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** Unlike [[VideoGame/KantaiCollection predecessor]] [[VideoGame/ToukenRanbu games]], writers ''stop attacking'' in damage stages unless a double attack or awakening is achieved. The problem is these events are triggered randomly.

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** Unlike [[VideoGame/KantaiCollection [[VideoGame/KanColle predecessor]] [[VideoGame/ToukenRanbu games]], writers ''stop attacking'' in damage stages unless a double attack or awakening is achieved. The problem is these events are triggered randomly.
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Compare to DisappointingLastLevel, GameplayRoulette, and UnexpectedGameplayChange. [[JustForFun/IThoughtItMeant Despite appearances]], this is not to be confused with a [[TheEngineer machinery technician who picks a lot of fights]], nor is it about [[VideoGame/StarFox Slippy Toad]], who is merely a [[TheScrappy Scrappy]] who happens to be a [[MrFixit mechanic]]. Also nothing to do with a [[VideoGame/ScrapMechanic similarly named video game]]. Can also cross with OddballInTheSeries where that one game that differentiates itself from the others in the series may stand out due to the Scrappy Mechanics it uses.

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Compare to DisappointingLastLevel, GameplayRoulette, and UnexpectedGameplayChange. [[JustForFun/IThoughtItMeant Despite appearances]], this is not to be confused with a [[TheEngineer machinery technician who picks a lot of fights]], nor is it about [[VideoGame/StarFox [[Franchise/StarFox Slippy Toad]], who is merely a [[TheScrappy Scrappy]] who happens to be a [[MrFixit mechanic]]. Also nothing to do with a [[VideoGame/ScrapMechanic similarly named video game]]. Can also cross with OddballInTheSeries where that one game that differentiates itself from the others in the series may stand out due to the Scrappy Mechanics it uses.



* ''VideoGame/MarioKart8'' started giving players Coins in their item pickups, which was neat on paper as a returning feature from ''VideoGame/SuperMarioKart'' and ''Mario Kart: Super Curcuit''. In execution, there's more than enough Coins on the tracks to hit the cap of 10 for maximum speed benefits, and having a Coin in the lead at the cap means you've got a complete and utter waste of an item while the other racers are going to get various items to ram up your now-defenseless tailpipe -- which would make you lose the Coin item if you took a hit while holding it anyway. And for extra insult to injury, Coins seem to appear more than any other item while in the lead; perhaps it's just blamable placebo, but it stops making first place a proper challenge to maintain and instead promotes letting some unlucky other player eat all the heat so you can swoop in more safely towards the end of the race.

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* ''VideoGame/MarioKart8'' started giving players Coins in their item pickups, which was neat on paper as a returning feature from ''VideoGame/SuperMarioKart'' and ''Mario Kart: Super Curcuit''.''VideoGame/MarioKartSuperCircuit''. In execution, there's more than enough Coins on the tracks to hit the cap of 10 for maximum speed benefits, and having a Coin in the lead at the cap means you've got a complete and utter waste of an item while the other racers are going to get various items to ram up your now-defenseless tailpipe -- which would make you lose the Coin item if you took a hit while holding it anyway. And for extra insult to injury, Coins seem to appear more than any other item while in the lead; perhaps it's just blamable placebo, but it stops making first place a proper challenge to maintain and instead promotes letting some unlucky other player eat all the heat so you can swoop in more safely towards the end of the race.



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* Creator/JerseyJackPinball tables sometimes have a camera below the backglass that can take photos or show a live video feed of the player at [[ParanoiaFuel unexpected moments]], which can make them uncomfortable to play for players self-conscious of how they look or are concerned about their privacy. Fortunately there is an operator toggle to disable it, and some arcades even put tape over the camera as well out of respect for their customers.

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* Creator/JerseyJackPinball tables sometimes have a camera below the backglass that can take photos or show a live video feed of the player at [[ParanoiaFuel unexpected moments]], which can make them uncomfortable to play for players self-conscious of how they look or are concerned about their privacy. Fortunately there is an operator and player toggle to disable it, and some arcades even put tape over the camera as well out of respect for their customers.

