [[Unexpected Gameplay Change|one must wonder why exactly something that involves no platforming whatsoever is even included in a platformer]].
** Then there's the Comet Medals and Green Stars in the Fluzzard levels. You know those rings you went past? You have to go through them all, then catch the medal in mid air at high speed. One of said rings requires about a 90-degree sharp turn into a tunnel from the other side of the level. And Green Stars? They're extremely easy to miss even when Fluzzard is directed straight at them.
** The worst part is that the Fluzzard levels are almost identical to the [https://web.archive.org/web/20130801121115/http://www.zeldawiki.org/Fruit_Pop_Flight_Challenge Fruit Pop Flight Challenge] from ''[[The Legend of Zelda: Twilight Princess]].'' However, the Fluzzard levels are outclassed by far by the minigame from a game that came out four years earlier. In the Zelda minigame, the game involves actual flight, more mobility, and works off of the Wii's pointer function instead of inaccurate waggle controls. Why they couldn't have simply copied the mechanics whole cloth and come out with a much less frustrating mechanic is anybody's guess.
** The spring. In what just might be the worst Mario powerup ever, movement is very wobbly, you can't stand still while you're wearing it, and you have to have pinpoint precise timing in order to execute a high jump.
** Also, when you die in the original Galaxy, you're [[But Thou Must!|pretty much forced]] to go back to the start menu ("Would you like to save and quit the game?") and find your save file again when you die (possibly a form of [[Anti-Poopsocking]]?). Every time. This gets pretty annoying and tedious after a while, and was luckily fixed in the sequel: here you just go back to the [[Hub Level]], like it should be.
* ''[[Sonic the Hedgehog]]'':
** Mach Speed sections in ''[[Sonic the Hedgehog (2006 video game)||Sonic the Hedgehog 2006'06]]'', in which Sonic runs uncontrollably fast and has to veer around hundreds of obstacles, can't stop, and can easily get caught on scenery and die instantly because the controls are so loose and it's so difficult to see anything coming. To expand, a mere tapping of the stick will veer him way too far in the intended direction, he can't correct himself in midair after he jumps, and if he trips on something he'll lose all his rings and be unable to react, and in the process will likely careen head-on into another obstacle and die. It makes Sonic's levels the most annoying of the lot.
** On the plus side, however, Sonic's death animations from when he runs into practically anything appears to be a hilarious, gravity defying break dance.
** Hunting and fishing in ''[[Sonic Adventure]]'' (''especially'' fishing), though the quality of these games is subjective to begin with.
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* The weapons in the original ''[[Dark Cloud]]''—spending weeks tediously building up weapons for six different PCs, only to lose all that progress by [[Breakable Weapons|having them break...]] especially sucky if you have just managed to clear several levels of a dungeon. This was thankfully fixed in the sequel, where broken weapons simply wouldn't hit, but could be fixed afterwards.
* ''[[Ultima VII]]''. The characters needed food to survive. However, instead of automatically eating, like in the previous games, they had to be manually fed whenever they got hungry. Combined with the clever but crude inventory system, feeding the party (not getting food, but putting it in their mouths) took up more game time than combat.
* ''[[RoguelikesRoguelike]]s'':
** Their Goddamn ''traps''. Invisible tiles scattered randomly around which do horrible, horrible things when stepped on. They drain your HP and MP, turn your valuable items into joke items, warp you randomly around the level, give you status conditions, and dozens of other problems that totally aren't funny. In a genre where [[Continuing Is Painful]], there is absolutely ''no reason'' to have them; they're [[Fake Difficulty]] incarnate!
** [[Nethack|You fall into a spiked pit! The spikes were poisoned! The poison was deadly! You die...]]
** The Aegis Cave mission in [[Pokémon Mystery Dungeon]] certainly counts, mainly because it's the most frustratingly tedious mission in the entire game. And, yes, it is mandatory. Basically, all you do is try to solve three word puzzles by spelling out the words ICE, ROCK, and STEEL. To do this, you have to collect stones with the correct letters on them from the Unown (Trust me, you'll run into [[Goddamn Bats|plenty of Unown]]). Unfortunately, the Unown that drops the letter you need must be randomly chosen for the list of available [[Mons]], then it has to randomly spawn, then you have to ''find it'', and then, after all that, it only drops the damn stone 1/4 of the time! Which basically means you'll be going through the same parts of the dungeon over and over and over again until you slowly lose your sanity trying to collect whichever stones you need so you can get out of the blasted cave.
