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* ''VideoGame/ResidentEvil6'' was designed primarily for 2-player co-op... except the last chapter starring Ada that was originally meant for one player. Responding to consumer complaints, Capcom patched in a barebones second player, an unnamed, generic agent that can't open chests or doors yet can somehow [[SpecialEffectFailure warp directly to where Ada is after she uses her grappling hook]].

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* ''Franchise/ResidentEvil'':
**
''VideoGame/ResidentEvil6'' was designed primarily for 2-player co-op... except the last chapter starring Ada that was originally meant for one player. Responding to consumer complaints, Capcom patched in a barebones second player, an unnamed, generic agent that can't open chests or doors yet can somehow [[SpecialEffectFailure warp directly to where Ada is after she uses her grappling hook]].hook]].
** ''VideoGame/ResidentEvilVillage'' "shipped" with a free multiplayer component called ''Re:Verse'', similarly to how ''VideoGame/ResidentEvil3Remake'' include ''Resistance''. The reason "shipped" is in quotes is because that mode, a PVP fragfest, was initially only available as a limited-time beta, and then postponed indefinitely while Capcom continued to tinker with it. When it finally became publically available in the tail end of October 2022 -- nearly ''two years'' since its announcement -- very little had actually changed from the beta besides the addition of a [[RewardsPass battle pass]]. After the aforementioned ''Resistance'' had brought some decent cooperative gameplay to the table (albeit nothing as full-fledged as ''VideoGame/ResidentEvilOutbreak'', what with ''Resistance'' being an AsymmetricMultiplayer game), fans were dismayed that ''Re:Verse'' went right back for the PVP angle that Capcom had been chasing after with titles such as ''VideoGame/UmbrellaCorps''.
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* ''VideoGame/EtrianOdyssey III: The Drowned City'' allows up to five players to fight some {{Bonus Boss}}es. However, you can only dispatch and control one character from your guild, and if you don't have a full five-person party you'll have to use variants of the boss fights that add [=NPCs=] to your party, who can be liable to cripple your party with ArtificialStupidity, or make do with an incomplete party if you don't want CPU teammates.

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* ''VideoGame/EtrianOdyssey III: The Drowned City'' ''VideoGame/EtrianOdysseyIIITheDrownedCity'' allows up to five players to fight some {{Bonus Boss}}es.{{Superboss}}es. However, you can only dispatch and control one character from your guild, and if you don't have a full five-person party you'll have to use variants of the boss fights that add [=NPCs=] to your party, who can be liable to cripple your party with ArtificialStupidity, or make do with an incomplete party if you don't want CPU teammates.

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* ''VideoGame/SuperMarioGalaxy''. The second player's actions are very limited in comparison to those of the first: They can only fire star bits at enemies and make Mario jump higher, two things that Mario can already do much more conveniently and under his own discretion in single-player mode. This is averted in ''VideoGame/SuperMarioGalaxy2'', though, where the Co-Star Luma (controlled by player 2) can grab all sorts of items and power-ups (bar the Rainbow Star), and, in addition to freezing foes, also do its own Spin, which is just as effective as Mario's.



** ''VideoGame/SuperMarioGalaxy''. The second player's actions are very limited in comparison to those of the first: They can only fire star bits at enemies and make Mario jump higher, two things that Mario can already do much more conveniently and under his own discretion in single-player mode. This is averted in ''VideoGame/SuperMarioGalaxy2'', though, where the Co-Star Luma (controlled by player 2) can grab all sorts of items and power-ups (bar the Rainbow Star), and, in addition to freezing foes, also do its own Spin, which is just as effective as Mario's.



* ''VideoGame/SuperMarioOdyssey'' has a two-player mode similar to that of ''Galaxy 2'', with one caveat: Playing in multiplayer actively ''hinders'' Player One! ''Odyssey's'' multiplayer effectively splits one character's control among two players, leading to predictable frustration in situations that require them to function as one. Player One is Mario while Player Two separately controls Cappy, leaving Mario without many of his best moves while giving the Cappy player very little agency beyond basic actions like collecting coins. Most of the minigames won't even let you play them in two-player mode, outright demanding that Mario comes back in single player.

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* ** ''VideoGame/SuperMarioOdyssey'' has a two-player mode similar to that of ''Galaxy 2'', with one caveat: Playing in multiplayer actively ''hinders'' Player One! ''Odyssey's'' multiplayer effectively splits one character's control among two players, leading to predictable frustration in situations that require them to function as one. Player One is Mario while Player Two separately controls Cappy, leaving Mario without many of his best moves while giving the Cappy player very little agency beyond basic actions like collecting coins. Most of the minigames won't even let you play them in two-player mode, outright demanding that Mario comes back in single player.



