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** ''[[VideoGame/FireEmblemAkaneia Fire Emblem Gaiden]]'' holds this distinction. While the others are completely linear games where you go from one chapter to another, this one has a map you move around on, which wouldn't be so bad if it wasn't because of the ForcedLevelGrinding you need to do every often in a while (On a series that usually has no LevelGrinding at all). Furthermore, UnbreakableWeapons is NOT {{averted|Trope}} (When the series does) and magic is CastFromHitPoints (Instead of being regular weapons that hit another defense stat). Furthermore, you face off monsters often, instead of just humans aside from some bosses/EliteMooks. And there's a weak "Villager" class that can promote to one of the "normal" base classes. Most of these ideas were recycled for ''The Sacred Stones''.

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** ''[[VideoGame/FireEmblemAkaneia Fire Emblem Gaiden]]'' holds this distinction. While the others are completely linear games where you go from one chapter to another, this one has a map you move around on, which wouldn't be so bad if it wasn't because of the ForcedLevelGrinding you need to do every often in a while (On a series that usually has no LevelGrinding at all). Furthermore, UnbreakableWeapons is NOT {{averted|Trope}} (When the series does) and magic is CastFromHitPoints (Instead of being regular weapons that hit another defense stat). Furthermore, you face off monsters often, instead of just humans aside from some bosses/EliteMooks. And there's a weak "Villager" class that can promote to one of the "normal" base classes. Most of these ideas were recycled for ''The Sacred Stones''. It's also the only game in the entire series to never use the classic theme song in any form.
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*** There's also ''VideoGame/Persona4Arena'' and ''[[VideoGame/Persona4Arena Ultimax]]'', {{Fighting Game}}s [[ExactlyWhatItSaysOnTheTin based on]] ''VideoGame/Persona4'' (with some extra characters from ''VideoGame/{{Persona 3}}'').

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*** There's also ''VideoGame/Persona4Arena'' and ''[[VideoGame/Persona4Arena ''[[VideoGame/Persona4ArenaUltimax Ultimax]]'', {{Fighting Game}}s [[ExactlyWhatItSaysOnTheTin based on]] ''VideoGame/Persona4'' (with some extra characters from ''VideoGame/{{Persona 3}}'').
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*** The final ''Persona 4'' continuation/spin-off was ''VideoGame/Persona4DancingAllNight''. It's a rhythm game. The usual disappearances and fighting off shadows is involved, but with dancing.

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*** The final ''Persona 4'' continuation/spin-off was ''VideoGame/Persona4DancingAllNight''. It's a rhythm game. The usual supernatural shenanigans (such as mysterious disappearances and fighting off shadows is shadows) are involved, but with dancing.
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** ''VideoGame/ShinMegamiTenseiStrangeJourney'' is another minor main series example with regard to theme; you're fighting to ''prevent'' an apocalypse, instead of already being in one. It's also the only mainline game to avert TokyoIsTheCenterOfTheUniverse (instead, it's set in MysteriousAntarctica) and have mostly non-Japanese human characters.

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** ''VideoGame/ShinMegamiTenseiStrangeJourney'' is another minor main series example with regard to theme; you're fighting to ''prevent'' an apocalypse, instead of already being in one. It's also the only mainline game to have a mostly non-Japanese cast (this time, your team is an international task force) and avert TokyoIsTheCenterOfTheUniverse (instead, it's set in MysteriousAntarctica) and have mostly non-Japanese human characters.MysteriousAntarctica).

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Well, it looks like SMT IV has ditched the first person stuff too. Also, negotiations and demon enemies are also in Persona 2 and 5.


* ''Franchise/ShinMegamiTensei'' is mainly a bunch of turn-based, NintendoHard [=RPGs=]. Then you have ''VideoGame/RaidouKuzunohaVsTheSoullessArmy'', which has an action-based battle system.
** There was also a UsefulNotes/VirtualBoy spinoff titled Jack Bros, which was a top-down action game.
** ''VideoGame/ShinMegamiTenseiIIINocturne'' is a minor example in the main series thematically, ditching all of the {{Cyberpunk}} aspects of the first two games (your character being half-demon, there's no need for a COMP to translate or summon demons) to make it a straight post-apocalyptic fantasy game instead. It also ditched the 1st person dungeon crawling aspect, which would return in ''[[VideoGame/ShinMegamiTenseiStrangeJourney Strange Journey]]''.
** The first game in the ''VideoGame/{{Persona}}'' series could be seen as this, due to EarlyInstallmentWeirdness keeping a lot of gameplay aspects from the main ''Franchise/ShinMegamiTensei'' series (like 1st person dungeon crawling, demons as enemies instead of the series' signature Shadows, and having to negotiate with demons to get materials for fusing personae) that were excised with the second game.
** There's also ''VideoGame/Persona4Arena'', a FightingGame [[ExactlyWhatItSaysOnTheTin based on the 4th game]] (with some extra characters from ''VideoGame/{{Persona 3}}''.)
** Next in the series of Persona 4 continuations/spin-offs is ''VideoGame/Persona4DancingAllNight''. It's a rhythm game. The usual disappearances and fighting off shadows is involved, but with dancing.
** ''VideoGame/PersonaQShadowOfTheLabyrinth'' is basically "''VideoGame/EtrianOdyssey'' [[RecycledInSpace with Persona3/4 characters]]"

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* ''Franchise/ShinMegamiTensei'' ''Franchise/ShinMegamiTensei'':
** The franchise
is mainly a bunch of turn-based, NintendoHard [=RPGs=]. Then you have ''VideoGame/RaidouKuzunohaVsTheSoullessArmy'', ''VideoGame/RaidouKuzunohaVsTheSoullessArmy'' and its [[VideoGame/RaidouKuzunohaVsKingAbaddon sequel]], which has have an action-based battle system.
** There was also a UsefulNotes/VirtualBoy spinoff titled Jack Bros, ''Jack Bros.'', which was a top-down action game.
** ''VideoGame/ShinMegamiTenseiIIINocturne'' is a minor example in the main series thematically, ditching all of the {{Cyberpunk}} aspects of the first two other games (your character being half-demon, there's no need for a COMP to translate or summon demons) to make it a straight post-apocalyptic fantasy game instead. It also ditched the 1st person dungeon crawling aspect, which would return in ''[[VideoGame/ShinMegamiTenseiStrangeJourney Strange Journey]]''.
instead.
** The first game in the ''VideoGame/{{Persona}}'' ''VideoGame/ShinMegamiTenseiStrangeJourney'' is another minor main series example with regard to theme; you're fighting to ''prevent'' an apocalypse, instead of already being in one. It's also the only mainline game to avert TokyoIsTheCenterOfTheUniverse (instead, it's set in MysteriousAntarctica) and have mostly non-Japanese human characters.
** ''[[Franchise/ShinMegamiTenseiPersona Persona]]'':
*** ''VideoGame/Persona1''
could be seen as this, as it has several features (many of which were due to EarlyInstallmentWeirdness keeping a lot of gameplay aspects from the main ''Franchise/ShinMegamiTensei'' series (like 1st person ''SMT'' series), such as 1st-person dungeon crawling, demons as enemies instead of the series' signature Shadows, crawling and having to negotiate with demons to get materials for fusing personae) a grid-based battle system, that were excised with the second game.
**
are completely absent in subsequent ''Persona'' games.
***
There's also ''VideoGame/Persona4Arena'', a FightingGame ''VideoGame/Persona4Arena'' and ''[[VideoGame/Persona4Arena Ultimax]]'', {{Fighting Game}}s [[ExactlyWhatItSaysOnTheTin based on the 4th game]] on]] ''VideoGame/Persona4'' (with some extra characters from ''VideoGame/{{Persona 3}}''.)
** Next in the series of Persona 4 continuations/spin-offs is
3}}'').
*** The final ''Persona 4'' continuation/spin-off was
''VideoGame/Persona4DancingAllNight''. It's a rhythm game. The usual disappearances and fighting off shadows is involved, but with dancing.
** *** ''VideoGame/PersonaQShadowOfTheLabyrinth'' is basically "''VideoGame/EtrianOdyssey'' [[RecycledInSpace with Persona3/4 characters]]"with]] ''[[RecycledInSpace Persona 3/4]]'' [[RecycledInSpace characters]]".


* ''VideoGame/ArmoredCore: Nine Breaker'', the [[ArcNumber ninth]] entry in the ''Armored Core'' series is particularly odd duck even for an ''Armored Core'' game. It has no plot to it -- at all -- and is simply 250~ tests designed to access how well you understand the game play mechanics of ''Armored Core''. Yes, the '''ninth''' iteration of the series is an in-depth tutorial for a game engine that hasn't changed one iota from its very first incarnation. Some of the actual tests are NintendoHard, the arena is pathetic, you can buy or earn all the parts introduced in ''Nine Breaker'' in ''Last Raven'' anyway so there's no need to even play it for ''that'' and the mission where you actually fight Nine Ball, the selling of the game, is only unlocked after you've beaten every other test in the game. Why was it even released? [[TheyJustDidntCare Maybe From Software needed the money]]?

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* ''VideoGame/ArmoredCore: Nine Breaker'', the [[ArcNumber ninth]] entry in the ''Armored Core'' series is particularly odd duck even for an ''Armored Core'' game. It has no plot to it -- at all -- and is simply 250~ tests designed to access how well you understand the game play mechanics of ''Armored Core''. Yes, the '''ninth''' iteration of the series is an in-depth tutorial for a game engine that hasn't changed one iota from its very first incarnation. Some of the actual tests are NintendoHard, the arena is pathetic, you can buy or earn all the parts introduced in ''Nine Breaker'' in ''Last Raven'' anyway so there's no need to even play it for ''that'' and the mission where you actually fight Nine Ball, the selling of the game, is only unlocked after you've beaten every other test in the game. Why was it even released? [[TheyJustDidntCare Maybe From Software needed the money]]?released?

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** While generally much better received than ''Gaiden'' and ''VideoGame/FireEmblemTheSacredStones'', the [[VideoGame/FireEmblemJugdral Jugdral games]] both had a number of unique features. The first, ''Genealogy of the Holy War'', had ridiculously large and sprawling levels in which multiple castles had to be captured and there were at least as many bosses in each level as there were castles, the arena was a function in your castle in which there were a given set of enemies for each level (instead of being infinite and random), each character had their own supply of money and items couldn't be traded; also, you [[{{Shipping}} paired up]] your units in the first half of the game and played as their children in the second half. Many of these units also had "[[HeroicLineage Holy Blood]]". While Holy Blood was naturally still present in ''Thracia 776'' (as it was set in the same world and had some of the same characters), everything else introduced in the previous game was scrapped and never came back. However, a bunch of other new features were added. The Build stat, determining the size of a unit, was introduced, and both Build and Movement had growth rates and could potentially increase when leveling up. Large enough units could rescue smaller allied units and could capture enemy units after defeating them, and a captured enemy could be "traded" with (read: stripped of its items) before being released (at which point they'd die)...or ''not'' released, as many recruitable enemies had to be captured and kept in order to get them to join. It also was the first game to have gaiden chapters that could be unlocked by fulfilling certain requirements, and most of these chapters were full of [[FogOfWar darkness]], as was one regular chapter. Also, some units had "movement stars", which gave them a random chance of being able to act twice in one turn, and all units except the main character had a fatigue meter that went up every time they engaged in combat or used a staff, which could only be reset by sitting out a chapter or having a certain item in their inventory, and if their fatigue exceeded their max HP, they'd be forced to sit out a chapter. Rescuing allies, fog of war, and gaiden chapters all became staples of the series. Capturing enemies, growth rates for Build and Move, Movement Stars and fatigue meters didn't, and none of these were ever seen again.
** ''Nine'' entries later, capturing enemies finally returned, albeit with ''drastically'' altered mechanics. While the capturing unit still takes a penalty to hit chance when trying to capture, the units are immediately sent to a prison back in the base when captured, where they can be recruited via negotiation or bribery, and only certain units have the ability to capture enemies. The shipping aspects of ''Genealogy of the Holy War'' also returned in ''Awakening'', though the parents remain present throughout the story.