* The ''[[Eye of the Beholder]]'' games and the first ''[[Lands of Lore]]'' game contain tiles that spin you around when you stand on them and require compass watching. The former game series has complicated spin tiles that turn you based on the direction you entered the tile and the latter is nice enough to have your characters verbally react to the spin each time ("Woah!").
* ''[[Final Fantasy II]]'' is basically ''made of'' Scrappy Mechanics, some (but not at all all) of which have been reworked across the many ports and remakes, but let's see if we can't pin down some of the worst.
** The level-up system. Namely, that it doesn't exist. What you have instead is [[Stat Grinding]]—the idea being that the more you use your various stats, the better they get—cast a lot of spells? Magic and MP go up. Get attacked a lot? HP and stamina rise! Sounds good...in theory. The practice is much different. Instead of having a gauge (Perform X physical attacks/deal X points of damage before next Strength boost or some such), stat boosts have a ''chance'' of being awarded after any given battle. And the chance is directly proportional to the length of the battle. Presumably designed to prevent rampant abuse and grinding low-level monsters indefinitely, but the end result is being punished for fighting battles efficiently. And the chances are still not that good—after fighting a dozen battles with Firion only attacking while the other party members idle in the desperate, futile hope of securing a STR boost for Firion—and never getting one—drastic actions are often taken, generally either starting to attack fellow party members or drop-kicking the gaming system. Or both.
** Getting HP boosts. The odds of receiving a boost to HP seem directly proportional to the difference in HP at battle end as compared to battle start. So, if, say, Guy is knocked into the red, but then is healed out of it, it doesn't count towards boosting his HP. But, if he loses ALL his HP and has to be revived, that also seems to reset the odds of HP stat boost. The margin of error ([[Luck-Based Mission|or just bad luck]]) here is very unforgiving.
** Fleeing monsters. Random encounters will run away from ''you.'' Remember what was said earlier about it being a good idea to artificially prolong the random encounters and/or fight yourself to increase the odds of stat boosts? Fleeing monsters simply wrecks that unless the player takes care to kill one at the start of the fight. At the least, it will shorten the fight. At the very worst, if all monsters flee before you can kill them (because either the back attack mechanic hates you or because you were attacking yourself), you get no rewards whatsoever.
** Fleeing ''from'' monsters. The odds of being able to run from a random encounter successfully are based on your agility stat. Getting boosts to that are, basically, a crapshoot. Combine this with that game having poor world map design, a ludicrous encounter rate, and [[Beef Gate]]s ''everywhere''...
** Inn price scaling. Wherever you go, the inn will cost the same, and that cost is based on how hurt you are. Seems fair. It also costs more to heal MP than it does HP. Still seems pretty fair...then, after about the midway point of the game, it turns out that almost the only way to grind HP and MP efficiently is to go from very high HP/MP to very low HP/MP as quickly as possible. This gets spendy, ''fast''.
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** Esuna will only start getting rid of the really BAD status effects after level seven or so. Maybe.
** As you level your spells patiently, going from Fire 1 to 2 to 3 and so on, they cost more MP (a spell only ever costs as much MP as its level), become more powerful, and you lose all access to the lower-level but MP-cheaper versions of the spell. Prepare to burn double the MP strictly needed as you cast Blizzard 8 on [[Kung Fu-Proof Mook|Melee-Proof Mooks]] that would fall just as easily to Blizzard 4.
** Yes, spells get more powerful, except for Life. Life never gets stronger, just costs more MP. Bah.Good thing the Life spelltome is available fairly early in the game and is relatively cheap, so you can just trash the spell and learn it again to reset the MP cost to 1. Later ports correct this by making higher levels of Life give the target more HP when revived.
** Let's not forget the sadistic [[Let's Make a Deal|Monty Hall]] game that the game plays with you; in most dungeons, you will find a series of doors. Pick the right one, and you can proceed with your quest; pick a wrong one, and you'll not only end up in an empty dead-end room, you'll end up right in ''the middle of the room'' instead of by the door, and since you have no choice but to walk a few steps to the door and since the random encounter rate in these rooms is often pretty high, you'll end up getting attacked by monsters as you leave. Lovely.