* Franchise/DonkeyKong

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* Franchise/DonkeyKong''Franchise/DonkeyKong'':
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Very notable failure, the only time I can think of where they somehow made multiplayer mode permanently missable content

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** Tales of Destiny locks second player control behind a specific equippable accessory. Not only is the accessory's purpose not well explained in game, if you lose the accessory [[SoLongAndThanksForAllTheGear like, say, by having the second player controlling the character with the most rival-like relationship with the main character when he permanently leaves the party]] congrats! This is now a single player game only. ''They made multiplayer functionality be PermanentlyMissableContent.''
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* In the FanWork ''VideoGame/SuperSmashFlash'' series, you could battle it out with two players... but [[CameraScrew the camera always follows the first player]], ignoring the second.

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* In the FanWork ''VideoGame/SuperSmashFlash'' series, ''VideoGame/SuperSmashFlash'', you could battle it out with two players... but [[CameraScrew the camera always follows the first player]], ignoring the second. [[VideoGame/SuperSmashFlash2 Its sequel]] fixes this issue, making its multiplayer infinitely more playable.
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** On the one hand, the SP maps in the PC version can be played in Deathmatch multiplayer mode, akin to ''VideoGame/QuakeI'', ''[[VideoGame/{{Doom}} Doom 1]]'' and ''[[VideoGame/{{Doom}} Doom 2]]''. The maps in multiplayer mode have rebalanced lighting, rebalanced item/weapon placement, an even spread of spawnpoints, MP-exclusive teleporters and ladders to solve connectivity issues, and even new areas not present in SP, usually added to connect areas which weren't connected in the SP in the first place. This is also true of both ''The Reckoning'' and ''Ground Zero'', even with those packs having multiplayer-oriented maps. Some maps, however, are completely incompatible with SP, and some SP-based maps will present issues in multiplayer mode. Id's own Tim Willits in an interview said that the best approach is to either exclusively focus on single-player or deathmatch when making a map:
--> '''[[https://www.gamasutra.com/view/feature/131767/secrets_of_the_sages_level_design.php Tim Willits]]:''' ''Making a map great for both DM and SP is a very difficult task. Usually if it's great for DM it'll be too circular for SP, and if it's a fun SP map it's usually too straight for DM.''

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** On the one hand, the SP maps in the PC version can be played in Deathmatch multiplayer mode, akin to ''VideoGame/QuakeI'', ''[[VideoGame/{{Doom}} Doom 1]]'' ''VideoGame/{{Doom}}'' and ''[[VideoGame/{{Doom}} Doom 2]]''.''VideoGame/DoomII''. The maps in multiplayer mode have rebalanced lighting, rebalanced item/weapon placement, an even spread of spawnpoints, MP-exclusive teleporters and ladders to solve connectivity issues, and even new areas not present in SP, usually added to connect areas which weren't connected in the SP in the first place. This is also true of both ''The Reckoning'' and ''Ground Zero'', even with those packs having multiplayer-oriented maps. Some maps, however, are completely incompatible with SP, and some SP-based maps will present issues in multiplayer mode. Id's own Tim Willits in an interview said that the best approach is to either exclusively focus on single-player or deathmatch when making a map:
--> '''[[https://www.gamasutra.com/view/feature/131767/secrets_of_the_sages_level_design.php Tim Willits]]:''' ''Making Making a map great for both DM and SP is a very difficult task. Usually if it's great for DM it'll be too circular for SP, and if it's a fun SP map it's usually too straight for DM.''



* ''VideoGame/GoldenEye1997'' is solid proof that Administrivia/TropesAreNotBad. Even though most never realized it, the multiplayer mode in this game checks off all the criteria -- it was thrown in at the last minute without Nintendo or even higher-ups at Rare knowing, and almost didn't even make it into the final product until they relented and agreed it wasn't worth the trouble of removing it considering how late the game already was. It would wind up becoming one of the most beloved features of the game and proved the viability of multiplayer in a first-person shooter on consoles. Only on closer inspection do the signs become more obvious: the multiplayer wasn't advertised anywhere on the box aside from the obligatory player count specification, the stages are lifted from the single player mode which were clearly not designed to be deathmatch arenas, and while there are a number of customization options, it's fairly lacking in depth compared to a game that would have made it a priority. And [[GameBreaker Oddjob]] is playable in multiplayer, despite the game not allowing you to shoot him with free-aimed shots.