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I played a battle under such circumstances with 2 relatives back in June 2014. The experience was so miserable that I uninstalled the game for 2 years.


* ''VideoGame/MarioKart8'' started giving players Coins in their item pickups, which was neat on paper as a returning feature from ''VideoGame/SuperMarioKart''. In execution, there's more than enough Coins on the tracks to hit the cap of 10 for maximum speed benefits, and having a Coin in the lead at the cap means you've got a complete and utter waste of an item while the other racers are going to get various items to ram up your now-defenseless tailpipe -- which would make you lose the Coin item if you took a hit while holding it anyway. And for extra insult to injury, Coins seem to appear more than any other item while in the lead; perhaps it's just blamable placebo, but it stops making first place a proper challenge to maintain and instead promotes letting some unlucky other player eat all the heat so you can swoop in more safely towards the end of the race.

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* ''VideoGame/MarioKart8'' started giving players Coins in their item pickups, which was neat on paper as a returning feature from ''VideoGame/SuperMarioKart''.''VideoGame/SuperMarioKart'' and ''Mario Kart: Super Curcuit''. In execution, there's more than enough Coins on the tracks to hit the cap of 10 for maximum speed benefits, and having a Coin in the lead at the cap means you've got a complete and utter waste of an item while the other racers are going to get various items to ram up your now-defenseless tailpipe -- which would make you lose the Coin item if you took a hit while holding it anyway. And for extra insult to injury, Coins seem to appear more than any other item while in the lead; perhaps it's just blamable placebo, but it stops making first place a proper challenge to maintain and instead promotes letting some unlucky other player eat all the heat so you can swoop in more safely towards the end of the race.race.
**At launch, ''Mario Kart 8'' had no option to display the map or the opponents' positions on the TV, instead making it a [=GamePad=]-only feature, which became a big problem in multiplayer offline Battles, if one player used the [=GamePad=] while the others had to use other controllers. This resulted in the Gamepad player knowing where the opponents were, while the other players didn't, giving the [=GamePad=] player a monumentally big advantage over the other players. An update was released 3 months later that did allow TV map view.
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* In ''VideoGame/ChicoryAColorfulTale'', progressing in Grub Depths requires you to rely on giant hermit crabs, who can be herded using the brush. However, their movement can be rather erratic as you can't really control how they go about cleaning the paint up and you also have to deal with other mechanics like making sure you blow up the paint-activated bombs at the right time.
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Not to be confused with a mechanic who is TheScrappy. Or a mechanic who actually is [[Franchise/ScoobyDoo Scrappy]].

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[[JustForFun/IThoughtItMeant Not to be confused with with]] a mechanic who is TheScrappy. Or a mechanic who actually is [[Franchise/ScoobyDoo Scrappy]]. [[OverlyLongGag Or the]] game ''VideoGame/ScrapMechanic''.
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* ''VideoGame/GhostReconBreakpoint'' came with a few, in part due to its attempts to [[GenreShift change the series]] into a LooterShooter with RPGElements similar to sister series ''VideoGame/TheDivision''.
** Despite their intent, the gear system feels tacked on, not really providing any sort of meaningful progression except as an excuse to [[ForcedLevelGrinding lock you out of certain quests]] or [[BribingYourWayToVictory entice you to buy gear and XP boosters]]. Also, despite the intent of the gear score system making it much more dangerous to take on enemies above your level, since enemies above your level have a gradually-increased chance of instantly killing you, it still feels pointless in practice since the player can just as easily return the favor on any human enemies by just [[BoomHeadshot aiming for the head]]. This was notably the focus of one of the biggest changes made to the game with the "Ghost Experience" update, which added the option of an "Immersive" mode: no gear score, outfit pieces are cosmetic, weapons can only be swapped out with what enemies drop or at safe zones if you have the blueprint, and with other toggle options for things like reducing or eliminating the HUD outright or [[OneBulletClips losing every bullet in the magazine with a reload]].
** The lack of AI teammates until an update in July 2020 meant solo players are often at a distinct disadvantage with no backup and making the world feel even more empty and lifeless.
** Even when playing in co-op, the respawning system has its issues, usually spawning players several hundred meters away from each other without regard for the terrain between them, such as placing a player on the other side of a cliff that cannot be traversed except by going half a kilometer around it.
** Drones in general. Aerial ones are hard to hit - Azraels can be taken out with [[GlassCannon one or two sniper rifle bullets]] but fly high enough that that's basically all you ''can'' reach them with, Murmurs and Sky Cherubim flit around at high speeds as soon as there's so much as a hint that there's an intruder - and the ground-based ones are all [[IncrediblyDurableEnemies damage sponges]] even ''if'' you can hit their weak point.
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* ''VideoGame/HelloNeighbor'' has platforming mechanics. In several sections the player is forced to do platforming sections and even stack boxes that are subject to in-game physics. The jumping physics coupled with the level design make it easy to miss jumps, plus the stacked boxes tend to topple very easily. As the development of the game progressed, the stealth mechanics took a backseat as platforming was more emphasized.
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For a sometimes overlapping SisterTrope, see ThatOneRule. Contrast AntiFrustrationFeatures, which are intentionally included to avoid this kind of feeling, and UnderusedGameMechanic, for good game mechanics that don't get used as much as players hope. See also SalvagedGameplayMechanic, the equivalent to RescuedFromTheScrappyHeap.