** In the original Famicom version only, raising magic had a chance of lowering physical skills and vice versa.
* ''[[Final Fantasy IV]]'' had two such mechanics that were thankfully acknowledged and fixed for thelater first time on the DS versionreleases:
** The game only had one inventory with a limited number of slots, lumping together healing items, equipment, and key items. Inventory management was a pain and you either had to throw away items to make room or have the Fat Chocobo hold them for you. The DS version does not have an inventory capacity, while the PSP version greatly expands the inventory limit.
** Healing magic, for whatever reason, would only ever restore a set amount of HP outside of battle. It could take several castings of Curaga or Curaja just to completely restore your party's HP. This was changed to be based on the caster's Spirit attribute outside of battle.
** After Level 70, attribute bonuses were random, meaning that you could get a decent amount of stats for a level up, maybe one or two in a certain stat, or your attributes could even drop. This was changed in the DS version to be based on the game's new [[Powers as Programs|Augment Ability]] system, but good luck trying to figure that out without having looked at [[Guide Dang It|any guide prior]].
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* ''[[Battle Garegga]]'':
** The [[Dynamic Difficulty|rank]] system. Want to keep the last two stages possible? [[Power-Up Letdown|Don't power up]] and [[Complacent Gaming Syndrome|don't trigger special option formations]]! The rank scale for enemy aggressiveness is capped in the last two stages to playable levels, in a rare show of mercy by the developers. However, if you raise the rank to extremely high levels beforehand, there is no such cap, and you are treated to [[Unwinnable|literally undodgeable patterns]], especially on the Stage 4 boss and Stage 5 midbosses.
** ''[[Darius]] Gaiden''{{'}}s rank doesn't get as retarded as ''Garegga''{{'}}s, but its implementation is worse. Each of the 7 tiers of stages has a "default rank", which the game sets to when you collect a powerup on that tier. And once you raise the rank, there is no way to decrease it. Ideally, you want to stop powering up after the 4th stage. Wait, what's that? You lost a couple lives on the last stage and took a big hit in shot power? Too bad! Either deal with it or face a [[Difficulty Spike]]!
* ''[[Dangun Feveron]]'' never shows your total score during gameplay; it's only shown at the end of each stage, as well as after getting a high score and ending your game, which wouldn't be as big of a problem if the lowest default high score of 1.2 million wasn't difficult to obtain for new players. This caused a huge problem at a recent shmup tournament where many players who couldn't get on the in-game high score table either manually calculated their scores by hand or [[Rage Quit|simply didn't bother to submit scores]].
* ''[[Guwange]]'' has you collect coins to raise your score, while shooting enemies to keep the coin collection timer from running out (at which point your coin count drops to 0). And the chain timer is more lenient than ''[[Do Don Pachi]]'''s, so chaining in this game shouldn't be as big of a pain in the ass, right? Well, here's where the game kicks you in the face: your coin count carries over between stages, meaning that in order to obtain a very good score, you need to keep your coin timer from resetting ''at all'' throughout the entire game. Have it reset halfway through the game? Time to [[Rage Quit]]!
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** Inverted with Yu-Gi-Oh! video games, where this rule becomes a Scrappy Mechanic because it asks you if you want to use the effect ''if literally anything happens in the game''.
** Back when the game first began, part of the power of cards like the Trap Hole set (which destroyed monsters on summon) was that you could block a monster from using its effect. However, because they activate when a monster is summoned and only destroy it (rather than actively negating its summon attempt), the monster is technically on the field first (this is the reason why it is impossible to destroy Jinzo, a monster which prevents traps from working for as long it's on the field, on summon with Trap Hole), so for some reason it was decided that the player should be able to use the effect of their monster regardless of whether or not it's about to be destroyed. This can result in some ludicrously powerful optional effects happening at a time when the monster should have been dead and buried, and is ''extremely annoying''.
** For the record, that is called ''Priority''. This was even lampshaded in the anime, where Jonouchi questioned the idea of "last equals first". And as of March 19, 2011 (now etched in history as [[Yu-Gi-Oh Ze Xal|the Exceed Rule Patch]]), this is now abolished and the ''Trap Hole'' cards regain their power of eliminating big threat monsters like Judgment Dragon and Dark Armed Dragon.