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* ''VideoGame/GoldenEye1997'' is solid proof that Administrivia/TropesAreNotBad. Even though most never realized it, the multiplayer mode in this game checks off all the criteria -- it was thrown in at the last minute without Nintendo or even higher-ups at Rare knowing, and almost didn't even make it into the final product until they relented and agreed it wasn't worth the trouble of removing it considering how late the game already was. It would wind up becoming one of the most beloved features of the game and proved the viability of multiplayer in a first-person shooter on consoles. Only on closer inspection do the signs become more obvious: the multiplayer wasn't advertised anywhere on the box aside from the obligatory player count specification, specification; the stages are lifted straight from the single player mode mode, which were clearly not designed to be deathmatch arenas, and arenas; while there are a number of customization options, it's fairly lacking in depth compared to a game that would have made it a priority. And priority; and it has a handful of ideas that probably sounded neat but which just [[GameBreaker break the game]], such as [[Film/{{Goldfinger}} Oddjob]] is being playable in multiplayer, despite him being so short the game does not allowing allow you to shoot him with free-aimed shots.
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People Sit In Chairs. A more experienced person being better at the game is not this trope.


* The 1997 ''VideoGame/{{Frogger}}'' game has a multiplayer mode that was forced in by way of ExecutiveMeddling, and boy does it show. Anyone who played the game in single player is going to have a huge advantage right out the gate since the mechanics aren't immediately obvious, the levels original to the mode feel hastily thrown together and poorly designed, and one of the stages will be an outright CurbStompBattle weighted towards the person who already played in single player due to having a layout that isn't beginner-friendly. Oh, and one stage has a flag that is significantly harder to reach than the rest, which can lead to matches that drag on forever in a fight for that one flag.
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* ''VideoGame/BatmanForever'' is already a game that's SoOkayItsAverage at best, but the levels are clearly not designed for co-operative play, given that awkward clipping starts to occur in an attempt to keep both characters on the screen, and some platforms are just above the top of the screen but which have to be accessed with the grappling hook in order to proceed; with two players, this requires ungodly co-ordination, otherwise the clipping will cause one or both players to fall. Also, the duel mode is meant to be reminiscent of ''Franchise/MortalKombat'', but the Riddler Thug is grossly overpowered.

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* ''VideoGame/BatmanForever'' is already a game that's SoOkayItsAverage at best, but the levels are clearly not designed for co-operative play, given that awkward clipping starts to occur in an attempt to keep both characters on the screen, and some platforms are just above the top of the screen but which have to be accessed with the grappling hook in order to proceed; with two players, this requires ungodly co-ordination, otherwise the clipping will cause one or both players to fall. Also, the duel mode is meant to be reminiscent of ''Franchise/MortalKombat'', but the Riddler Thug is grossly overpowered.overpowered and there's no differentiation between players using the same character, which is baffling considering the enemies ''do'' have palette swaps in the main game.
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[[folder:Roguelike]]
* ''VideoGame/MonsterTrain'' has Hell Rush, where multiple players compete to get the most points in the same seeded run. There's no form of game interaction between players, and everyone is put on an unskippable timer for each round. Most people will just play it to get their 5 wins for a card frame and never touch it again.
[[/folder]]
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* ''[[VideoGame/Splatoon1 Splatoon 1]]'' is an interesting example, since it's already a competitive multiplayer game. However, if you want to play locally using a single Wii U console, the usual Turf War and Ranked Battle modes aren't an option. Instead, there's a two-player mode called Battle Dojo, where one person looks at the TV and the other looks at the Game Pad and each try to pop more balloons than their opponent. The TV user will have to put together [[https://splatoonus.tumblr.com/post/120246428234/one-of-our-scientists-has-made-a-rather-stunning this lovely monstrosity]] if they want motion controls, since the Wii U's Pro Controller doesn't have them. It's not a terrible gameplay mode, mind you, but it's telling that when advertising the mode, the narrator in the Splatoon Direct [[https://youtu.be/kQsZPYB0vMw?t=1330 repeatedly states that it's best as a training tool for the online multiplayer]]; Battle Dojo would not appear in any future installments, with the series abandoning the idea of single console multiplayer altogether.