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** While generally much better received than ''Gaiden'' and ''VideoGame/FireEmblemTheSacredStones'', the [[VideoGame/FireEmblemJugdral Jugdral games]] both had a number of unique features. The first, ''Genealogy of the Holy War'', had ridiculously large and sprawling levels in which multiple castles had to be captured and there were at least as many bosses in each level as there were castles, the arena was a function in your castle in which there were a given set of enemies for each level (instead of being infinite and random), each character had their own supply of money and items couldn't be traded; also, you [[{{Shipping}} paired up]] your units in the first half of the game and played as their children in the second half. Many of these units also had "[[HeroicLineage Holy Blood]]". Blood]]." While Holy Blood was naturally still present in ''Thracia 776'' (as it was set in the same world and had some of the same characters), everything else introduced in the previous game was scrapped and never came back. However, a bunch of other new features were added. The Build stat, determining the size of a unit, was introduced, and both Build and Movement had growth rates and could potentially increase when leveling up. Large enough units could rescue smaller allied units and could capture enemy units after defeating them, and a captured enemy could be "traded" with (read: stripped of its items) before being released (at which point they'd die)...or ''not'' released, as many recruitable enemies had to be captured and kept in order to get them to join. It also was the first game to have gaiden chapters that could be unlocked by fulfilling certain requirements, and most of these chapters were full of [[FogOfWar darkness]], as was one regular chapter. Also, some units had "movement stars", stars," which gave them a random chance of being able to act twice in one turn, and all units except the main character had a fatigue meter that went up every time they engaged in combat or used a staff, which could only be reset by sitting out a chapter or having a certain item in their inventory, and if their fatigue exceeded their max HP, they'd be forced to sit out a chapter. Rescuing allies, fog of war, and gaiden chapters all became staples of the series. Capturing enemies, growth rates for Build and Move, Movement Stars and fatigue meters didn't, and none of these were ever seen again.
** ''Nine'' ''[[VideoGame/FireEmblemFates Nine]]'' [[VideoGame/FireEmblemFate entries later, later]], capturing enemies finally returned, albeit with ''drastically'' altered mechanics. While the capturing unit still takes a penalty to hit chance when trying to capture, the units are immediately sent to a prison back in the base when captured, where they can be recruited via negotiation or bribery, and only certain units have the ability to capture enemies. The shipping aspects of ''Genealogy of the Holy War'' also returned in ''Awakening'', though the parents remain present throughout the story.



* The VideoGame/PacMan franchise also had ''Pinball/BabyPacMan'', which was notably odd due to being a stand-up arcade machine which was half-videogame, half-pinball game. Players were required to steer Baby Pac down one of two openings at the bottom of the maze to "enter" the pinball playfield, and you ''had'' to play the pinball part in order to get any energizers in the video maze or move up to the next higher "fruit" levels. The machine became an expensive lesson to Bally/Midway in what happens when you try to please everybody, and end up pleasing nobody--the video game players found the pinball part too hard, and the pinball players found the video game part too hard, and nearly everybody who played it wound up frustrated as a result. (The fact that the videogame portion had simplistic graphics that smacked of the infamous done-on-the-cheap UsefulNotes/{{Atari 2600}} Pac-Man port didn't help matters either.)

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* The VideoGame/PacMan ''VideoGame/PacMan'' franchise also had ''Pinball/BabyPacMan'', which was notably odd due to being a stand-up arcade machine which was half-videogame, half-video game, half-pinball game. Players were required to steer Baby Pac down one of two openings at the bottom of the maze to "enter" the pinball playfield, and you ''had'' to play the pinball part in order to get any energizers in the video maze or move up to the next higher "fruit" levels. The machine became an expensive lesson to Bally/Midway in what happens when you try to please everybody, and end up pleasing nobody--the video game players found the pinball part too hard, and the pinball players found the video game part too hard, and nearly everybody who played it wound up frustrated as a result. (The fact that the videogame video game portion had simplistic graphics that smacked of the infamous done-on-the-cheap UsefulNotes/{{Atari 2600}} Pac-Man ''Pac-Man'' port didn't help matters either.)



* ''VideoGame/DevilMayCry 2'' is so much of an oddball even the producers generally try to ignore its existence, namely by making all games made after the second game set chronologically before it. Between a lowered difficulty and the protagonists personality change from [[MemeticBadass Badass]] [[TrashTalk Trash-Talker]] to an [[{{Narm}} unintentionally-and-hilariously-cringe-worthy]] guy. The fanbase was largely disappointed.

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* ''VideoGame/DevilMayCry ''Franchise//DevilMayCry 2'' is so much of an oddball even the producers generally try to ignore its existence, namely by making all games made after the second game set chronologically before it. Between a lowered difficulty and the protagonists personality change from [[MemeticBadass Badass]] [[TrashTalk Trash-Talker]] to an [[{{Narm}} unintentionally-and-hilariously-cringe-worthy]] guy. The fanbase was largely disappointed.



** Out of the other spinoffs, ''[[VideoGame/PokemonColosseum Colosseum]]'' and ''[[VideoGame/PokemonColosseum XD]]'' might qualify. While they play the most like the main games compared to ''[[VideoGame/PokemonMysteryDungeon Mystery Dungeon]]'', ''[[VideoGame/PokemonRanger Ranger]]'', and the various other spinoffs, ''unlike'' the main games, ''all'' battles are Double Battles (with the exception of a very early battle in ''XD'', solely because you only have one Pokémon, an Eevee, to begin with during it). Also, while they're {{Spiritual Successor}}s to the ''Stadium'' games, they actually have a story mode along with tournament modes and lack a few things that ''Stadium'' had (the Gym Leader Tower, minigames, etc.).
** As far as the main series goes ''PokemonBlackAndWhite'' stand out in a number of ways. The region is based on New York rather than Japan, no Pokemon from previous generations appear at all in the main game, the game is much more story and character-driven than previous entries and [[spoiler: the final battle is against the BigBad rather than the Pokemon League Champion.]] By contrast ''Black and White 2'' are much closer to the rest of the series.

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** Out of the other spinoffs, spin-offs, ''[[VideoGame/PokemonColosseum Colosseum]]'' and ''[[VideoGame/PokemonColosseum ''[[VideoGame/PokemonXDGaleOfDarkness XD]]'' might qualify. While they play the most like the main games compared to ''[[VideoGame/PokemonMysteryDungeon Mystery Dungeon]]'', ''[[VideoGame/PokemonRanger Ranger]]'', and the various other spinoffs, spin-offs, ''unlike'' the main games, ''all'' battles are Double Battles (with the exception of a very early battle in ''XD'', solely because you only have one Pokémon, an Eevee, to begin with during it). Also, while they're {{Spiritual Successor}}s to the ''Stadium'' games, they actually have a story mode along with tournament modes and lack a few things that ''Stadium'' had (the Gym Leader Tower, minigames, etc.).
** As far as the main series goes ''PokemonBlackAndWhite'' goes, ''VideoGame/PokemonBlackAndWhite'' stand out in a number of ways. The region is based on New York rather than Japan, no Pokemon from previous generations appear at all in the main game, the game is much more story and character-driven than previous entries and [[spoiler: the final battle is against the BigBad rather than the Pokemon League Champion.]] By contrast ''Black and White 2'' are much closer to the rest of the series.



** ''VideoGame/KirbyAndTheAmazingMirror'' is the only VideoGame/{{Kirby}} game to be a full {{Metroidvania}} instead of a straightforward PlatformGame the series' main games are known for. It's also the ''only'' game in the entire series where [[ArchEnemy King Dedede]] does not make an appearance.

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** ''VideoGame/KirbyAndTheAmazingMirror'' is the only VideoGame/{{Kirby}} ''Kirby'' game to be a full {{Metroidvania}} instead of a straightforward PlatformGame the series' main games are known for. It's also the ''only'' game in the entire series where [[ArchEnemy King Dedede]] does not make an appearance.



* ''Franchise/FinalFight'' had three games of being straight beat 'em ups, then ''VideoGame/FinalFightRevenge'' was a fighting game based on characters from the first game, including a [[TheUndead zombie Belger]]. A couple of years later ''VideoGame/FinalFightStreetwise'' came out which tried to go back to its roots but with RPG elements and GTA influences. It bombed, hard.
* ''VideoGame/GuiltyGear'' is no stranger to introducing strange and experimental gameplay aspects (''Isuka'', ''Dust Strikers'',) or undergoing a minor GenreShift from FightingGame to BeatEmUp (''Isuka'' again, ''Judgement''.) The biggest offender, though, is ''Guilty Gear 2: Overture'', a RealTimeStrategy game.
* ''Super VideoGame/{{Columns}}'' allowed you to rotate the jewels to form rows as well as columns, instead of only being able to adjust the order of the gems in the column like every other game. The AI wasn't programmed to do this, giving you a nice advantage when fighting them.
* Similar to the StarCraft example, the [[VaporWare unfinished]] ''Brave Arms'' would have been an AceCombat title that, despite taking place back in its fictional world, would have been more of a VideoGame/NinjaGaiden/VideoGame/MetalGearSolid hybrid clone than a flight simulation game.
* The last ''VideoGame/{{Dizzy}}'' adventure, ''Crystal Kingdom Dizzy'', was the only one with a sequence of separate levels. On the UsefulNotes/AmstradCPC, it was also the only ''Dizzy'' game, not counting the two MazeGame spinoffs, to use the low-resolution 16-color graphics mode. The UsefulNotes/{{Commodore 64}} version also ran in a more colorful low resolution than the earlier ''Dizzy'' games on that system.

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* ''Franchise/FinalFight'' had three games of being straight beat 'em ups, then ''VideoGame/FinalFightRevenge'' ''Final Fight Revenge'' was a fighting game based on characters from the first game, including a [[TheUndead zombie Belger]]. A couple of years later ''VideoGame/FinalFightStreetwise'' later, ''Final Fight Streetwise'' came out out, which tried to go back to its roots but with RPG elements and GTA ''[[VideoGame/GrandTheftAuto GTA]]'' influences. It bombed, hard.
* ''VideoGame/GuiltyGear'' is no stranger to introducing strange and experimental gameplay aspects (''Isuka'', ''Dust Strikers'',) (''Isuka'' [[note]]which had a two-lane system similar to that of ''VideoGame/FatalFury''[[/note]], ''[[PlatformFighter Dust Strikers]]'') or undergoing a minor GenreShift from FightingGame to BeatEmUp (''Isuka'' again, ''Judgement''.) ''Judgment'') [[GenreBusting The biggest offender, offender]], though, is ''Guilty Gear 2: Overture'', a RealTimeStrategy game.
* ''Super VideoGame/{{Columns}}'' allowed you to rotate the jewels to form rows as well as columns, instead of only being able to adjust the order of the gems in the column like every other game. The AI A.I. wasn't programmed to do this, giving you a nice advantage when fighting them.
* Similar to the StarCraft ''Franchise/StarCraft'' example, the [[VaporWare unfinished]] ''Brave Arms'' would have been an AceCombat ''VideoGame/AceCombat'' title that, despite taking place back in its fictional world, would have been more of a VideoGame/NinjaGaiden/VideoGame/MetalGearSolid ''VideoGame/NinjaGaiden''[=/=]''VideoGame/MetalGearSolid'' hybrid clone than a flight simulation game.
* The last ''VideoGame/{{Dizzy}}'' adventure, ''Crystal Kingdom Dizzy'', was the only one with a sequence of separate levels. On the UsefulNotes/AmstradCPC, it was also the only ''Dizzy'' game, not counting the two MazeGame spinoffs, spin=offs, to use the low-resolution 16-color graphics mode. The UsefulNotes/{{Commodore 64}} version also ran in a more colorful low resolution than the earlier ''Dizzy'' games on that system.
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* ''VideoGame/MortalKombat'' has had a few of these. Most notably there is ''Mortal Kombat Mythologies: Sub-Zero'' and ''Special Forces''. Both of these are action/adventure games, ''Sub-Zero'' in particular being a platform game, whereas this is a series known for its brutal one-on-one fighting mechanics. The series later branched back out into action/adventure with ''Shaolin Monks''.

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* ''VideoGame/MortalKombat'' has had a few of these. Most notably there is ''Mortal Kombat Mythologies: Sub-Zero'' and ''Special Forces''. Both of these are action/adventure games, ''Sub-Zero'' in particular being a platform game, whereas this is a series known for its brutal one-on-one fighting mechanics. Their reception among critics and fans was subpar due to their flawed gameplay. The series later branched back out into action/adventure with the better-received ''Shaolin Monks''.
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Troper Tense Trouble. And once again, please don't sneak personal opinions here. Please note that linking to So Bad Its Horrible is prohibited due to it being Flame Bait


* ''VideoGame/MortalKombat'' had a few of these as it accelerated towards its crash & burn in the late 90s. Most notably there was ''Mortal Kombat Mythologies: Sub-Zero'', which [[SoOkayItsAverage didn't work]] ''[[SoOkayItsAverage as]]'' [[SoOkayItsAverage well as intended]], and then the [[SoBadItsHorrible horrid]] ''Special Forces''. Both of these were action/adventure games, ''Sub-Zero'' in particular being a platform game, whereas this was a series known for its brutal one-on-one fighting mechanics. The series later branched back out into action/adventure with ''Shaolin Monks'', which worked out ''much'' better.