** There's also the "Harpie Rule", which only really affects the titular monsters, but is still fairly annoying. To wit, there are several monsters with effects that change their name to that of another monster, usually while it's face-up on the field. However, most all of the Harpie Lady monsters past the initial 2 don't specify ''where'' their effects treat their name as simply "Harpie Lady". As such, Konami has issued the ruling that these monsters are treated as having the name "Harpie Lady" ''for all intents and purposes, including deck construction''. What does that mean? Well, you can only have three copies of a specific monster in your deck at any one time, so with the other Harpie Lady monsters being treated as "Harpie Lady" all the time, instead of being able to have three copies of each one of them, you can only have three of any combination of them (for instance, you can only have either one of the original Harpie Lady and two of Harpie Lady # 1, '''or''' two of Cyber Harpie Lady, and one of Harpie Lady # 3, but not three each of Harpie Lady, Cyber Harpie Lady, Harpie Lady # 1, and Harpie Lady # 3). This severely limits the potential of a Harpie Lady deck, even more so when you consider [[What Could Have Been|all of the awesome support they have]].
** In 2006, Konami tried to introduce a new mechanic in the ''Cyberdark Impact'' set with monsters whose effects depended on what Column of the game board they were in. For instance, [https://yugioh.fandom.com/wiki/Rampaging_Rhynos Rampaging Rhynos] gained 500 ATK when battling monsters in the same column and [https://yugioh.fandom.com/wiki/Storm_Shooter Storm Shooter] could bounce Spell Cards that were in the same column as itself. Since most players never paid attention to what column they summoned or set cards in and there was really no rule at the time that said you couldn't move cards from one column to another, they never caught on. Although, to be fair, the concept seems to have been successfully reinvented with the debut of Link Monsters.
* ''[[Exalted]]'' had the Reactor/Perfect Spam/Lethality/Paranoia Combat/Overwhelming issue, which was a whole ''bunch'' of these. Elaborated: Reactor meant that with relentless stunting and mote regeneration Charms it was comparatively easy to come out of any given action with more motes of Essence and more Willpower than you started. These motes and WP were then spent to activate "paranoia combos", which were massive experience sinks containing every single [[Won't Work On Me]] power that could be accessed, including perfect defences. If you didn't activate your paranoia combo, you would die because of a preponderance of unpleasant "bad touch" effects, which would kill you, cut off your arms, turn you into a ferret, or otherwise make your life very difficult, not helped by the low health levels of these ''titan-killing god-kings'', which ensured that even if there weren't any bad-touch effects in the oncoming attack, it would still deal quite a lot of harm if it got through your overpriced armour. Overwhelming damage and Essence Ping ensured that armour was [[Armour Is Useless|largely unhelpful]]. Notably, the 2.5 errata tried to kill ''almost all of these''; combos became free, mote regeneration was nerfed in the head, stunt regen was dropped to once per action, Essence ping was killed, Overwhelming became far weaker, and armour got cheaper. More abstractly, some players dislike Charms, believing them to be either annoying, too limiting, or overemphasised, and attunement motes in the 2.5 errata were liked by exactly nobody, but the lethality/paranoia issue was the most widely complained about and the source of many fixes.
 
 
== First Person/Third Person Shooter ==
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* And then there's the original ''[[Final Fantasy Tactics]]'', with its perma-death rule. If one of your characters is knocked out and not revived within 3-4 turns, you can say goodbye to all the time and effort you put into building them. (Well, there is a way for another character to obtain their abilities, but still.) Compounding this is the fact that there's no way to restart the battle or load from a save from within the game, so you're stuck with either having to write off whichever character bit it or reset the game and sit through the whole damn boot sequence again. Gah.
** That's 3-4 turns for that character, which is actually generally plenty of time, unless that character happened to be the only character you had with access to a Raise spell, then it's a race against time as you try to kill everything before you lose your guy. No, the real Scrappy Mechanic in this game with death is the fact that the Raise spells, unlike every other healing spell in the game, has a chance to miss. Cast Raise on your dead guy every turn for 3 turns after he died and missed every time? Too bad, he's [[Lost Forever]] because of RNG.