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* ''[[VideoGame/Splatoon1 Splatoon 1]]'' ''VideoGame/Splatoon1'' (the first one) is an interesting example, since it's already a competitive multiplayer game. However, if you want to play locally using a single Wii U console, the usual Turf War and Ranked Battle modes aren't an option. Instead, there's a two-player mode called Battle Dojo, where one person looks at the TV and the other looks at the Game Pad and each try to pop more balloons than their opponent. The TV user will have to put together [[https://splatoonus.tumblr.com/post/120246428234/one-of-our-scientists-has-made-a-rather-stunning this lovely monstrosity]] if they want motion controls, since the Wii U's Pro Controller doesn't have them. It's not a terrible gameplay mode, mind you, but it's telling that when advertising the mode, the narrator in the Splatoon Direct [[https://youtu.be/kQsZPYB0vMw?t=1330 repeatedly states that it's best as a training tool for the online multiplayer]]; Battle Dojo would not appear in any future installments, with the series abandoning the idea of single console multiplayer altogether.
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None


* ''VideoGame/Splatoon1'' is an interesting example, since it's already a competitive multiplayer game. However, if you want to play locally using a single Wii U console, the usual Turf War and Ranked Battle modes aren't an option. Instead, there's a two-player mode called Battle Dojo, where one person looks at the TV and the other looks at the Game Pad and each try to pop more balloons than their opponent. The TV user will have to put together [[https://splatoonus.tumblr.com/post/120246428234/one-of-our-scientists-has-made-a-rather-stunning this lovely monstrosity]] if they want motion controls, since the Wii U's Pro Controller doesn't have them. It's not a terrible gameplay mode, mind you, but it's telling that when advertising the mode, the narrator in the Splatoon Direct [[https://youtu.be/kQsZPYB0vMw?t=1330 repeatedly states that it's best as a training tool for the online multiplayer]].

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* ''VideoGame/Splatoon1'' ''[[VideoGame/Splatoon1 Splatoon 1]]'' is an interesting example, since it's already a competitive multiplayer game. However, if you want to play locally using a single Wii U console, the usual Turf War and Ranked Battle modes aren't an option. Instead, there's a two-player mode called Battle Dojo, where one person looks at the TV and the other looks at the Game Pad and each try to pop more balloons than their opponent. The TV user will have to put together [[https://splatoonus.tumblr.com/post/120246428234/one-of-our-scientists-has-made-a-rather-stunning this lovely monstrosity]] if they want motion controls, since the Wii U's Pro Controller doesn't have them. It's not a terrible gameplay mode, mind you, but it's telling that when advertising the mode, the narrator in the Splatoon Direct [[https://youtu.be/kQsZPYB0vMw?t=1330 repeatedly states that it's best as a training tool for the online multiplayer]].multiplayer]]; Battle Dojo would not appear in any future installments, with the series abandoning the idea of single console multiplayer altogether.
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** The final boss has no monetary goal. You simply have to feed him four entire courses of meals before the time (11:30) runs out. If you play with three players, the time is limit reduced by thirty seconds; with four players, it is reduced by a whole minute.

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** The final boss has no monetary goal. You simply have to feed him four entire courses of meals before the time (11:30) runs out. If you play with three players, the time is limit is reduced by thirty seconds; with four players, it is reduced by a whole minute.
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* ''VideoGame/GoldenEye1997'' is solid proof that Administrivia/TropesAreNotBad. Even though most never realized it, the multiplayer mode in this game checks off all the criteria -- it was thrown in at the last minute without Nintendo or Rare knowing, and almost didn't even make it into the final product until they relented and agreed it wasn't worth the trouble of removing it. It would wind up becoming one of the most beloved features of the game and proved the viability of multiplayer in a first-person shooter. Only on closer inspection do the signs become more obvious: the multiplayer wasn't advertised anywhere on the box aside from the obligatory player count specification, the stages are lifted from the single player mode which were clearly not designed to be deathmatch arenas, and while there are a number of customization options, it's fairly lacking in depth compared to a game that would have made it a priority. And [[GameBreaker Oddjob]] is playable in multiplayer, despite the game not allowing you to shoot him with free-aimed shots.

to:

* ''VideoGame/GoldenEye1997'' is solid proof that Administrivia/TropesAreNotBad. Even though most never realized it, the multiplayer mode in this game checks off all the criteria -- it was thrown in at the last minute without Nintendo or even higher-ups at Rare knowing, and almost didn't even make it into the final product until they relented and agreed it wasn't worth the trouble of removing it. it considering how late the game already was. It would wind up becoming one of the most beloved features of the game and proved the viability of multiplayer in a first-person shooter.shooter on consoles. Only on closer inspection do the signs become more obvious: the multiplayer wasn't advertised anywhere on the box aside from the obligatory player count specification, the stages are lifted from the single player mode which were clearly not designed to be deathmatch arenas, and while there are a number of customization options, it's fairly lacking in depth compared to a game that would have made it a priority. And [[GameBreaker Oddjob]] is playable in multiplayer, despite the game not allowing you to shoot him with free-aimed shots.