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* ''VideoGame/MortalKombat'' has had a few of these as it accelerated towards its crash & burn in the late 90s. these. Most notably there was is ''Mortal Kombat Mythologies: Sub-Zero'', which [[SoOkayItsAverage didn't work]] ''[[SoOkayItsAverage as]]'' [[SoOkayItsAverage well as intended]], Sub-Zero'' and then the [[SoBadItsHorrible horrid]] ''Special Forces''. Both of these were are action/adventure games, ''Sub-Zero'' in particular being a platform game, whereas this was is a series known for its brutal one-on-one fighting mechanics. The series later branched back out into action/adventure with ''Shaolin Monks'', which worked out ''much'' better.Monks''.
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** ''VideoGame/RatchetAndClankFullFrontalAssault'' is a 1-2 player TowerDefense game. Like ''Deadlocked'', it also lacks a version of the RYNO.

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** ''VideoGame/RatchetAndClankFullFrontalAssault'' is a 1-2 player TowerDefense game. Like ''Deadlocked'', it also lacks a version of the RYNO.RYNO.
* ''VideoGame/MortalKombat'' had a few of these as it accelerated towards its crash & burn in the late 90s. Most notably there was ''Mortal Kombat Mythologies: Sub-Zero'', which [[SoOkayItsAverage didn't work]] ''[[SoOkayItsAverage as]]'' [[SoOkayItsAverage well as intended]], and then the [[SoBadItsHorrible horrid]] ''Special Forces''. Both of these were action/adventure games, ''Sub-Zero'' in particular being a platform game, whereas this was a series known for its brutal one-on-one fighting mechanics. The series later branched back out into action/adventure with ''Shaolin Monks'', which worked out ''much'' better.
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* ''VideoGame/LunarDragonSong'' is, like the rest of the ''{{Lunar}}'' series, an EasternRPG...but it adds a bunch of experimental (i.e. [[ScrappyMechanic annoying]]) gameplay mechanics paired with a rudimentary plot and shallow characters. The other games in the series are known for old-school gameplay with well developed stories and characters.

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* ''VideoGame/LunarDragonSong'' is, like the rest of the ''{{Lunar}}'' ''Franchise/{{Lunar}}'' series, an EasternRPG...but it adds a bunch of experimental (i.e. [[ScrappyMechanic annoying]]) gameplay mechanics paired with a rudimentary plot and shallow characters. The other games in the series are known for old-school gameplay with well developed stories and characters.
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** ''VideoGame/SuperMarioLand'' is also another odd one out from the main Mario platformer series. Instead of taking place in the Mushroom Kingdom or some other similar locale, the game takes place in some real world lookalike locations, such as Egypt and China. On top of this, all the enemies are quite new, except the famous Goomba and the Koopa Troopa (although he was called Nokobon, and had his shell ''explode'' when stomped on), the Fire Flower makes Mario throw Superballs (which bounce off surfaces at 90 degree angles) instead of fireballs, the invincibility theme taking a nod to the Can-Can, and two levels experiencing an UnexpectedShmupLevel. It also featured Princess Daisy, who had never been seen before and wasn't seen or mentioned again for over a decade. Despite the changes, the game still plays as a typical Mario game and it has been well liked by most fans. [[spoiler:It's quite telling that series creator Creator/ShigeruMiyamoto had nothing to do with this game and that it was directed by Creator/GunpeiYokoi, the designer of the GameBoy, instead.]]

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** ''VideoGame/SuperMarioLand'' is also another odd one out from the main Mario platformer series. Instead of taking place in the Mushroom Kingdom or some other similar locale, the game takes place in some real world lookalike locations, such as Egypt and China. On top of this, all the enemies are quite new, except the famous Goomba and the Koopa Troopa (although he was called Nokobon, and had his shell ''explode'' when stomped on), the Fire Flower makes Mario throw Superballs (which bounce off surfaces at 90 degree angles) instead of fireballs, the invincibility theme taking a nod to the Can-Can, and two levels experiencing an UnexpectedShmupLevel. It also featured Princess Daisy, who had never been seen before and wasn't seen or mentioned again for over a decade. Despite the changes, the game still plays as a typical Mario game and it has been well liked by most fans. [[spoiler:It's quite telling that series Series creator Creator/ShigeruMiyamoto had nothing to do with this game and that it was directed by Creator/GunpeiYokoi, the designer of the GameBoy, UsefulNotes/GameBoy, instead.]]



** ''VideoGame/MegaManBattleNetwork 4'' is completely different in structure from the rest of the series: it's basically one long TournamentArc consisting of three {{Inevitable Tournament}}s, and it requires [[NewGamePlus at least three playthroughs]] to unlock everything, including the BonusDungeon. This isn't quite as tedious as it sounds, given the increasing challenge on each playthrough and the random elements involved, but the main plot is exactly the same each time[[note]]Not to mention that the third playthrough is largely unnecessary - the multiple playthroughs are justified because there are six bosses in each version of the game who, after being defeated, the player can perform "Soul Unison" with. The problem is, you only fight three of those six bosses in one playthrough, and in the second playthrough [[FakeLongevity it's guaranteed that you will fight one of the three you can already combine with again]].[[/note]]. ''[=BN4=]'' also has a really sloppy English translation, which wouldn't stand out in many game series, but does in this one.

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** ''VideoGame/MegaManBattleNetwork 4'' is completely different in structure from the rest of the series: it's basically one long TournamentArc consisting of three {{Inevitable Tournament}}s, and it requires [[NewGamePlus at least three playthroughs]] to unlock everything, including the BonusDungeon. This isn't quite as tedious as it sounds, given the increasing challenge on each playthrough and the random elements involved, but the main plot is exactly the same each time[[note]]Not to mention that time[[note]]And the third playthrough is largely unnecessary - the multiple playthroughs are justified because there are six bosses in each version of the game who, after being defeated, the player can perform "Soul Unison" with. The problem is, you only fight three of those six bosses in one playthrough, and in the second playthrough [[FakeLongevity it's guaranteed that you will fight one of the three you can already combine with again]].[[/note]]. ''[=BN4=]'' also has a really sloppy English translation, which wouldn't stand out in many game series, but does in this one.

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** ''VideoGame/SuperMarioBros2'' holds this status in the main ''Super Mario'' platformer series, since it eliminated the things that made [[VideoGame/SuperMarioBros1 the first game]] popular and replaced them with new moves, like throwing vegetables at enemies or picking up enemies and hurling them at others. That and you also got to play as all four major Mario characters (Mario himself, his brother Luigi, Princess Peach, and Toad) rather than just Mario. This was because ''[=SMB2=]'' was a DolledUpInstallment of [[VideoGame/DokiDokiPanic another game]], while the intended sequel fell under the NoExportForYou status until the remake included as part of ''Super Mario All-Stars'' came along (with the name changed to ''VideoGame/SuperMarioBrosTheLostLevels'' to avoid confusion with the game released as ''Super Mario Bros. 2'' outside of Japan). Many of its elements are now indispensable parts of the Mario franchise.

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** ''VideoGame/SuperMarioBros2'' holds this status in the main ''Super Mario'' platformer series, since it eliminated the things that made [[VideoGame/SuperMarioBros1 the first game]] popular and replaced them with new moves, like throwing vegetables at enemies or picking up enemies and hurling them at others. That and you also got to play as all four major Mario characters (Mario himself, his brother Luigi, Princess Peach, and Toad) rather than just Mario.Mario and usually Luigi. This was because ''[=SMB2=]'' was a DolledUpInstallment of [[VideoGame/DokiDokiPanic another game]], while the intended sequel fell under the NoExportForYou status until the remake included as part of ''Super Mario All-Stars'' came along (with the name changed to ''VideoGame/SuperMarioBrosTheLostLevels'' to avoid confusion with the game released as ''Super Mario Bros. 2'' outside of Japan). Many of its elements are now indispensable parts of the Mario franchise.



** ''VideoGame/PaperMarioStickerStar'' is a strange one compared to the rest of the ''VideoGame/PaperMario'' series. Bowser's role is reduced to the point of having no dialogue, the game prominently features Kamek rather than his usual DistaffCounterpart Kammy, the gameplay is radically different, and many series staples such as Whackas, partners, and the Merlin family are nowhere to be found. Kersti, the local ExpositionFairy, is the only character in the game who is not from the standard Mario 'verse. It was originally going to be closer to that of ''VideoGame/PaperMarioTheThousandYearDoor'' but Creator/ShigeruMiyamoto wanted the game to be more without a plot.

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** ''VideoGame/PaperMarioStickerStar'' is a strange one compared to the rest of the ''VideoGame/PaperMario'' series.series, and to an extent the RPG family of ''Mario'' games. Bowser's role is reduced to the point of having no dialogue, the game prominently features Kamek rather than his usual DistaffCounterpart Kammy, the gameplay is radically different, and many series staples such as Whackas, partners, and the Merlin family are nowhere to be found. Kersti, the local ExpositionFairy, is the only character in the game who is not from the standard Mario 'verse. It was originally going to be closer to that of ''VideoGame/PaperMarioTheThousandYearDoor'' but Creator/ShigeruMiyamoto wanted the game to be more without a plot.plot.
** It's telling of how close to the formula the ''VideoGame/MarioKart'' series has stuck that these two count as "oddball" for its unusual features:
*** ''VideoGame/MarioKartDoubleDash'' is the most odd game out of the whole consumer series due to the two characters per kart concept the game was based on. Each kart has a driver and another person to use items and both characters can swap places on the fly. Each character also has their own unique items that only they can get, a ContinuityNod to ''VideoGame/SuperMarioKart'' where the AI has characters with unique items. The item tosser also has the ability to punch other players to knock them out of the way and steal their items whereas the other games that have item stealing is regulated to the Boo item. In addition, ''Double Dash!!'' is the only ''Mario Kart'' game to do away with hopping entirely and has heavier, more realistic steering and drifting compared to the cartoon-like turning physics the other games had. Lastly, it's the only installment where the All-Cup Tour (a marathon that involves all tracks in the game) is disputed.
*** ''Mario Kart Arcade GP'' and its sequels take some pretty strong liberties too, thanks to being co-developed with Namco. Among other things, it introduces a number of items not seen in other games (such as the square wheel attack and the "broken steering wheel" attack), excludes many series-traditional items (such as the humiliation-inducing Blue Shell), there are no mini-turbos for powerslides, powersliding grants you a shield for the duration of the slide, there are coins on the track that boost your top speed, and in a single race you only get three different kinds of items--pre-selected in grand prix mode, randomly-selected if you're playing versus on a machine with no card slots, and selected by you if you're playing versus on a machine with card slots.
** ''VideoGame/MarioParty 9'' is a total game changer compared to the previous 8 games in the series. Rather than moving individually on the board, all four players move together at the same time, but most events only happen to the player who is taking their turn; this creates strategies where sometimes moving a certain amount of spaces can screw over the next player when it's their turn. Collecting stars to become the winner was a staple in the series, but the 9th installment did away with them in exchange for mini-stars, which are quite common and are not a huge game changer. The game divided the fan base predictably.



** Among the ''VideoGame/MetroidPrimeTrilogy'', there's ''VideoGame/MetroidPrimeHunters'', a GaidenGame which eschewed the exploratory single-player nature of the series for a multiplayer-driven fast-paced FirstPersonShooter (with a shorter single-player mode). ''VideoGame/MetroidPrimePinball'', on the other hand, is usually just ignored outright, since, as a SpinOff, it's ''expected'' to be different. Within the Trilogy series, there's ''VideoGame/MetroidPrime2Echoes'', which has an ammo count for beam weapons (it's the first and only Metroid game to do this with Hunters being right behind it) and uses the dark/light world settings like ''VideoGame/TheLegendOfZeldaALinkToThePast''.

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** Among the ''VideoGame/MetroidPrimeTrilogy'', there's ''VideoGame/MetroidPrimeHunters'', a GaidenGame which eschewed the exploratory single-player nature of the series for a multiplayer-driven fast-paced FirstPersonShooter (with a shorter single-player mode). ''VideoGame/MetroidPrimePinball'', on the other hand, is usually just ignored outright, since, as a SpinOff, it's ''expected'' to be different. Within the Trilogy series, proper, there's ''VideoGame/MetroidPrime2Echoes'', which has an ammo count for beam weapons (it's the first and only Metroid game to do this with Hunters ''Hunters'' being right behind it) and uses the dark/light world settings like ''VideoGame/TheLegendOfZeldaALinkToThePast''.''VideoGame/TheLegendOfZeldaALinkToThePast''. It's also one of the very few ''Metroid'' games where the classic boss Ridley is absent.



* ''[[VideoGame/FireEmblemAkaneia Fire Emblem Gaiden]]'' holds this distinction. While the others are completely linear games where you go from one chapter to another, this one has a map you move around on, which wouldn't be so bad if it wasn't because of the ForcedLevelGrinding you need to do every often in a while (On a series that usually has no LevelGrinding at all). Furthermore, UnbreakableWeapons is NOT {{averted|Trope}} (When the series does) and magic is CastFromHitPoints (Instead of being regular weapons that hit another defense stat). Furthermore, you face off monsters often, instead of just humans aside from some bosses/EliteMooks. And there's a weak "Villager" class that can promote to one of the "normal" base classes. Most of these ideas were recycled for ''The Sacred Stones''.