* The ''[[Fire Emblem]]'' series has had plenty of these over the years:
* [[Fire Emblem Jugdral|Fire Emblem: Thracia 776]], apart from being [[Nintendo Hard|one of the hardest games in the series]], suffers from a fair share of Scrappy Mechanics. To name a few:
** ''[[Fire Emblem Jugdral|Fire Emblem: Thracia 776]]'', apart from being [[Nintendo Hard|one of the hardest games in the series]], suffers from a fair share of Scrappy Mechanics. The Dismounting feature is the most prominent. Intended as a [[Nerf]] for mounted units as it made them fight on foot using swords during indoor levels. However it only ended up hurting Lance Knights and Axe Knights who were forced to illogically use swords when they dismounted rather then the weapons they trained their entire lives with. Worst of all, the player army was left with no indoor Lance users, keep in mind the final chapter took place indoors, and Lances were pretty much [[Vendor Trash]].
*** Many players likeslike the [[Non-Lethal KO|Capturing System]], claiming it added a new layer of depth to the series. It has one incredibly aggrivating problem though.: Units who can't fight are automatically captured. Normally this makes sense, after all, - it saves you viewing an [[Overly-Long Fighting Animation]] when you know how the fight's going to turn out, but it also means your healers will be captured ''if an enemy so much as touches them''. Sure, you can get them back by killing the captor, but they still will have swiped ''the healer's entire inventory, staves included''. Worse still, a knowledgeable player will find this ''massively'' Longabusable storysince shortan enemy won't kill units they can capture this way, and enemies who have captured an ally suffer the substantial penalties for holding a units. This makes it a trivial matter to let an otherwise dangerous enemy socapture machan asally toucheswith youran healer,empty youinventory losethen allkick their stavesass as they're weighed down, rescuing the captured ally. It's even possible to win what's intended as a [[Hopeless Boss Fight]] this way!
** Status effects.* In this game, they[[Standard Status Effects]] last ''for the entire chapter'' unless cured., (Andand status healing staves are in VERY''very'' short supply). It's Especiallyespecially annoying since [[Religion of Evil|Dark Mages]] are very common enemies, and the standard dark spell inflicts poison. Worse- still,[[The Computer Is a Cheating Bastard|poison that isn't accessible when you later recruit a Dark Mage of your own, [[The Computer Is a Cheating Bastard|his magic DOESN'T inflict poison]]!!]] Oh, and sleeping characters can be one-touch captured as above.
*** And finally, healing staves can miss. In a game where [[Nintendo Hard|you're going to need all the healing you can get!]]
** ''[[Fire Emblem Akaneia|Fire Emblem: Shadow Dragon]]'' earned a [[Internet Backdraft|a ''lot'']] of ire online]] by forcing you to ''kill off your own characters'' in order to unlock sidequest chapters, as it went against practically everything the series stood for to fans - particularly, that the possibility of a [[Final Death|every]] made most players [[Video Game Caring Potential|thingcare enough about the characters]] to loathe the seriesthought stoodof forletting them die, much less ''doing so intentionally''. It didn't help that most of the characters you got out of said sidequests were [[Tier-Induced Scrappy|fairly useless.]].
*** The reclass system is something of a [[Base Breaker]]. Some think it adds an element of customisability to your army, while others think it [[Completley Missing The Point|Completley Misses the Point]] of every character being unique.
* The titular Dual Strike of ''[[Advance Wars: Dual Strike]]'' is considered inherently broken for its ability to take two turns (even more with use of Sami and/or Eagle) in a row, with the first player to activate their Dual Strike essentially winning by default. It's banned in most multiplayer games and not even implemented in the community remake ''Advance Wars by Web''. Even in the campaign it forces players to use a very particular strategy (use Sasha in the last slot to use her ability to drain the enemy power gauge by exploiting how on most maps the AI will only use their Dual Strike if they have it ready at the ''start'' of their turn) to prevent the AI from using it.