* Want to play the original ''VideoGame/Splatoon1'' with people locally using a single Wii U console? Well, while the usual Turf War and Ranked Battle modes aren't an option, there's a two-player mode called Battle Dojo with an exclusive mode called Baloon Battle. One person looks at the TV and the other looks at the Game Pad and each try to pop more balloons than their opponent in five minutes. The TV user will have to put together [[https://splatoonus.tumblr.com/post/120246428234/one-of-our-scientists-has-made-a-rather-stunning this lovely monstrosity]] if they want motion controls, since the Wii U's Pro Controller doesn't have them. Future entries would nix single-unit multiplayer entirely.

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* Want to play the original ''VideoGame/Splatoon1'' with people is an interesting example, since it's already a competitive multiplayer game. However, if you want to play locally using a single Wii U console? Well, while console, the usual Turf War and Ranked Battle modes aren't an option, option. Instead, there's a two-player mode called Battle Dojo with an exclusive mode called Baloon Battle. One Dojo, where one person looks at the TV and the other looks at the Game Pad and each try to pop more balloons than their opponent in five minutes.opponent. The TV user will have to put together [[https://splatoonus.tumblr.com/post/120246428234/one-of-our-scientists-has-made-a-rather-stunning this lovely monstrosity]] if they want motion controls, since the Wii U's Pro Controller doesn't have them. Future entries would nix single-unit multiplayer entirely.It's not a terrible gameplay mode, mind you, but it's telling that when advertising the mode, the narrator in the Splatoon Direct [[https://youtu.be/kQsZPYB0vMw?t=1330 repeatedly states that it's best as a training tool for the online multiplayer]].
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None


* Want to play the original ''VideoGame/Splatoon1'' with people locally using a single Wii U console? Well, while the usual Turf War and Ranked Battle modes aren't an option, there's a two-player mode called Battle Dojo ready and waiting for you. One person looks at the TV and the other looks at the Game Pad and each try to... pop more balloons than their opponent. Oh, and the TV user will have to put together [[https://splatoonus.tumblr.com/post/120246428234/one-of-our-scientists-has-made-a-rather-stunning this lovely monstrosity]] if they want motion controls, since the Wii U's Pro Controller doesn't have them. Future entries would nix single-unit multiplayer entirely.

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* Want to play the original ''VideoGame/Splatoon1'' with people locally using a single Wii U console? Well, while the usual Turf War and Ranked Battle modes aren't an option, there's a two-player mode called Battle Dojo ready and waiting for you. with an exclusive mode called Baloon Battle. One person looks at the TV and the other looks at the Game Pad and each try to... to pop more balloons than their opponent. Oh, and the opponent in five minutes. The TV user will have to put together [[https://splatoonus.tumblr.com/post/120246428234/one-of-our-scientists-has-made-a-rather-stunning this lovely monstrosity]] if they want motion controls, since the Wii U's Pro Controller doesn't have them. Future entries would nix single-unit multiplayer entirely.
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* Want to play ''VideoGame/{{Splatoon}}'' with people in the same room? Well there's a same-device multiplayer mode, but it's a 2-player mode where one person looks at the TV and the other looks at the Game Pad and each try to pop more balloons than their opponent, instead of making use of the fluid physics and territorial control that the game is best known for. If you wanna paint to win, everyone will need their own Wii U and own TV, and link up via a LAN router. Fixed somewhat in ''VideoGame/{{Splatoon 2}}'', which nixes single-unit multiplayer but since the UsefulNotes/NintendoSwitch has a handheld mode, as long as everyone has a Switch and the game there's no need for additional hardware in order to play together. Even then, players will not earn any rewards from playing in local multiplayer (likely as an AntiGrinding feature to force people to play in online public lobbies).