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* ''Franchise/FireEmblem'':
**
''[[VideoGame/FireEmblemAkaneia Fire Emblem Gaiden]]'' holds this distinction. While the others are completely linear games where you go from one chapter to another, this one has a map you move around on, which wouldn't be so bad if it wasn't because of the ForcedLevelGrinding you need to do every often in a while (On a series that usually has no LevelGrinding at all). Furthermore, UnbreakableWeapons is NOT {{averted|Trope}} (When the series does) and magic is CastFromHitPoints (Instead of being regular weapons that hit another defense stat). Furthermore, you face off monsters often, instead of just humans aside from some bosses/EliteMooks. And there's a weak "Villager" class that can promote to one of the "normal" base classes. Most of these ideas were recycled for ''The Sacred Stones''.



*** ''Nine'' entries later, capturing enemies finally returned, albeit with ''drastically'' altered mechanics. While the capturing unit still takes a penalty to hit chance when trying to capture, the units are immediately sent to a prison back in the base when captured, where they can be recruited via negotiation or bribery, and only certain units have the ability to capture enemies. The shipping aspects of ''Genealogy of the Holy War'' also returned in ''Awakening'', though the parents remain present throughout the story.

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*** ** ''Nine'' entries later, capturing enemies finally returned, albeit with ''drastically'' altered mechanics. While the capturing unit still takes a penalty to hit chance when trying to capture, the units are immediately sent to a prison back in the base when captured, where they can be recruited via negotiation or bribery, and only certain units have the ability to capture enemies. The shipping aspects of ''Genealogy of the Holy War'' also returned in ''Awakening'', though the parents remain present throughout the story.



* The ''VideoGame/StarFox'' series has ''VideoGame/StarFoxAdventures'', an ActionAdventure fantasy game in the Zelda mold. The reason is because it started life as a totally unrelated game from Creator/{{Rare}}, an N64 game known as ''Dinosaur Planet'' which was to star two {{Funny Animal}}s named Sabre and Krystal. After Creator/ShigeruMiyamoto saw footage of the game in action and compared Sabre's appearance to Fox [=McCloud's=], it was taken back to be retooled into a ''Star Fox'' title, now with Fox ''replacing'' Sabre but retaining Krystal in a less important role.
* ''VideoGame/StarFoxAssault'' introduced ThirdPersonShooter elements, with so many missions based around them that there were only a small handful of the on-rails segments that the series is known for.

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* The ''VideoGame/StarFox'' series has ''VideoGame/StarFoxAdventures'', two oddballs, both released for the UsefulNotes/NIntendoGameCube:
** ''VideoGame/StarFoxAdventures'' is
an ActionAdventure fantasy game in the Zelda ''Zelda'' mold. The reason is because it started life as a totally unrelated game from Creator/{{Rare}}, an N64 game known as ''Dinosaur Planet'' which was to star two {{Funny Animal}}s named Sabre and Krystal. After Creator/ShigeruMiyamoto saw footage of the game in action and compared Sabre's appearance to Fox [=McCloud's=], it was taken back to be retooled into a ''Star Fox'' title, now with Fox ''replacing'' Sabre but retaining Krystal in a less important role.
* ** ''VideoGame/StarFoxAssault'' introduced ThirdPersonShooter elements, with so many missions based around them that there were only a small handful of the on-rails segments that the series is known for.



* It's telling of how close to the formula the ''VideoGame/MarioKart'' series has stuck that these two count as "oddball" for its unusual features:
** ''VideoGame/MarioKartDoubleDash'' is the most odd game out of the whole consumer series due to the two characters per kart concept the game was based on. Each kart has a driver and another person to use items and both characters can swap places on the fly. Each character also has their own unique items that only they can get, a ContinuityNod to ''VideoGame/SuperMarioKart'' where the AI has characters with unique items. The item tosser also has the ability to punch other players to knock them out of the way and steal their items whereas the other games that have item stealing is regulated to the Boo item. In addition, ''Double Dash!!'' is the only ''Mario Kart'' game to do away with hopping entirely and has heavier, more realistic steering and drifting compared to the cartoon-like turning physics the other games had.
** ''Mario Kart Arcade GP'' and its sequels take some pretty strong liberties too, thanks to being co-developed with Namco. Among other things, it introduces a number of items not seen in other games (such as the square wheel attack and the "broken steering wheel" attack), excludes many series-traditional items (such as the humiliation-inducing Blue Shell), there are no mini-turbos for powerslides, powersliding grants you a shield for the duration of the slide, there are coins on the track that boost your top speed, and in a single race you only get three different kinds of items--pre-selected in grand prix mode, randomly-selected if you're playing versus on a machine with no card slots, and selected by you if you're playing versus on a machine with card slots.



* ''VideoGame/MarioParty 9'' is a total game changer compared to the previous 8 games in the series. Rather than moving individually on the board, all four players move together at the same time, but most events only happen to the player who is taking their turn; this creates strategies where sometimes moving a certain amount of spaces can screw over the next player when it's their turn. Collecting stars to become the winner was a staple in the series, but the 9th installment did away with them in exchange for mini-stars, which are quite common and are not a huge game changer. The game divided the fan base predictably.
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*** ''Nine'' entries later, capturing enemies finally returned, albeit with ''drastically'' altered mechanics. While the capturing unit still takes a penalty to hit chance when trying to capture, the units are immediately sent to a prison back in the base when captured, where they can be recruited via negotiation or bribery, and only certain units have the ability to capture enemies. The shipping aspects of ''Genealogy of the Holy War'' also returned in ''Awakening'', though the parents remain present throughout the story.
Is there an issue? Send a MessageReason:
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** ''VideoGame/SonicLostWorld'' throws out a lot of staples from the previous games in it's gameplay and visual aesthetics. The gameplay switches up the game mechanics by having two versions of the homing attack (both of which don't operate like how the older games controlled them) and having enemies that have various ways on how they are supposed to be defeated. The visual aesthetic goes for more stylized and simplistic designs akin to the 16-bit titles, compared to the more photo-surrealistic designs of the recent ''[[VideoGame/SonicUnleashed Unleashed]]'' [[VideoGame/SonicColors era of]] [[VideoGame/SonicGenerations games]]. The game features planetoid levels a la ''VideoGame/SuperMarioGalaxy'' and features a lot of one-off gimmick levels that contrast with their respective zones they appear in and don't appear elsewhere in the game (a motion-control tilt-based level where you guide Sonic in a snowball and hit billiard balls for starters). The 3DS version in particular also focuses on having Sonic do several tasks to proceed through the level, such as moving objects to certain spots in order to open gates.

to:

** ''VideoGame/SonicLostWorld'' throws out a lot of staples from the previous games in it's its gameplay and visual aesthetics. The gameplay switches up the game mechanics by having two versions of the homing attack (both of which don't operate like how the older games controlled them) and having enemies that have various ways on how they are supposed to be defeated. The visual aesthetic goes for more stylized and simplistic designs akin to the 16-bit titles, compared to the more photo-surrealistic designs of the recent ''[[VideoGame/SonicUnleashed Unleashed]]'' [[VideoGame/SonicColors era of]] [[VideoGame/SonicGenerations games]]. The game features planetoid levels a la ''VideoGame/SuperMarioGalaxy'' and features a lot of one-off gimmick levels that contrast with their respective zones they appear in and don't appear elsewhere in the game (a motion-control tilt-based level where you guide Sonic in a snowball and hit billiard balls for starters). The 3DS version in particular also focuses on having Sonic do several tasks to proceed through the level, such as moving objects to certain spots in order to open gates.

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** ''VideoGame/FinalFantasyCrystalChronicles'' is considered to be the oddball in the series. Since it plays more like an action/hack and slash [=RPG=] instead of the usual turn based one, many fans either hated it or loved it.
** Within the main series, there's ''VideoGame/FinalFantasyII'' which uses a number of completely different systems (stats and spells leveling with use, for starters) than the rest of the series. ''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXIV'' also qualify, by being {{M|assivelyMultiplayerOnlineRolePlayingGame}}MORPG. ''VideoGame/FinalFantasyVIII'' also replaces the entire magic system with drawing and Junctioning. Not surprisingly, all three of four games tend to be heavily {{Contested Sequel}}s as a result.
** Then there is ''[[VideoGame/FinalFantasyX2 Final Fantasy X-2]]'', which was the first direct sequel, the only game to feature an all-female party, and was a significantly LighterAndSofter game compared to the more drama-heavy entries in the main series (especially ''VideoGame/FinalFantasyX'' itself).

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** ''VideoGame/FinalFantasyCrystalChronicles'' is considered to be the oddball in the series.''Crystal Chronicles'' subseries. Since it plays more like an action/hack and slash [=RPG=] instead of the usual turn based one, many fans either hated it or loved it.
** Within the main series, there's ''VideoGame/FinalFantasyII'' which uses a number of completely different systems (stats and spells leveling with use, for starters) than the rest of the series. ''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXIV'' also qualify, by being {{M|assivelyMultiplayerOnlineRolePlayingGame}}MORPG. ''VideoGame/FinalFantasyVIII'' also replaces the entire magic system with drawing and Junctioning. Not surprisingly, all three of or four games tend to be heavily {{Contested Sequel}}s as a result.
** Then there is ''[[VideoGame/FinalFantasyX2 Final Fantasy X-2]]'', which was the first direct sequel, the only game to feature an all-female party, and was a significantly LighterAndSofter game compared to the more drama-heavy entries in the main series (especially (such as ''VideoGame/FinalFantasyX'' itself).
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** ''VideoGame/RatchetAndClankAll4One'' retains the platforming, but goes from a single-player experience to a 2-4 player co-op adventure. Instead of a {{BFG}, this game's RYNO is a suit of PoweredArmor.

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** ''VideoGame/RatchetAndClankAll4One'' retains the platforming, but goes from a single-player experience to a 2-4 player co-op adventure. Instead of a {{BFG}, {{BFG}}, this game's RYNO is a suit of PoweredArmor.

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** ''VideoGame/RatchetAndClankAll4One'' retains the platforming, but goes from a single-player experience to a 2-4 player co-op adventure.

to:

** ''VideoGame/RatchetAndClankAll4One'' retains the platforming, but goes from a single-player experience to a 2-4 player co-op adventure. Instead of a {{BFG}, this game's RYNO is a suit of PoweredArmor.

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* ''VideoGame/RatchetDeadlocked'', unlike the rest of the ''Franchise/RatchetAndClank'' series, scraps the platforming elements to be entirely focused on combat and vehicles, and divides planets into missions rather than each planet being continuous. It's also the only game in the series without a version of [[InfinityPlusOneSword the R.Y.N.O.]], which is replaced by the Harbinger, its Vox Industries equivalent.
** Similarly, ''VideoGame/RatchetAndClankAll4One'' retains the platforming, but goes from a single-player experience to a 2-4 player co-op adventure.

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* ''VideoGame/RatchetDeadlocked'', unlike the rest of the ''Franchise/RatchetAndClank'' series, ''Franchise/RatchetAndClank'':
** ''VideoGame/RatchetDeadlocked''
scraps the platforming elements to be entirely focused on combat and vehicles, and divides planets into missions rather than each planet being continuous. It's also one of the only game two games in the series without a version of [[InfinityPlusOneSword the R.Y.N.O.]], RYNO]], which is replaced by the Harbinger, its Vox Industries equivalent.
** Similarly, ''VideoGame/RatchetAndClankAll4One'' retains the platforming, but goes from a single-player experience to a 2-4 player co-op adventure.adventure.
** ''VideoGame/RatchetAndClankFullFrontalAssault'' is a 1-2 player TowerDefense game. Like ''Deadlocked'', it also lacks a version of the RYNO.

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* ''VideoGame/{{X-COM}}'' was reimagined as a corridor shooter for 2001's ''Enforcer'', and then as a space battle game for ''X-Com: Interceptor''. The last is definitely one that [[BrokenBase splits the fanbase]], since it's a great space game, if not necessarily a good example of an X-Com game.

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* ''VideoGame/{{X-COM}}'' ''VideoGame/{{XCOM}}'' was reimagined as a city sim for ''[[VideoGame/XCOMApocalypse Apocalypse]]'', a corridor shooter for 2001's ''Enforcer'', and then as a space battle game for ''X-Com: Interceptor''. Interceptor'', and finally an FPS with ''[[VideoGame/TheBureauXCOMDeclassified The Bureau]]''. The last is definitely one that [[BrokenBase splits the fanbase]], since it's fanbase]].
** ''Interceptor'' is
a great fine space game, if not necessarily a good example of an X-Com game.
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* ''VideoGame/HaloWars'', a RealTimeStrategy game amongst a family of {{first person shooter}}s. Also made by a different developer. Its oddball nature is ironic, because ''Halo'' was ''originally'' conceived as an RTS.