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For a sometimes overlapping SisterTrope, see ThatOneRule.ThatOneRule, which is about mechanics/rules that are complicated or confusing. Contrast AntiFrustrationFeatures, which are intentionally included to avoid this kind of feeling, and UnderusedGameMechanic, for good game mechanics that don't get used as much as players hope. See also SalvagedGameplayMechanic, the equivalent to RescuedFromTheScrappyHeap.
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* The [[NoFairCheating TILT]] mechanic and associated "tilt warning" system is an example that's well-intentioned, by discouraging players from being rough with the machine, but tends to be ill-implemented in practice. Basically, if you nudge the table hard enough such that the pendulum that's part of the tilt mechanism hits the ring surrounding it, you will be warned about your reckless play, and after a certain number of warnings, you get a "TILT" penalty -- your ball is voided and so are any end-of-ball bonuses. The problems are that it can be difficult to tell how much you can nudge the machine (e.g. for some ball-saving techniques) without triggering a tilt warning, ''and'' most pinballs do not show how many warnings you have before you trigger a TILT.

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* The [[NoFairCheating TILT]] mechanic and associated "tilt warning" system is an example that's well-intentioned, by discouraging players from being rough with the machine, but tends to be ill-implemented in practice. Basically, if you nudge the table hard enough such that the pendulum that's part of the tilt mechanism hits the ring surrounding it, you will be warned about your reckless play, and after a certain number of warnings, you get a "TILT" penalty -- your ball is voided and so are any end-of-ball bonuses. The problems are that it can be difficult to tell how much you can nudge the machine (e.g. for some ball-saving techniques) without triggering a tilt warning, ''and'' most while some pinballs do not will show you how many tilt warnings you have before you trigger a TILT.are left, others ''do not'', meaning the only way to know is through quarter-munching TrialAndErrorGameplay.
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** Unlike [[VideoGame/KantaiCollection predecessor]] [[VideoGame/ToukenRanbu games]], writers ''stop attacking'' in damage stages unless a double attack or awakening is achieved. The problem is these events are triggered randomly.



** Any event with a card-flipping mechanic. It is a total LuckBasedMission – your writers' strength and level are completely irrelevant, what matters is whether or not you don't end up flipping an enemy card. Doing so will fail the battle, wipe whatever streak bonus you have, and more often than not deplete your writers' HP to the point of damage. To top it off, entering this map and thus getting any event points at all requires a consumable pass, which ''[[RandomNumberGod randomly]]'' drops on normal maps.