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* Want to play ''VideoGame/{{Splatoon}}'' the original ''VideoGame/Splatoon1'' with people in locally using a single Wii U console? Well, while the same room? Well usual Turf War and Ranked Battle modes aren't an option, there's a same-device multiplayer mode, but it's a 2-player two-player mode where one called Battle Dojo ready and waiting for you. One person looks at the TV and the other looks at the Game Pad and each try to to... pop more balloons than their opponent, instead of making use of opponent. Oh, and the fluid physics and territorial control that the game is best known for. If you wanna paint to win, everyone TV user will need their own have to put together [[https://splatoonus.tumblr.com/post/120246428234/one-of-our-scientists-has-made-a-rather-stunning this lovely monstrosity]] if they want motion controls, since the Wii U and own TV, and link up via a LAN router. Fixed somewhat in ''VideoGame/{{Splatoon 2}}'', which nixes U's Pro Controller doesn't have them. Future entries would nix single-unit multiplayer but since the UsefulNotes/NintendoSwitch has a handheld mode, as long as everyone has a Switch and the game there's no need for additional hardware in order to play together. Even then, players will not earn any rewards from playing in local multiplayer (likely as an AntiGrinding feature to force people to play in online public lobbies).entirely.
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* ''VideoGame/GoldenEye1997'' is solid proof that Administrivia/TropesAreNotBad. Even though most never realized it, the multiplayer mode in this game checks off all the criteria -- it was thrown in at the last minute without Nintendo or Rare knowing, and almost didn't even make it into the final product until they relented and agreed it wasn't worth the trouble of removing it. It would wind up becoming one of the most beloved features of the game and proved the viability of multiplayer in a first-person shooter. Only on closer inspection do the signs become more obvious: the multiplayer wasn't advertised anywhere on the box aside from the obligatory player count specification, the stages are lifted from the single player mode which were clearly not designed to be deathmatch arenas, and while there are a number of customization options, it's fairly lacking in depth compared to a game that would have made it a priority. And [[GameBreaker Oddjob]] is playable in multiplayer, despite the game not allowing you to properly point your weapon at someone that short.

to:

* ''VideoGame/GoldenEye1997'' is solid proof that Administrivia/TropesAreNotBad. Even though most never realized it, the multiplayer mode in this game checks off all the criteria -- it was thrown in at the last minute without Nintendo or Rare knowing, and almost didn't even make it into the final product until they relented and agreed it wasn't worth the trouble of removing it. It would wind up becoming one of the most beloved features of the game and proved the viability of multiplayer in a first-person shooter. Only on closer inspection do the signs become more obvious: the multiplayer wasn't advertised anywhere on the box aside from the obligatory player count specification, the stages are lifted from the single player mode which were clearly not designed to be deathmatch arenas, and while there are a number of customization options, it's fairly lacking in depth compared to a game that would have made it a priority. And [[GameBreaker Oddjob]] is playable in multiplayer, despite the game not allowing you to properly point your weapon at someone that short.shoot him with free-aimed shots.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/GoldenEye1997'' is solid proof that Administrivia/TropesAreNotBad. Even though most never realized it, the multiplayer mode in this game checks off all the criteria -- it was thrown in at the last minute without Nintendo or Rare knowing, and almost didn't even make it into the final product until they relented and agreed it wasn't worth the trouble of removing it. It would wind up becoming one of the most beloved features of the game and proved the viability of multiplayer in a first-person shooter. Only on closer inspection do the signs become more obvious: the multiplayer wasn't advertised anywhere on the box aside from the obligatory player count specification, the stages are lifted from the single player mode which were clearly not designed to be deathmatch arenas, and while there are a number of customization options, it's fairly lacking in depth compared to a game that would have made it a priority.

to:

* ''VideoGame/GoldenEye1997'' is solid proof that Administrivia/TropesAreNotBad. Even though most never realized it, the multiplayer mode in this game checks off all the criteria -- it was thrown in at the last minute without Nintendo or Rare knowing, and almost didn't even make it into the final product until they relented and agreed it wasn't worth the trouble of removing it. It would wind up becoming one of the most beloved features of the game and proved the viability of multiplayer in a first-person shooter. Only on closer inspection do the signs become more obvious: the multiplayer wasn't advertised anywhere on the box aside from the obligatory player count specification, the stages are lifted from the single player mode which were clearly not designed to be deathmatch arenas, and while there are a number of customization options, it's fairly lacking in depth compared to a game that would have made it a priority. And [[GameBreaker Oddjob]] is playable in multiplayer, despite the game not allowing you to properly point your weapon at someone that short.
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None

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* ''VideoGame/ResidentEvil6'' was designed primarily for 2-player co-op... except the last chapter starring Ada that was originally meant for one player. Responding to consumer complaints, Capcom patched in a barebones second player, an unnamed, generic agent that can't open chests or doors yet can somehow [[SpecialEffectFailure warp directly to where Ada is after she uses her grappling hook]].
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Up To Eleven is a defunct trope


** This makes a return in ''VideoGame/NewSuperMarioBros2'' with the same mix and retains every example from its related entries. Curiously enough, the game adds another advantage and disadvantage each: Playing co-op doubles the amount of coins earned at the end of each level, which is kind of pointless since this game takes coin gathering UpToEleven, but the camera only follows whichever player is the current leader, Sonic & Tails-style. The latter is particularly stupid as each player are no longer limited to sharing a single screen and said leader status can be stolen, either by [[VideoGameCrueltyPotential ground pounding or killing the leader]] or simply getting to a checkpoint or stage transition first.