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* ''VideoGame/HaloWars'', a The ''VideoGame/HaloWars'' sub-series, which are RealTimeStrategy game games amongst a family of {{first person shooter}}s. Also made by a different developer. developers. Its oddball nature is ironic, because ''Halo'' ''Franchise/{{Halo}}'' was ''originally'' conceived as an RTS.
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* ''VideoGame/RatchetDeadlocked'', unlike the rest of the ''Franchise/RatchetAndClank'' series, scraps the platforming elements to be entirely focused on combat and vehicles, and divides planets into missions rather than each planet being continuous. It's also the only game in the series without a version of [[InfinityPlusOneSword the R.Y.N.O.]], which is replaced by the Harbinger, its Vox Industries equivalent.

to:

* ''VideoGame/RatchetDeadlocked'', unlike the rest of the ''Franchise/RatchetAndClank'' series, scraps the platforming elements to be entirely focused on combat and vehicles, and divides planets into missions rather than each planet being continuous. It's also the only game in the series without a version of [[InfinityPlusOneSword the R.Y.N.O.]], which is replaced by the Harbinger, its Vox Industries equivalent.equivalent.
** Similarly, ''VideoGame/RatchetAndClankAll4One'' retains the platforming, but goes from a single-player experience to a 2-4 player co-op adventure.
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** Among the ''VideoGame/MetroidPrimeTrilogy'', there's ''VideoGame/MetroidPrimeHunters'', a GaidenGame which eschewed the exploratory single-player nature of the series for a multiplayer-driven fast-paced FirstPersonShooter (with a shorter single-player mode). ''VideoGame/MetroidPrimePinball'', on the other hand, is usually just ignored outright, since, as a SpinOff, it's ''expected'' to be different.

to:

** Among the ''VideoGame/MetroidPrimeTrilogy'', there's ''VideoGame/MetroidPrimeHunters'', a GaidenGame which eschewed the exploratory single-player nature of the series for a multiplayer-driven fast-paced FirstPersonShooter (with a shorter single-player mode). ''VideoGame/MetroidPrimePinball'', on the other hand, is usually just ignored outright, since, as a SpinOff, it's ''expected'' to be different. Within the Trilogy series, there's ''VideoGame/MetroidPrime2Echoes'', which has an ammo count for beam weapons (it's the first and only Metroid game to do this with Hunters being right behind it) and uses the dark/light world settings like ''VideoGame/TheLegendOfZeldaALinkToThePast''.

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** ''VideoGame/PaperMarioStickerStar'' is a strange one compared to the rest of the ''VideoGame/PaperMario'' series. Bowser's role is reduced to the point of having no dialogue, the game prominently features Kamek rather than his usual DistaffCounterpart Kammy, the gameplay is radically different, and many series staples such as Whackas, partners, and the Merlin family are nowhere to be found. Kersti, the local ExpositionFairy, is the only character in the game who is not from the standard Mario 'verse. It was originally going to be closer to that of [[PaperMarioTheThousandYearDoor Thousand Year Door]] but Creator/ShigeruMiyamoto wanted the game to be more without a plot.

to:

** ''VideoGame/PaperMarioStickerStar'' is a strange one compared to the rest of the ''VideoGame/PaperMario'' series. Bowser's role is reduced to the point of having no dialogue, the game prominently features Kamek rather than his usual DistaffCounterpart Kammy, the gameplay is radically different, and many series staples such as Whackas, partners, and the Merlin family are nowhere to be found. Kersti, the local ExpositionFairy, is the only character in the game who is not from the standard Mario 'verse. It was originally going to be closer to that of [[PaperMarioTheThousandYearDoor Thousand Year Door]] ''VideoGame/PaperMarioTheThousandYearDoor'' but Creator/ShigeruMiyamoto wanted the game to be more without a plot.

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* Although it's usually rated highly among the fanbase, ''VideoGame/MonkeyIsland2LeChucksRevenge'' is this for the ''VideoGame/MonkeyIsland'' series. Usually the game's will limit each chapter to a specific island, but the second chapter of 2 allows you to travel between three islands instead. The next two games would also continue the first game's pattern of Guybrush needing to find "A crew, a map and a ship" and some form of insult fighting, elements which are absent in the second game. There's also a story gap between both the game and it's predecessor and sequel which is never fully explored, which leaves the plot feeling a little odd too.

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* Although it's usually rated highly among the fanbase, ''VideoGame/MonkeyIsland2LeChucksRevenge'' is this for the ''VideoGame/MonkeyIsland'' series. Usually the game's games will limit each chapter to a specific island, but the second chapter of 2 ''2'' allows you to travel between three islands instead. The next two games would also continue the first game's pattern of Guybrush needing to find "A crew, a map and a ship" and some form of insult fighting, elements which are absent in the second game. There's also a story gap between both the game and it's its predecessor and sequel which is never fully explored, which leaves the plot feeling a little odd too.



* ''EndlessFrontier'' and its sequel, part of ''SuperRobotWars'', is not a crossover-heavy turn-based Strategy Game, but rather an RPG with fighting game leanings featuring a mostly original cast of characters. The focus on robots is also noticeably reduced, with only a few MiniMecha showing up.

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* ''EndlessFrontier'' ''VideoGame/EndlessFrontier'' and its sequel, part of ''SuperRobotWars'', ''VideoGame/SuperRobotWars'', is not a crossover-heavy turn-based Strategy Game, but rather an RPG with fighting game leanings featuring a mostly original cast of characters. The focus on robots is also noticeably reduced, with only a few MiniMecha showing up.



* The eighth installment, ''The Little Mermaid and the Purple Tide'', is this for the ''VideoGame/DarkParables.'' The game mechanics are, in several respects, different from the previous games; the basic gameplay remains the same, but certain things about it are just different enough to catch the notice of longtime fans. This is because it's the only collaboration in the series - all previous games were done solely by Blue Tea Games, and all subsequent games were/are done solely by Eipix.

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* The eighth installment, ''The Little Mermaid and the Purple Tide'', is this for the ''VideoGame/DarkParables.'' The game mechanics are, in several respects, different from the previous games; the basic gameplay remains the same, but certain things about it are just different enough to catch the notice of longtime fans. This is because it's the only collaboration in the series - all previous games were done solely by Blue Tea Games, and all subsequent games were/are done solely by Eipix.Eipix.
* ''VideoGame/RatchetDeadlocked'', unlike the rest of the ''Franchise/RatchetAndClank'' series, scraps the platforming elements to be entirely focused on combat and vehicles, and divides planets into missions rather than each planet being continuous. It's also the only game in the series without a version of [[InfinityPlusOneSword the R.Y.N.O.]], which is replaced by the Harbinger, its Vox Industries equivalent.
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* The ''VideoGame/MonsterRancher'' series of monster-raising simulation games has ''MonsterRancherEVO,'' a traditional [=RPG=] with dungeons and a party-based battle style that happens to use the ''VideoGame/MonsterRancher'' series monsters. Oh, and stat-raising and money-gaining are now based on your performance in a rhythm mini-game. While not necessarily a ''bad'' game, the fact that so little of it is traditionally ''VideoGame/MonsterRancher'' makes it very divisive for fans.

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* The ''VideoGame/MonsterRancher'' series of monster-raising simulation games has ''MonsterRancherEVO,'' ''VideoGame/MonsterRancherEVO,'' a traditional [=RPG=] with dungeons and a party-based battle style that happens to use the ''VideoGame/MonsterRancher'' series monsters. Oh, and stat-raising and money-gaining are now based on your performance in a rhythm mini-game. While not necessarily a ''bad'' game, the fact that so little of it is traditionally ''VideoGame/MonsterRancher'' makes it very divisive for fans.
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* ''VideoGame/{{Fallout|1}}'' and ''VideoGame/{{Fallout 2}}'' are turn-based, isometric computer [=RPGs=] made by Black Isle. While there is some grumbling about Microforte's ''Fallout Tactics,'' it is generally regarded to be a competent game that is hampered by some rather glaring continuity issues, but is still a turned-based tactical [=RPG=] using ''Fallout's'' signature SPECIAL system (though slightly modified). ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' are fully 3D [=RPG/FPS=] games available on PC and consoles, that use a heavily modified version of SPECIAL with significant changes to the system between the two games (armor, for example, works completely differently in each). Despite all of these differences, the obvious Oddball is ''VideoGame/FalloutBrotherhoodOfSteel'', a top-down, 3D action game with almost no RPGElements, [[SeriesContinuityError continuity issues]] that make ''Tactics'' look immaculate, and no involvement of any Black Isle or Bethesda staff.

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* ''VideoGame/{{Fallout|1}}'' and ''VideoGame/{{Fallout 2}}'' are turn-based, isometric computer [=RPGs=] made by Black Isle. While there is some grumbling about Microforte's ''Fallout Tactics,'' it is generally regarded to be a competent game that is hampered by some rather glaring continuity issues, but is still a turned-based tactical [=RPG=] using ''Fallout's'' signature SPECIAL system (though slightly modified). ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' are fully 3D [=RPG/FPS=] games available on PC and consoles, that use a heavily modified version of SPECIAL with significant changes to the system between the two games (armor, for example, works completely differently in each).each); ''VideoGame/{{Fallout 4}}'' has the same core gameplay, but completely overhauls how character building and progression works (dumping Skills entirely, and re-envisioning most of them as multi-tier Perks). Despite all of these differences, the obvious Oddball is ''VideoGame/FalloutBrotherhoodOfSteel'', a top-down, 3D action game with almost no RPGElements, [[SeriesContinuityError continuity issues]] that make ''Tactics'' look immaculate, and no involvement of any Black Isle or Bethesda staff.
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** ''VideoGame/SuperMarioBros2'' holds this status in the main ''Super Mario'' platformer series, since it eliminated the things that made [[VideoGame/SuperMarioBros1 the first game]] popular and replaced them with new moves, like throwing vegetables at enemies or picking up enemies and hurling them at others. This was because ''[=SMB2=]'' was a DolledUpInstallment of [[VideoGame/DokiDokiPanic another game]], while the intended sequel fell under the NoExportForYou status until the remake included as part of ''Super Mario All-Stars'' came along (with the name changed to ''VideoGame/SuperMarioBrosTheLostLevels'' to avoid confusion with the game released as ''Super Mario Bros. 2'' outside of Japan). Many of its elements are now indispensable parts of the Mario franchise.