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** Any event with a card-flipping mechanic. It is a total LuckBasedMission – your writers' strength and level are completely irrelevant, what matters is whether or not you don't end up flipping an enemy card. Doing so will fail the battle, wipe whatever streak bonus you have, and more often than not deplete your writers' HP to the point of damage. To top it off, entering this map and thus getting any event points at all requires a consumable pass, which ''[[RandomNumberGod randomly]]'' drops on normal maps. It's very telling that only two events have ever had this mechanic.
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* The map system in ''VideoGame/{{Siren}}'', since it doesn't show you where you or your follower are on it. Instead, you have to match landmarks on the map (which are named), to your surroundings to locate yourself. Adding to the frustration of this is that every level is either dark or foggy, that the game borders on being a StealthBasedGame where you can die in only a couple of hits, and that most levels are [[EscortMission Escort Missions]], meaning not only is getting your bearings difficult but also puts you and your [[ArtificialStupidity very stupid AI partner]] in constant danger.

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* The map system in ''VideoGame/{{Siren}}'', the 'VideoGame/SirenGames'', since it doesn't show you where you or your follower are on it. Instead, you have to match landmarks on the map (which are named), to your surroundings to locate yourself. Adding to the frustration of this is that every level is either dark or foggy, that the game borders on being a StealthBasedGame where you can die in only a couple of hits, and that most levels are [[EscortMission Escort Missions]], meaning not only is getting your bearings difficult but also puts you and your [[ArtificialStupidity very stupid AI partner]] in constant danger.
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* ''ScrappyMechanic/WorldOfWarcraft''
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For a sometimes overlapping SisterTrope, see ThatOneRule. Contrast AntiFrustrationFeatures, which are intentionally included to avoid this kind of feeling, and UnderusedGameMechanic, for good game mechanics that don't get used as much as players hope.

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For a sometimes overlapping SisterTrope, see ThatOneRule. Contrast AntiFrustrationFeatures, which are intentionally included to avoid this kind of feeling, and UnderusedGameMechanic, for good game mechanics that don't get used as much as players hope.
hope. See also SalvagedGameplayMechanic, the equivalent to RescuedFromTheScrappyHeap.
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* ''ScrappyMechanic/{{Starfield}}''
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** ''ScrappyMechanic/FinalFantasyXIV''
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* The [[NoFairCheating TILT]] mechanic and associated "tilt warning" system is an example that's well-intentioned, by discouraging players from being rough with the machine, but tends to be ill-implemented in practice. Basically, if you nudge the table hard enough such that the pendulum that's part of the tilt mechanism hits the ring surrounding it, you will be warned about your reckless play, and after a certain number of warnings, you get a "TILT" penalty -- your ball is voided and so are any end-of-ball bonuses. The problems are that it can be difficult to tell how much you can nudge the machine (e.g. for some ball-saving techniques) without triggering a tilt warning, ''and'' most pinballs do not show how many warnings you have before you trigger a TILT.
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** The Chaos system. Now, the KarmaMeter in general tends to be a spotty thing in videogames, but the Chaos system is particularly grating for two reasons. Firstly, as the game boasts, the Chaos system directly affects the game-world... by making it become a CrapsackWorld. Even in the medium Chaos path, the game tries to hit the player with a serious YouBastard effect. The darkness of the high Chaos path is so much that several of the loading screen tips actively warn players against pursuing that route. This would be bad enough, but then there's reason number two: the game's most interesting and innovative features are all ''combat based''. And combat is how Chaos is raised, due to the player leaving dead opponents behind and their bodies getting eaten by [[ThePlague plague rats]]. So, a player who doesn't want to get high Chaos has to forfeit playing around with all of the cool tricks that the game advertises, such as intricate sword duels, using traps, summoning rat swarms, etc. Add in some rather counter-intuitive aspects to Chaos (for example, killing the [[TechnicallyLivingZombie Weepers]] raises Chaos, despite that this is arguably a mercy and protects those who haven't been infected) and how strict it is (if the total of surviving humans drop below 80% ''at any point'', your Chaos rises to medium level).