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** This makes a return in ''VideoGame/NewSuperMarioBros2'' with the same mix and retains every example from its related entries. Curiously enough, the game adds another advantage and disadvantage each: Playing co-op doubles the amount of coins earned at the end of each level, which is kind of pointless since this game takes coin gathering UpToEleven, up a notch, but the camera only follows whichever player is the current leader, Sonic & Tails-style. The latter is particularly stupid as each player are no longer limited to sharing a single screen and said leader status can be stolen, either by [[VideoGameCrueltyPotential ground pounding or killing the leader]] or simply getting to a checkpoint or stage transition first.
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* VideoGame/DuckHunt: A little known fact about the game is that a second player can use the controller to control how the ducks move. The second player can use this to make the game easier or harder. If your friend decides to be a dick, good luck.

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* VideoGame/DuckHunt: ''VideoGame/DuckHunt:'' A little known fact about the game is that a second player can use the controller to control how the ducks move. The second player can use this to make the game easier or harder. If your friend decides to be a dick, good luck.
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* VideoGame/DuckHunt: A little known fact about the game is that a second player can use the controller to control how the ducks move. The second player can use this to make the game easier or harder. If your friend decides to be a dick, good luck.
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* ''Overcooked!'' Plays with this trope quite a bit.
** With one player, the game is nearly impossible. Cutting ingredients is sluggish, and in levels where you are practically required to have two players, you must control two characters individually.
** With two players, cutting ingredients is much faster, and two different characters being controlled by a different person allows for much more efficient work, overall making the game much more easier and playable.
** With three or four players, the game goes straight back into this trope. To compensate for three or even four players being able to get a lot more done in a very short time, [[FakeDifficulty the money goals to get 1, 2, or 3 stars are greatly increased.]] It seems fair on paper, since the game would otherwise be too easy, but [[FakeBalance the increased goals actually make some levels even more difficult than with two players.]] In fact, Level 6-3 is very close to impossible (if not ''outright impossible)'' with three or more players.
*** In levels where there are hazards that can cause players to die, it's much easier to accidentally knock off one of your teammates if you're playing with four players, especially if you sprint a lot.
** The final boss has no monetary goal. You simply have to feed him four entire courses of meals before the time (11:30) runs out. If you play with three players, the time is limit reduced by thirty seconds; with four players, it is reduced by a whole minute.
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what, is it no longer possible?


* ''[[VideoGame/PokemonRedAndBlue Pokémon [=FireRed=] and [=LeafGreen=]]]'' has multiplayer mini-games on the new bonus islands. Most people never even played them because they can only be played with two human players, and since the Game Boy Advance didn't have wireless functionality built in, you needed two copies of the game, two [=GBAs=], two wireless adaptors, and have the requisite Pokémon (Pikachu or Dodrio) in both players' parties to boot. Jump through all these hoops and all you get are two sub-''VideoGame/MarioParty'' button-tapping games with static sprites. The fact that you need to get an exorbitantly high score (200 points when points are given to you one at a time) in ''both'' games to get a star on your trainer card is a big reason why most trainers don't consider the stars to be worth it in the first place.

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* ''[[VideoGame/PokemonRedAndBlue Pokémon [=FireRed=] and [=LeafGreen=]]]'' has multiplayer mini-games on the new bonus islands. Most people have never even played them because they can only be played with two human players, and since the Game Boy Advance didn't have wireless functionality built in, you needed two copies of the game, two [=GBAs=], two wireless adaptors, and have the requisite Pokémon (Pikachu or Dodrio) in both players' parties to boot. Jump through all these hoops and all you get are two sub-''VideoGame/MarioParty'' button-tapping games with static sprites. The fact that you need to get an exorbitantly high score (200 points when points are given to you one at a time) in ''both'' games to get a star on your trainer card is a big reason why most trainers don't consider the stars to be worth it in the first place.
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* Also inverted in ''Videogame/{{Titanfall}}'', which was designed to be a multiplayer game first. The singleplayer 'campaign' is essentially a short lineup of AI skirmish battles with an ExcusePlot to tie them together.

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* Also inverted in ''Videogame/{{Titanfall}}'', which was designed to be a multiplayer game first. The singleplayer 'campaign' is essentially a short lineup of AI skirmish battles with an ExcusePlot to tie them together. ''VideoGame/Titanfall2'' had a critically-acclaimed single-player campaign while also expanding on the multiplayer, averting this entirely.
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** The multiplayer in ''VideoGame/TalesOfSymphonia'' can be fun, but clearly not that much thought was put into designing it. The battle camera only follows the first player, like in the single player mode, so if the party spreads out, everyone else won't be able to tell what's happening. And managing the menus is very awkward with multiple people. The camera got fixed in the [=PS2=] version... which [[NoExportForYou never left Japan]].