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** ''VideoGame/SuperMarioBros2'' holds this status in the main ''Super Mario'' platformer series, since it eliminated the things that made [[VideoGame/SuperMarioBros1 the first game]] popular and replaced them with new moves, like throwing vegetables at enemies or picking up enemies and hurling them at others. That and you also got to play as all four major Mario characters (Mario himself, his brother Luigi, Princess Peach, and Toad) rather than just Mario. This was because ''[=SMB2=]'' was a DolledUpInstallment of [[VideoGame/DokiDokiPanic another game]], while the intended sequel fell under the NoExportForYou status until the remake included as part of ''Super Mario All-Stars'' came along (with the name changed to ''VideoGame/SuperMarioBrosTheLostLevels'' to avoid confusion with the game released as ''Super Mario Bros. 2'' outside of Japan). Many of its elements are now indispensable parts of the Mario franchise.
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*** Strangely enough, ''VideoGame/TheLegendOfZeldaTheMinishCap'' is both this and a subversion ''at the same time'; it plays it straight compared to the two ''Four Swords'' games, since it's a single-player installment in a trilogy that previously had much of its focus on multiplayer gameplay. However, it's a pretty standard game among the series as a whole.
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* ''Franchise/SuperMarioBros'':
** ''VideoGame/SuperMarioBros2'' holds this status in the main ''Super Mario'' platformer series, since it eliminated the things that made [[VideoGame/SuperMarioBros1 the first game]] popular and replaced them with new moves, like throwing vegetables at enemies or picking up enemies and hurling them at others. This was because ''[=SMB2=]'' was a DolledUpInstallment of [[VideoGame/DokiDokiPanic another game]], while the intended sequel fell under the NoExportForYou status until the remake included as part of ''Super Mario All-Stars'' came along (with the name changed to ''VideoGame/SuperMarioBrosTheLostLevels'' to avoid confusion with the game released as ''Super Mario Bros. 2'' outside of Japan). Many of its elements are now indispensable parts of the Mario franchise.
** In a way, ''The Lost Levels'' also fits this trope -- while it's almost exactly identical to the first game, that itself is a departure for a series that usually tries to introduce new ideas and mechanics with every installment. This is part of the reason why it wasn't originally released outside of Japan. It was made by only half of the developers of the original game, making it more like a RomHack of the original that was professionally published. Also, it's the only 2D ''Mario'' game in history that has more than nine worlds, with a total of thirteen, and it's the only game in the franchise to have regressive warp zones and (until their return in ''VideoGame/SuperMario3DLand'') Poison Mushrooms.
** ''VideoGame/SuperMarioSunshine''. Following up on the near-universally loved ''VideoGame/SuperMario64'', it introduced a water pack named FLUDD for Mario to spray enemies with. Also, many common enemies in the series were either replaced or redesigned with a unique look for the game. The game was both loved for its great level design, good scenery, and incorporation of old mechanics and new ideas and hated for FLUDD being too gimmicky, having sudden peaks of difficulty, having bad voice acting, as well as {{replac|ementScrappy}}ing the Koopalings with Bowser Jr.
** ''VideoGame/SuperMarioLand'' is also another odd one out from the main Mario platformer series. Instead of taking place in the Mushroom Kingdom or some other similar locale, the game takes place in some real world lookalike locations, such as Egypt and China. On top of this, all the enemies are quite new, except the famous Goomba and the Koopa Troopa (although he was called Nokobon, and had his shell ''explode'' when stomped on), the Fire Flower makes Mario throw Superballs (which bounce off surfaces at 90 degree angles) instead of fireballs, the invincibility theme taking a nod to the Can-Can, and two levels experiencing an UnexpectedShmupLevel. It also featured Princess Daisy, who had never been seen before and wasn't seen or mentioned again for over a decade. Despite the changes, the game still plays as a typical Mario game and it has been well liked by most fans. [[spoiler:It's quite telling that series creator Creator/ShigeruMiyamoto had nothing to do with this game and that it was directed by Creator/GunpeiYokoi, the designer of the GameBoy, instead.]]
** ''VideoGame/SuperMarioLand2SixGoldenCoins''. Mario is the ruler of a big Mario-themed kingdom, complete with a Mario castle. Instead of Bowser from the more typical games, or even Tatanga from the previous ''Mario Land'', the BigBad is the newly-introduced EvilCounterpart Wario. There is no DamselInDistress plot whatsoever. It's believed all this deviation from canon was because Mario's big creator, Shigeru Miyamoto himself, didn't work on this game; the dev team just made up their own story.
** ''VideoGame/PaperMarioStickerStar'' is a strange one compared to the rest of the ''VideoGame/PaperMario'' series. Bowser's role is reduced to the point of having no dialogue, the game prominently features Kamek rather than his usual DistaffCounterpart Kammy, the gameplay is radically different, and many series staples such as Whackas, partners, and the Merlin family are nowhere to be found. Kersti, the local ExpositionFairy, is the only character in the game who is not from the standard Mario 'verse. It was originally going to be closer to that of [[PaperMarioTheThousandYearDoor Thousand Year Door]] but Creator/ShigeruMiyamoto wanted the game to be more without a plot.
* ''Franchise/FinalFantasy''
** ''VideoGame/FinalFantasyCrystalChronicles'' is considered to be the oddball in the series. Since it plays more like an action/hack and slash [=RPG=] instead of the usual turn based one, many fans either hated it or loved it.
** Within the main series, there's ''VideoGame/FinalFantasyII'' which uses a number of completely different systems (stats and spells leveling with use, for starters) than the rest of the series. ''VideoGame/FinalFantasyXI'' and ''VideoGame/FinalFantasyXIV'' also qualify, by being {{M|assivelyMultiplayerOnlineRolePlayingGame}}MORPG. ''VideoGame/FinalFantasyVIII'' also replaces the entire magic system with drawing and Junctioning. Not surprisingly, all three of four games tend to be heavily {{Contested Sequel}}s as a result.
** Then there is ''[[VideoGame/FinalFantasyX2 Final Fantasy X-2]]'', which was the first direct sequel, the only game to feature an all-female party, and was a significantly LighterAndSofter game compared to the more drama-heavy entries in the main series (especially ''VideoGame/FinalFantasyX'' itself).
** ''VideoGame/FinalFantasyTactics'' also falls under this to some degree. Mainly focused as a strategy game where you raise up to 16 members in the party, have tons of customizations for abilities, reading the layout of the terrain to plan your attacks, etc. Quite different from your standard ''Final Fantasy''. It got popular enough to spawn two more spin offs of the same style and an enhanced remake.
** There are also games like ''Final Fantasy Legend'' and its sequels (actually ''VideoGame/{{SaGa}}'' games [[TranslationMatchmaking in disguise]]) and ''VideoGame/FinalFantasyMysticQuest'', a far simpler and much easier exploration-focused game [[GatewaySeries intended for newcomers to the RPG genre]]. There was also ''VideoGame/FinalFantasyAdventure'' (eventually remade into ''VideoGame/SwordOfMana'') which like Legends, did the same thing, but with the ''VideoGame/WorldOfMana'' series.
* ''Franchise/TalesSeries''
** In general, what you see as the oddball games depends on which game you played first. If you played a game following the [[VideoGame/TalesOfDestiny Destiny]] system (''VideoGame/TalesOfDestiny'', ''VideoGame/TalesOfDestiny2'', ''VideoGame/TalesOfGraces'', ''VideoGame/TalesOfXillia'', ''VideoGame/TalesOfXillia2'') any game without CC[=/=]SP[=/=]AC points is an oddball. If you didn't, any game ''with'' the points (especially those without [[{{Mana}} TP]]) are the oddballs.
** ''VideoGame/TalesOfRebirth'' does not use ''either'' of these systems, instead using four gauges that fill for each attack depending on how charged up your character is (cool, normal, or hot). It is also considerably harder, due to the lack of control over your NPC allies, the EarlyGameHell in which you have no reliable sources of healing and no powerful attack skills to compensate, and the battle system in general requiring a lot more thought put into how you wish to approach your battles.
** ''VideoGame/TalesOfLegendia'' is often considered odd to many fans of the series due to missing several of the series staples (including a LimitBreak system) and calling the Artes "Eres" instead, as well as the lack of distinction between the water and light elements (elements that have never been linked in any previous or subsequent games). It also went back to a 2D battle style similar to ''Phantasia'', when all subsequent games (as well as this game's direct predecessor, ''Symphonia'') had battles in 3D.
** ''VideoGame/TalesOfSymphoniaDawnOfTheNewWorld'' feels more like a spin-off attempting to be a sequel, than a proper [[VideoGame/TalesOfSymphonia sequel]]. The game changed features that have been staples in the ''Tales Of'' games for years, while removing other features. There is no overworld, it's a point-and-click advancement. Cooking is only done for your MonsterAllies and serves the sole purpose of getting them [[GuideDangIt to evolve into a certain branch of its species or to devolve]]. Holy Bottles are non-existent and there are no costume titles. It also features MultipleEndings, which has been done in ''[[VideoGame/TalesOfSymphonia Symphonia]]'', but to a much smaller extent.
** ''VideoGame/TalesOfTheTempest'' is an oddball in terms of almost everything (gameplay, story, ''and'' difficulty). It doesn't help that it wasn't made by Namco.
* Regarding the ''[=SaGa=]'' games in their own right:
** The third one is by far the oddest one out. It's the only game in the series to utilize a conventional leveling system, and it does away with many of the unusual game mechanics that made the first two games unique (such as breakable weapons and the ability to carry more of them at the cost of being able to carry less other equipment). It also features a number of rather... weird things that never appeared in any of the other games - even by the standards of Saga's typical medieval/techno settings - the least of which was a [[spoiler: sentient]] time-traveling battleship.
** The DS remake of ''VideoGame/{{SaGa 3}}'' is no longer an oddball; it was changed to use mechanics much more like the first two games. Note that ''{{VideoGame/SaGa 3}}'' was developed by the same team as ''VideoGame/FinalFantasyMysticQuest''.
* ''Franchise/TheLegendOfZelda''
** ''VideoGame/ZeldaIITheAdventureOfLink'' is unique among the series. The game is a side-scrolling {{Platform|Game}}er as opposed to the overhead view used by other 2D games and replaces the items of the previous game with a magic system. The sword-fighting is very different from any other game in the series. It also is the only Zelda to have a limited number of lives. In addition, its title does not include "The Legend of Zelda", which every other game does.
** To a lesser extent, ''VideoGame/TheLegendOfZeldaMajorasMask'', due to its GroundhogDayLoop mechanics, a bigger focus on Link's alternate forms compared to his default one, and its emphasis on sidequests. It is also much DarkerAndEdgier and more surreal than most of the other ''Zelda'' games to date.
** ''VideoGame/TheLegendOfZeldaFourSwords'', ''VideoGame/TheLegendOfZeldaFourSwordsAdventures'' and ''VideoGame/TheLegendOfZeldaTriForceHeroes'', multiplayer games with both competitive elements and multiplayer puzzle solving. In the latter two games and the UpdatedRerelease of the first, single player campaign is possible while controlling four Links or switching between two or three Links.
*** Strangely enough, ''VideoGame/TheLegendOfZeldaTheMinishCap'' is both this and a subversion ''at the same time'; it plays it straight compared to the two ''Four Swords'' games, since it's a single-player installment in a trilogy that previously had much of its focus on multiplayer gameplay. However, it's a pretty standard game among the series as a whole.
** If ''VideoGame/TheLegendOfZeldaCDiGames'' were on a Nintendo console, they would also be considered this. Two of the games are platformers like ''Zelda II'', and they have (poor) voice acting and animated cutscenes. ''Zelda's Adventure '' is also the only game to have live-action cutscenes, and you play as Zelda rather than Link. In practice, they're [[CanonDiscontinuity not considered canon at all]] by Creator/{{Nintendo}}.
** ''VideoGame/HyruleWarriors'' is a HackAndSlash game, and is not considered canon.
* ''VideoGame/HarvestMoon'':
** ''Save The Homeland'', with its lack of marriage and emphasis on horse breeding.
** ''A Wonderful Life'', with its ramped-up difficulty, episodic format, and overall emphasis on your child's ultimate fate).
** There's also ''VideoGame/RuneFactory'' and ''Innocent Life'', the former a fantasy game with monsters and an ongoing plot and the latter taking place in the future with the player character a cyborg. The former was significantly more successful, and has been spun off into its own sub-series.
* ''Franchise/{{Metroid}}'':
** Among the ''VideoGame/MetroidPrimeTrilogy'', there's ''VideoGame/MetroidPrimeHunters'', a GaidenGame which eschewed the exploratory single-player nature of the series for a multiplayer-driven fast-paced FirstPersonShooter (with a shorter single-player mode). ''VideoGame/MetroidPrimePinball'', on the other hand, is usually just ignored outright, since, as a SpinOff, it's ''expected'' to be different.
** The fandom still apparently hasn't decided what ''VideoGame/MetroidOtherM'' is. One way to look at it is as the long-awaited third-person/2.5D ''Super Metroid'' successor, which is more or less what Yoshio Sakamoto intended. And yet its emphasis on intense melee combat, cutscenes and exposition make it a different beast compared to the more shooting-focused, non-verbally plotted sidescrollers. It's also considerably more linear than the rest of the series, going against the [[{{Metroidvania}} main]] [[SequenceBreaking attribute]] the Metroid series has been known for since ''Super Metroid''.
* The ''Franchise/{{Ultima}}'' series has had a bunch of black sheeps:
** ''VideoGame/UltimaII: Revenge of the Enchantress'' is the black sheep of that franchise, being, for reasons poorly explained in the manual, set on several time-shifted versions of Earth instead of in Sosaria/Britannia.
** ''VideoGame/UltimaVIII: Pagan'' is likewise set not in Britannia but on the eponymous alien world and lacks all the mainstays of the series, such as Lord British, the Companions of the Avatar, and the Eight Virtues.
** ''VideoGame/UltimaIX: Ascension'' is set back in Britannia but is this both due to the heavy liberties it took with ''Ultima'' canon and for being an ObviousBeta.
* ''VideoGame/HeroesOfMightAndMagic'':
** The fourth entry has several differences between it and other entries, including heroes that participate in combat, 4 levels of units as opposed to the previous 6-7, a distance-based rather than grid-based combat system, the removal of creature upgrades, and an overhaul of both the attack/defense and hero skill systems. The first game looks like an oddball in retrospect, due to creature upgrades and hero skills not being introduced until the second game.
** The ninth installment of the main series falls under this trope, and much for the same reason. Both ''Heroes 4'' and ''M&M 9'' were meant to serve as story reboots by moving the series to a new planet, just as ''Heroes 3'' and ''M&M 6'' had done. Unfortunately, an acute case of AuthorExistenceFailure prevented this from happening. The main series died a sadly unspectacular death, while the ''Heroes'' series attempted to hearken back to the glory days of its third installment.
* ''VideoGame/ArmoredCore: Nine Breaker'', the [[ArcNumber ninth]] entry in the ''Armored Core'' series is particularly odd duck even for an ''Armored Core'' game. It has no plot to it -- at all -- and is simply 250~ tests designed to access how well you understand the game play mechanics of ''Armored Core''. Yes, the '''ninth''' iteration of the series is an in-depth tutorial for a game engine that hasn't changed one iota from its very first incarnation. Some of the actual tests are NintendoHard, the arena is pathetic, you can buy or earn all the parts introduced in ''Nine Breaker'' in ''Last Raven'' anyway so there's no need to even play it for ''that'' and the mission where you actually fight Nine Ball, the selling of the game, is only unlocked after you've beaten every other test in the game. Why was it even released? [[TheyJustDidntCare Maybe From Software needed the money]]?
* ''VideoGame/EccoTheDolphin'' is famous for bizarre plotlines and NintendoHard gameplay, which someone at Novotrade must have noticed was cruel to youngsters who wanted the games but were frustrated by the brutal case of SurpriseDifficulty. For them, there was ''Ecco Jr.'', an edutainment game centered around exploring the ocean where it's not possible to die.
* ''Franchise/ShinMegamiTensei'' is mainly a bunch of turn-based, NintendoHard [=RPGs=]. Then you have ''VideoGame/RaidouKuzunohaVsTheSoullessArmy'', which has an action-based battle system.
** There was also a UsefulNotes/VirtualBoy spinoff titled Jack Bros, which was a top-down action game.
** ''VideoGame/ShinMegamiTenseiIIINocturne'' is a minor example in the main series thematically, ditching all of the {{Cyberpunk}} aspects of the first two games (your character being half-demon, there's no need for a COMP to translate or summon demons) to make it a straight post-apocalyptic fantasy game instead. It also ditched the 1st person dungeon crawling aspect, which would return in ''[[VideoGame/ShinMegamiTenseiStrangeJourney Strange Journey]]''.
** The first game in the ''VideoGame/{{Persona}}'' series could be seen as this, due to EarlyInstallmentWeirdness keeping a lot of gameplay aspects from the main ''Franchise/ShinMegamiTensei'' series (like 1st person dungeon crawling, demons as enemies instead of the series' signature Shadows, and having to negotiate with demons to get materials for fusing personae) that were excised with the second game.
** There's also ''VideoGame/Persona4Arena'', a FightingGame [[ExactlyWhatItSaysOnTheTin based on the 4th game]] (with some extra characters from ''VideoGame/{{Persona 3}}''.)
** Next in the series of Persona 4 continuations/spin-offs is ''VideoGame/Persona4DancingAllNight''. It's a rhythm game. The usual disappearances and fighting off shadows is involved, but with dancing.
** ''VideoGame/PersonaQShadowOfTheLabyrinth'' is basically "''VideoGame/EtrianOdyssey'' [[RecycledInSpace with Persona3/4 characters]]"
* ''VideoGame/CommandAndConquer: Sole Survivor''. It feels more like a mod than an actual game, but it was an actual stand alone product.
** There's also ''VideoGame/CommandAndConquerRenegade'' which took the series into FPS territory.
** And ''VideoGame/CommandAndConquerGenerals''. It didn't play at all like any of the earlier games, did away with the iconic sidebar, removed the pre-mission videos, and was set in an entirely new continuity.
** ''Command and Conquer 4: Tiberium Twilight'' also considerably changed gameplay (this time, to a more "tactical" game a la ''VideoGame/DawnOfWar II'') as well as the plot. A fairly restrictive [[ArbitraryHeadcountLimit population cap]] was added, compared to previous games' emphasis on massed combat, and resource generation was eliminated, replaced by a capture point system.
* ''Franchise/MegaMan'':
** ''VideoGame/MegaMan8'' is this, since it drastically altered several ''Mega Man'' gameplay staples. There are no Energy Tanks, Rush Coil is gone and Jet can't be called by the player, stages come in two parts (with Continue only booting you back to the halfway point), all weapons are refilled whenever you die, and Bolts are finite, it all takes getting used to.
** ''VideoGame/MegaManAndBass'': it is the only title among the classic ''Mega Man'' that counts as an {{Interquel}}, between 8 & 9, and the only one to recycle two previous Robot Masters from a previous game in its group of 8 (granted with new attacks and weapons to obtain), rather than all 8 be totally new.
** ''VideoGame/MegaManX 7'' is the only ''X'' (or original-series) game in full 3D. As such, it plays very differently, and sadly not very well -- camera control in particular is a huge problem. ''X7'' also made the bizarre decision to withhold X himself as a playable character until about halfway in; his place in gameplay is taken by a new character, Axl, who plays about the same. While later games made him more distinct and well-rounded, Axl has yet to be forgiven by the fanbase for his debut.
** ''VideoGame/MegaManXCommandMission'' is the X series' first and only foray into the RPG genre.
** ''Mega Man Network Transmission'': the only 3-D ''Battle Network'' game, an interquel between ''2'' & ''3'', and it plays more like a conventional Mega Man game than the BN virus-busting format.
** ''VideoGame/MegaManBattleNetwork 4'' is completely different in structure from the rest of the series: it's basically one long TournamentArc consisting of three {{Inevitable Tournament}}s, and it requires [[NewGamePlus at least three playthroughs]] to unlock everything, including the BonusDungeon. This isn't quite as tedious as it sounds, given the increasing challenge on each playthrough and the random elements involved, but the main plot is exactly the same each time[[note]]Not to mention that the third playthrough is largely unnecessary - the multiple playthroughs are justified because there are six bosses in each version of the game who, after being defeated, the player can perform "Soul Unison" with. The problem is, you only fight three of those six bosses in one playthrough, and in the second playthrough [[FakeLongevity it's guaranteed that you will fight one of the three you can already combine with again]].[[/note]]. ''[=BN4=]'' also has a really sloppy English translation, which wouldn't stand out in many game series, but does in this one.
** There is also a uncommonly mentioned ''Mega Man 4.5'' interquel that had actual working Battlechip-loading device to go with it, and a Japan-only release of mobile ''Battle Network'' games playable on a phone.
** The obscure ''Rockman EXE WS'', a ''Mega Man Battle Network'' title for the Wonderswan, feeling like a cross between the traditional BN style and ''Transmission'' gameplay, and another Wonderswan game, ''Rockman: Challenger from the Future'' for the Wonderswan, with exaggerated-Japanese-esque-looking Robot Masters and only seven Robot Master levels because two of the eight Masters are a pair of twins- the Clock Men.
** ''VideoGame/StreetFighterXMegaMan'' is the only official Franchise/MegaMan fangame, and the only official game (besides ''Rockman & Forte: Mirai Kara to Chousensha''[[note]]Challenger From the Future[[/note]] for the Wonderswan) in the Classic series where Dr. Wily isn't TheManBehindTheMan.
** Within the ''VideoGame/MegaManLegends'' series, ''The Misadventures of Tron Bonne'' is the only one to feature Tron as a playable character, has multiple gameplay types (including a puzzle game, a first person dungeon crawler and a casino), a mission-based structure rather than an open world, and is the only game in the series where Mega Man himself does not appear.
* Many ''VideoGame/LegacyOfKain'' fans dislike ''Blood Omen 2'' because it's so different from the ''Soul Reaver'' series in terms of gameplay, and because of plot holes (there are no explanations in that game for how Vorador and Janos Audron are alive again, for instance). Then again, the whole Soul Reaver series, in a way, is the OddballInTheSeries, considering the original Blood Omen was a Legend of Zelda-style action game with Kain as the main character, not a Tomb Raider-style puzzle game with a different protagonist. Also, contrary to a common misconception, the game wasn't a DolledUpInstallment developed originally as a sequel to ''Chakan: The Forever Man''; no work had began on the Chakan sequel before it was scrapped and fully converted into a Legacy of Kain project.
* ''VideoGame/PhantasyStarIII'' is the black sheep of its series, with an unrelated plotline to the rest of the series, decidedly weak mechanics, and visibly less effort put into it overall.
* ''[[VideoGame/VirtualOn Cyber Troopers Virtual-On MARZ]]'' is widely disown by fans of the earlier three entries due to unfortunately stripped down the gameplay even further in several aspects. It also including a HackAndSlash-style story mode which fleshes out the nature of the Virtual-ON universe, making it oddball out from the earlier entries which are FightingGame-like.
* ''VideoGame/AeroFighters'' (Known as ''Sonic Wings'' in Japan) is a series of wacky arcade {{Shoot Em Up}}s... except for ''Aero Fighters Assault'', which is a half-realistic 3D flight simulation.
* The ''Franchise/SonicTheHedgehog'' series is famous for the fact that the main lead is ''"[[BraggingThemeTune the fastest thing alive]]"''. This is true of the main series platforming games...and then you get to some of the platformer [[SpinOff spinoffs]]. You get games where he is ''slowed down'' and forced to go through mazes to collect keys (''VideoGame/SonicLabyrinth'') and birds (''VideoGame/Sonic3DBlast''), which make perfect sense.
** ''VideoGame/SonicSpinball'' is notable for being a pinball game with platforming elements (a complete inverse of the the Genesis Sonic games, which were platformer games with pinball elements) and had cameos by characters from [[WesternAnimation/SonicTheHedgehog SatAM]]. ''Sonic Blast'' for the Game Gear is also strange as it has only 5 zones (and thus only 5 chaos emeralds) as opposed to the usual number of 6 or 7, as well as being the only Sonic game with pre-rendered graphics. There's also ''VideoGame/SegasonicTheHedgehog'', an arcade game where you used a trackball to navigate Sonic and two friends (Mighty and Ray) through a series of deathtrap levels in Eggman's fortress.
** ''VideoGame/SonicR'' is also unique as it is a racing game that has the characters racing on foot and features platforming elements. [[VideoGame/SonicDrift All]] [[VideoGame/SonicRiders other]] [[VideoGame/SegaSuperstars racing games]] starring Sonic have had "[[{{Catchphrase}} the world's fastest hedgehog]]" [[GoKartingWithBowser strictly using vehicles]].
** Out of the 2D Sonic games released in the early 1990s, the least known is ''VideoGame/SonicTheHedgehogCD'', perhaps because it was originally released for the relatively unpopular Sega CD system. While the game added its share of staples to the franchise (namely Metal Sonic and Amy Rose), it also diverges quite a bit from its Genesis counterparts, both in terms of aesthetics (perhaps being more surreal and colorful than -- [[VideoGame/SonicColors almost]] -- any other Sonic game to date) and gameplay (in the time-traveling gimmick, slightly altered mechanics, more open and nebulous level design, optional sub-goals within levels, and the implementation of the rarely-seen Super Peel-Out).
** Even more obscure is the 1995 Sega 32X game ''VideoGame/KnucklesChaotix'', which focuses on rubber band co-op mechanics and featured even an even more surreal artstyle not unlike Sonic CD. It also featured Knuckles, the Chaotix (prior to their ''Heroes'' branding), and Mighty (from the aforementioned ''[=SegaSonic=]'') and like ''Sonic Blast'' featured five zones, only with five acts each instead of the standard two or three, complete with a menu hub with day/night transitions every time you entered the area.
** The post-''[[VideoGame/SonicAdventure Adventure]]'' Sonic games aren't immune to oddballs either. There's ''[[VideoGame/SonicStorybookSeries Sonic and the Black Knight]]'', which gave Sonic a sword. There's also ''VideoGame/ShadowTheHedgehog'', a DarkerAndEdgier SpinOff where gunplay and vehicles are major elements, and ''VideoGame/SonicHeroes'' to a lesser extent, which had teamwork-based gameplay mechanics and a LighterAndSofter plot compared to ''Sonic Adventure'' and [[VideoGame/SonicAdventure2 its sequel]].
** ''VideoGame/SonicLostWorld'' throws out a lot of staples from the previous games in it's gameplay and visual aesthetics. The gameplay switches up the game mechanics by having two versions of the homing attack (both of which don't operate like how the older games controlled them) and having enemies that have various ways on how they are supposed to be defeated. The visual aesthetic goes for more stylized and simplistic designs akin to the 16-bit titles, compared to the more photo-surrealistic designs of the recent ''[[VideoGame/SonicUnleashed Unleashed]]'' [[VideoGame/SonicColors era of]] [[VideoGame/SonicGenerations games]]. The game features planetoid levels a la ''VideoGame/SuperMarioGalaxy'' and features a lot of one-off gimmick levels that contrast with their respective zones they appear in and don't appear elsewhere in the game (a motion-control tilt-based level where you guide Sonic in a snowball and hit billiard balls for starters). The 3DS version in particular also focuses on having Sonic do several tasks to proceed through the level, such as moving objects to certain spots in order to open gates.
** And then there are the spinoffs starring Tails. ''VideoGame/TailsAdventure'' for the Game Gear is a slow-paced {{Metroidvania}} with mild RPG elements which, to say the least, is a drastic change of pace for the series. Even weirder is the other Game Gear spinoff ''VideoGame/TailsSkyPatrol'' which has absolutely no platforming at all and is a puzzle-like rail shooter with very little elements from the series besides Tails, and the edutainment music game ''Tails and the Music Maker'' for the Sega Pico.
* ''VideoGame/{{Ys}} III: Wanderers from Ys'' is the only side-scrolling game in the series. It also differs from its two predecessors by having a dedicated "attack" button, rather than attacking by ramming.