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** The Chaos system. Now, the KarmaMeter in general tends to be a spotty thing in videogames, but the Chaos system is particularly grating for two reasons. Firstly, as the game boasts, the Chaos system directly affects the game-world... by making it become a CrapsackWorld. Even in the medium Chaos path, the game tries to hit the player with a serious YouBastard effect. The darkness of the high Chaos path is so much that several of the loading screen tips actively warn players against pursuing that route. This would be bad enough, but then there's reason number two: the game's most interesting and innovative features are all ''combat based''. And combat is how Chaos is raised, due to the player leaving dead opponents behind and their bodies getting eaten by [[ThePlague plague rats]]. So, a player who doesn't want to get high Chaos has to forfeit playing around with all of the cool tricks that the game advertises, such as intricate sword duels, using traps, summoning rat swarms, etc. Add in some rather counter-intuitive aspects to Chaos (for example, killing the [[TechnicallyLivingZombie Weepers]] raises Chaos, despite that this is arguably a mercy and protects those who haven't been infected) and how strict it is (if the total of surviving humans drop below 80% ''at any point'', your Chaos rises to medium level). The sequel itself mitigates this by having much more varied options in dealing with enemies nonlethally.
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*''ScrappyMechanic/{{Ninjala}}''
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** The hidden "maintenance zone" barricades in later parts of the Story Mode in ''Maximum Tune 2'' is what caused its difficulty spike (possibly to mitigate the difficulty of the considerably-easier predecessor), and became a source of contention amongst some players, as unwary players could crash on them and lose the races rather easily. ''Maximum Tune 3'' removed this to alleviate the difficulty.
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* Every pinball machine that provides unlimited balls but only allows you to play until time runs out--''Pinball/JamesBond007'', ''Pinball/FlipperFootball'', and ''Pinball/SafeCracker''--have all bombed in sales and were unpopular with people passing by putting coins in to play. (A fourth one, ''Goin' Nuts'', was scrapped before it could even be sold.) For all of these cases, the reason is the same: Newcomers get destroyed until they run out of time, whereas people dedicated to playing them well could learn to exploit time bonuses and play for way longer than it would remain interesting. ''Safe Cracker'' has since been VindicatedByHistory when individuals bought used machines for personal use and they didn't have to worry about paying per game, however.

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* Every pinball machine that provides unlimited balls but only allows you to play until time runs out--''Pinball/JamesBond007'', out--''Pinball/JamesBond007Gottlieb'', ''Pinball/FlipperFootball'', and ''Pinball/SafeCracker''--have all bombed in sales and were unpopular with people passing by putting coins in to play. (A fourth one, ''Goin' Nuts'', was scrapped before it could even be sold.) For all of these cases, the reason is the same: Newcomers get destroyed until they run out of time, whereas people dedicated to playing them well could learn to exploit time bonuses and play for way longer than it would remain interesting. ''Safe Cracker'' has since been VindicatedByHistory when individuals bought used machines for personal use and they didn't have to worry about paying per game, however.
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** Infamously, unlocking the ''Aftermath'' campaign in ''Judgement''. A DLC-length bonus campaign that follows what Baird was up to during his absence for part of ''Gears of War 3'', it lacks the arcade elements of the main game and plays much more like a traditional ''Gears of War'' campaign, and is considered by most fans to be the best thing about ''Judgement''. The way you unlock it however is to complete the main ''Judgement'' campaign, which is fair, but also while earning at least 40 stars from challenges, which is something you can miss if you aren't bothered about completing them. And when you do unlock ''Aftermath'', it is with a generic unlock popup that you are probably used to just skipping through. It isn't massively surprising that a lot of players ended up not even realising that ''Aftermath'' exists.
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* ''L.A. Rush'': The cars cannot be customized by the player's choice like in ''VideoGame/NeedForSpeed''. They're automatically modified by West Coast Customs. While some of them like Chevrolet Impala 1964, Chevrolet Camaro SS 1969 [=Mk.1=] or Chevelle SS 1970 look cool, JDM cars like Sentra SE-R ([=B12=]) Nissan [=240SX=] [=S13=] or Skyline GT-R [=R34=] look [[RiceBurner ricer]]. And there's no any way to change colors of the cars (not even a trainer or a third party program) [[MyRulesAreNotMyRules even through rivals can be seen in different colors.]]
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* ''ScrappyMechanic/MagicTheGathering''

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