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** The multiplayer in ''VideoGame/TalesOfSymphonia'' can be fun, but clearly not that much thought was put into designing it. The battle camera only follows the first player, like in the single player mode, so if the party spreads out, everyone else won't be able to tell what's happening. And managing the menus is very awkward with multiple people. The camera got fixed in the [=PS2=] version... which [[NoExportForYou never left Japan]].[[LateExportForYou everyone outside of Japan got over a decade later]].

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This was standard for computer games developed before fast local network and Internet availability. Even hit networked games like ''VideoGame/CounterStrike'' were developed as an addon to a single-player campaign. On the contrary, consoles of the time (except handheld ones) had at least two controllers, so many games could offer one-player and two-player modes that stood on roughly equal grounds.

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This was standard for computer games developed before fast local network and Internet availability. Even hit networked games Many early multiple hits like ''VideoGame/CounterStrike'' were only developed as an addon or total modification to a single-player campaign. campaign game and their tacked on multiplayer modes.

On the contrary, consoles of the time (except handheld ones) had at least two controllers, so many games could offer one-player and two-player modes that stood on roughly equal grounds.

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* Console versions of ''VideoGame/FreedomFighters2003'' had a rather mediocre 2-player CaptureTheFlag mode that was quite obviously tacked on as an afterthought, using three maps recycled from single-player levels. The PC version left it out altogether.
* Despite the story offering the perfect setup for 2-player co-op, the only online multiplayer in ''VideoGame/KaneAndLynch'' is a 4-8 player bank robbery mode with no connection to the main story.



* Despite the story offering the perfect setup for 2-player co-op, the only online multiplayer in ''VideoGame/KaneAndLynch'' is a 4-8 player bank robbery mode with no connection to the main story.
* Console versions of ''VideoGame/FreedomFighters2003'' had a rather mediocre 2-player CaptureTheFlag mode that was quite obviously tacked on as an afterthought, using three maps recycled from single-player levels. The PC version left it out altogether.


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* ''VideoGame/TombRaider2013'' has a multiplayer mode, arena-style, as part of its chasing after then-current trends design philosophy. It has absolutely zero bearing with the game and as most such examples, was tacked [[ExecutiveMeddling on the demand of execs]]. Unsurprisingly, the gunplay is just flat-out terrible, since the base game was never designed for two human-controlled characters trying to shoot each other and the whole mode was panned by both critics and playerbase. Despite that and to make things even weirder, [[VideoGame/RiseOfTheTombRaider both]] [[VideoGame/ShadowOfTheTombRaider sequels]] have ever-increasing online mode, with leveling, card system and timed challenges, while keeping all the original issues.
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Renamed per TRS


* ''VideoGame/{{Battletoads}}'', as pointed out by WebVideo/TheAngryVideoGameNerd. The number of items is not adjusted, the two players can hurt each other very easily (to a downright comical degree in level 2's case), and one of the levels becomes literally [[UnwinnableByMistake Unwinnable]] in the American version because of a glitch in programming. If one of the players dies, both are sent back to the last checkpoint, and if one player runs out of lives, both are sent to the start of the level without giving the other player their lost lives back. Later ''Battletoads'' games for consoles mitigated this a little by offering an alternate two-player mode where the players can't hurt each other.

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* ''VideoGame/{{Battletoads}}'', as pointed out by WebVideo/TheAngryVideoGameNerd. The number of items is not adjusted, the two players can hurt each other very easily (to a downright comical degree in level 2's case), and one of the levels becomes literally [[UnwinnableByMistake [[UnintentionallyUnwinnable Unwinnable]] in the American version because of a glitch in programming. If one of the players dies, both are sent back to the last checkpoint, and if one player runs out of lives, both are sent to the start of the level without giving the other player their lost lives back. Later ''Battletoads'' games for consoles mitigated this a little by offering an alternate two-player mode where the players can't hurt each other.
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q->''"It's true, I'm afraid. They've gone and included one of those awful multiplayer modes that seem to be all the fashion these days. This means you and some whippersnappers can huddle round your flickering screen and play a few games that I reckon were thrown in at the last minute and will be average at best."''

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q->''"It's ->''"It's true, I'm afraid. They've gone and included one of those awful multiplayer modes that seem to be all the fashion these days. This means you and some whippersnappers can huddle round your flickering screen and play a few games that I reckon were thrown in at the last minute and will be average at best."''

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