** The real-time limited [[Timed Mission]]s in the campaign are considered one of the ''stupidest'' additions to the game, an impressive feat given the bar set by Dual Strikes above. ''Advance Wars'' is, and has been since the original ''Famicom Wars'', a game where each turn is a "day" - despite this, [[Gameplay and Story Segregation|the time limit is explicitly given in '''minutes''']]. To make things worse, none of the maps with this gimmick are even particularly hard to clear in the allotted time (even if played cautiously as part of a no-deaths run). Even in Crystal Calamity, a [[Scrappy Level]] in its own right, the time limit is so long as to be an utter non-issue.
** In all games of the series, naval combat falls under this. Firstly, naval units are very expensive: The cheapest naval unit nominally capable of attacking costs 18,000, compared to the 7000 of a Tank, 8000 of Anti-Air, or 9000 of a Battle Copter (a trio which forms an essential [[Tactical Rock-Paper-Scissors|triangle of counters]] that most of the game works around) or 1000 for infantry. Secondly, naval units don't really interact with non-naval units except for transports, being hit by air units and land based artillery, and the Cruiser being a terrible air unit counter despite that being its essentially only function (it loses to the Bomber, the unit its supposed to counter, if the more mobile Bomber gets the first strike), and the ludicrously expensive and not really worth it Battleship so there's no reason to spend the money. Thirdly, in maps with both Port and Airport access (the majority with Ports), air units do virtually everything one would want a naval unit for outside of niche uses. In [[Fan Remake]] ''Advance Wars by Web'', non-transport naval units are more often seen due to maps giving players "free" prebuilt ships on terrain that prevents them from moving (included to stop maps from being won by early infantry rushes, as the ship has to be destroyed to win) than actually being built by players.
*** ''Days of Ruin'' (AKA ''[[Market-Based Title|Dark Conflict]]'') makes what are considered several major steps in the right direction, but still not quite enough to fix the problems. The cheapest naval unit, a transport worth 6000, can meaningfully attack all naval units except submerged subs, at the cost of only being able to fire once before resupply; Cruisers actually win against air-units even if attacked first and can attack non-Battleship naval units for meaningful attack; the Carrier gets changed entirely for the better, but is still too expensive for most maps; and the Battleship becomes the only long range unit that can move and fire in a single turn. The result is that Carriers and Battleships dominate any map where a player can afford to build them, but naval combat is otherwise secondary.
 
== Web Tournaments ==
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== Casino Games ==
* "Dealer Qualifying" rules in certain casino games based on Stud Poker. How it works: If the Dealer's hand is not strong enough, (i.e. below an Ace high with a king in Caribbean Stud), all players automatically win their ante bets and their play bets are returned to them. However, antes only pay even money, whilst Play Bets, if they beat the dealer, have increased payouts for better hands. the dealer qualification rule is the Casino's ticket out of paying these higher wins. (as opposed to determainingdetermining their mathamaticalmathematical edge by simply altering the payouts). Some games, like Three Card Poker, compensate by paying bonuses on the ante bets as well even if the hand loses, but the bonus is still not as large as the bonus on a play bet.
 
== Real Life ==
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** Another one: Irregular verbs. Most people can never remember "proved" versus "proven".
** And a non-English one: gendered Nouns. Not living things that actually have gender, but words themselves that have arbitrary genders. For example, in German (an otherwise highly efficient and logical language, as one might expect), a "Skirt", translated as "Rock". The word "Auto" is masculine in Spanish, feminine in French and neuter in German, and all in three languages means the same thing ("Car").
** While "passive voice" and "active voice" are relatively common in modern languages and easily grasped, Ancient Greek has a "middle voice". While not unique, very few living languages (most notably Swedish and Fula) have it, rendering it difficult to explain to a non-native (which, of course, is 100% of modern speakers).
** The distinction between the "は" and "が" particles of Japanese regularly confound non-natives.
* Many people think that [[Killed Off for Real|death]] is a Scrappy Mechanic, seeing as how it not only permanently removes the person it happens to, but also dramatically affects ''everyone else''.
* Some people regard [[Standard Status Effects|Sleep]] as this, as they feel they could accomplish more if they had the extra X amount of hours.
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{{reflist}}
[[Category:Scrappy Mechanic{{PAGENAME}}]]
[[Category:Scrappy Index]]
[[Category:YMMV Trope]]
[[Category:Videogame Culture]]
[[Category:Unexpected Reactions to This Index]]
[[Category:Scrappy Mechanic]]
[[Category:Error Index]]