* ''Franchise/{{Castlevania}}'':
** ''VideoGame/CastlevaniaJudgment'', the series' first (and, given its limited success, possibly only) FightingGame.
** ''VideoGame/CastlevaniaIISimonsQuest''. Back before WebVideo/TheAngryVideoGameNerd told everyone they weren't supposed to like it (he was ''kidding'', by the way), there actually were quite a few fans who preferred its open-ended gameplay model over the more linear parts I and III back when {{Metroidvania}} was just an itch in Konami's pants. It still stands out for the confusing, misspelled, or just plain lying hints, overabundance of instant-death pools of water and unexpectedly easy {{Boss Battle}}s. The day/night cycle would return in later games, but much less annoyingly.
** ''Vampire Killer'' on the {{MSX}}2 is a similar case, using nonlinear stages that require you to find keys to progress from one stage to the next. And like ''Simon's Quest'', Simon can buy upgrades with hearts.
** ''Castlevania: the Arcade'' presents the typical quest to destroy Dracula and his minions as a RailShooter.
* ''VideoGame/{{X-COM}}'' was reimagined as a corridor shooter for 2001's ''Enforcer'', and then as a space battle game for ''X-Com: Interceptor''. The last is definitely one that [[BrokenBase splits the fanbase]], since it's a great space game, if not necessarily a good example of an X-Com game.
* ''Redguard'' is the last thing anyone thinks of when someone mentions ''Franchise/TheElderScrolls'' series. Then there's ''Battlespire'', truly an oddball in its attempt at multi-player gaming which certainly failed to attract the series' fans (though Bethesda ''would'' [[VideoGame/TheElderScrollsOnline bring a different form of multi-player to the series later]]). Both games were intended to be the first installment of an Elder Scrolls spin-off series. Hence why Redguard is titled The Elder Scrolls Adventures and Battlespire An Elder Scrolls Legend. When neither title sold well, Bethesda decided to go back to their roots with Morrowind.
* ''Franchise/SilentHill'':
** ''VideoGame/SilentHillTheArcade'' is an arcade rail shooter in a series comprised only of SurvivalHorror entries on non-arcade platforms.
** In the regular series, ''VideoGame/SilentHill4'' sticks out. It features a much heavier emphasis on melee weapons as opposed to guns, first-person segments, almost no boss battles, and unkillable ghost enemies that attacked you through the levels. It's quality is heavily debated in the fandom.
** Though the gameplay is strictly standard for early survival horror games, the story for ''VideoGame/SilentHill2'' stood alone for years as the sole game in the franchise that completely ignored the cult and its related elements, central to the plots of most of the other games, in favor of a highly personal story of love and loss.
** ''VideoGame/SilentHillShatteredMemories'' is different from the other games in the series in that you have pretty much no offense. There's only one type of monster that you can't defeat and can only throw off of yourself and ward off with inexplicable flares. The characters are all different. Michael Kauffman, who you may know from the other games to be an evil psychiatrist and Dahlia, who is a creepy old woman, are a normal shrink and a slutty young girl respectively.
** Taking the crown, though, is the upcoming pachinko machine based on the series.
* The original ''VideoGame/ThunderForce'' is a retroactive example ([[SequelDisplacement to the few people who have heard of it and even fewer people who have played it]]), being entirely an overhead shooter, while ''Thunder Force II'' alternates between this format and side-scrolling, and the rest of the series is entirely side-scrolling.
** ''Thunder Spirits'' is the only game in the series to appear on [[SuperNintendoEntertainmentSystem a Nintendo system]]. However, it's not an original game; it's a port of ''Thunder Force AC'' (the only arcade release), which in turn is a port of ''Thunder Force III'' on the UsefulNotes/SegaGenesis[=/=]UsefulNotes/MegaDrive.
* ''VideoGame/TetrisTheGrandMaster ACE'' pretty much takes "The Grand Master" out of ''Tetris: The Grand Master'' courtesy of ExecutiveMeddling, being more in line with traditional ''VideoGame/{{Tetris}}''. To its credit, it does retain a variant of TGM's signature rotation system.
* The arcade game ''DJMAX Technika'', unlike other ''DJMAX'' games that follow the ''{{Beatmania}}'' formula, plays more like a [[XMeetsY cross]] between ''VideoGame/EliteBeatAgents'' and ''VideoGame/{{Lumines}}''. It's very popular in areas where arcades have it, in some cases even being [[MorePopularSpinoff more popular than DJMAX Portable]].
* ''Puzzle of the Pyramid'' is LighterAndSofter than the rest of the ''VideoGame/TheClueFinders'' series, is the only game to engage in BreakingTheFourthWall, is the only game to give [[ChuckCunninghamSyndrome Socrates]] any prominence, puts the characters in [[LimitedWardrobe different clothes than any other game sans Math]], is the only game ''not'' to have TheReveal or utilize LetsSplitUpGang, and parodies everything from GodsHandsAreTied to the EvilLaugh. Even the art style is different!
** Gameplay-wise, ''Math Adventures'' is this. Even ''Puzzle of the Pyramid'' features the [=ClueFinders=] traveling to multiple worlds. In ''Math Adventures'' they stay in the same village the ''entire'' game.
* The ''VideoGame/{{Zork}}'' trilogy was a series of interactive fiction adventures by Infocom. ''[[http://en.wikipedia.org/wiki/Beyond_Zork Beyond Zork]]'' was an interactive fiction/''[=RPG=]'' hybrid that let you roll stats for your character, with a higher emphasis on combat.
** ''VideoGame/ZorkNemesis'' was a serious, DarkerAndEdgier, Myst-style puzzler. And pretty damn creepy. That was followed by ''VideoGame/ZorkGrandInquisitor'', which went back to the comedy of the earlier games but stuck with the Myst-style gameplay.
* ''Backyard Skateboarding'', unlike the rest of the ''VideoGame/BackyardSports'' series, is an adventure game with tons of {{Fetch Quest}}s. It also has bosses, which the main games lack.
* ''VideoGame/HaloWars'', a RealTimeStrategy game amongst a family of {{first person shooter}}s. Also made by a different developer. Its oddball nature is ironic, because ''Halo'' was ''originally'' conceived as an RTS.
* ''VideoGame/{{Paro|dius}} Wars'', a Turn-Based Strategy Game amongst a family of completely silly shmups. Yes, it is a fairly serious and difficult military strategy game not unlike the Nintendo Wars series, with all the goofy Parodius characters such as Moai heads, penguins, octopi and dogs in business suits! [[http://www.hardcoregaming101.net/parodius/parodius4.htm What were they thinking]]?
* ''VideoGame/{{Touhou}}'':
** Anything with a decimal point in its number is a spinoff that plays unlike the main games.
** Within the main series there's the ''Phantasmagoria'' games, which are versus shooters.
** ''Highly Responsive to Prayers'', the very first game in the series, isn't a danmaku game. It's an Arkanoid-like game with some danmaku boss fights.
** While well received, ''Imperishable Night'' has a number of odd mechanics that hadn't been seen before or since-- 'familiars' that can only be damaged unfocused, a heavy focus on bullet cancellation, stage quotas for the multiplier, the ability to gain continues, scoring based on a gauge that is altered by being focused/unfocused, alternate stages...
** In a sub-series example, there's the first of ZUN's music [=CDs=] (or, rather, the story attached to said CD), ''Dolls in Pseudo-Paradise''. Completely disconnected from the setting and cast of the rest of the sub-series, and just plain weird.
* Most ''VideoGame/{{Lemmings}}'' games have the same general gameplay, except for two -- ''Lemmings Paintball'' is an isometric ThirdPersonShooter, while ''VideoGame/TheAdventuresOfLomax'' is a platformer.
* ''Franchise/ResidentEvil'':
** There's the ''Gun Survivor'' spinoffs, which play like first-person {{light gun game}}s yet rarely have light gun support in all territories.
** ''VideoGame/ResidentEvilGaiden'' is the only 2D game in the franchise.
* ''Parasol Stars'' is the oddball in the ''VideoGame/BubbleBobble'' series; it lacks either of the two iconic weapons of the series (bubbles or rainbows) and instead has Bub and Bob beating up enemies with [[ExactlyWhatItSaysOnTheTin parasols]], a mechanic that has yet to appear in any other game in the series. (Parasols themselves have been in the ''Bubble Bobble'' games from the beginning, but as a special item, not a weapon.) It is also the only installment in the main series that was not released in the Arcades, but for the PC-Engine and a couple of ports on less powerful platforms.
* ''VideoGame/KingsQuestMaskOfEternity''. Ditched the interactive narrative formula, and went for action/adventure instead. Like other entries on this list, some prefer to think [[FanonDisContinuity it never happened]].
* ''VideoGame/QuestForGloryV'' played like an [=RPG=] with Adventure elements, rather than vice-versa as the other four games in the series. It also ran smack into the PolygonCeiling and didn't have as much input from the series' creators.
* ''[[VideoGame/FireEmblemAkaneia Fire Emblem Gaiden]]'' holds this distinction. While the others are completely linear games where you go from one chapter to another, this one has a map you move around on, which wouldn't be so bad if it wasn't because of the ForcedLevelGrinding you need to do every often in a while (On a series that usually has no LevelGrinding at all). Furthermore, UnbreakableWeapons is NOT {{averted|Trope}} (When the series does) and magic is CastFromHitPoints (Instead of being regular weapons that hit another defense stat). Furthermore, you face off monsters often, instead of just humans aside from some bosses/EliteMooks. And there's a weak "Villager" class that can promote to one of the "normal" base classes. Most of these ideas were recycled for ''The Sacred Stones''.
** While generally much better received than ''Gaiden'' and ''VideoGame/FireEmblemTheSacredStones'', the [[VideoGame/FireEmblemJugdral Jugdral games]] both had a number of unique features. The first, ''Genealogy of the Holy War'', had ridiculously large and sprawling levels in which multiple castles had to be captured and there were at least as many bosses in each level as there were castles, the arena was a function in your castle in which there were a given set of enemies for each level (instead of being infinite and random), each character had their own supply of money and items couldn't be traded; also, you [[{{Shipping}} paired up]] your units in the first half of the game and played as their children in the second half. Many of these units also had "[[HeroicLineage Holy Blood]]". While Holy Blood was naturally still present in ''Thracia 776'' (as it was set in the same world and had some of the same characters), everything else introduced in the previous game was scrapped and never came back. However, a bunch of other new features were added. The Build stat, determining the size of a unit, was introduced, and both Build and Movement had growth rates and could potentially increase when leveling up. Large enough units could rescue smaller allied units and could capture enemy units after defeating them, and a captured enemy could be "traded" with (read: stripped of its items) before being released (at which point they'd die)...or ''not'' released, as many recruitable enemies had to be captured and kept in order to get them to join. It also was the first game to have gaiden chapters that could be unlocked by fulfilling certain requirements, and most of these chapters were full of [[FogOfWar darkness]], as was one regular chapter. Also, some units had "movement stars", which gave them a random chance of being able to act twice in one turn, and all units except the main character had a fatigue meter that went up every time they engaged in combat or used a staff, which could only be reset by sitting out a chapter or having a certain item in their inventory, and if their fatigue exceeded their max HP, they'd be forced to sit out a chapter. Rescuing allies, fog of war, and gaiden chapters all became staples of the series. Capturing enemies, growth rates for Build and Move, Movement Stars and fatigue meters didn't, and none of these were ever seen again.
* ''VideoGame/PacManWorld 3'', which was developed by Blitz Games rather than Namco, is often seen as this by fans compared to the previous two games due to the increased emphasis on combat over platforming.
* The VideoGame/PacMan franchise also had ''Pinball/BabyPacMan'', which was notably odd due to being a stand-up arcade machine which was half-videogame, half-pinball game. Players were required to steer Baby Pac down one of two openings at the bottom of the maze to "enter" the pinball playfield, and you ''had'' to play the pinball part in order to get any energizers in the video maze or move up to the next higher "fruit" levels. The machine became an expensive lesson to Bally/Midway in what happens when you try to please everybody, and end up pleasing nobody--the video game players found the pinball part too hard, and the pinball players found the video game part too hard, and nearly everybody who played it wound up frustrated as a result. (The fact that the videogame portion had simplistic graphics that smacked of the infamous done-on-the-cheap UsefulNotes/{{Atari 2600}} Pac-Man port didn't help matters either.)
* ''VideoGame/LodeRunner's Rescue'' was an isometric game akin to ''VideoGame/CrystalCastles'', starring [[DistaffCounterpart the lode runner's daughter]]. Unlike her father, she could jump and swim, but not dig.
* The ''VideoGame/StarFox'' series has ''VideoGame/StarFoxAdventures'', an ActionAdventure fantasy game in the Zelda mold. The reason is because it started life as a totally unrelated game from Creator/{{Rare}}, an N64 game known as ''Dinosaur Planet'' which was to star two {{Funny Animal}}s named Sabre and Krystal. After Creator/ShigeruMiyamoto saw footage of the game in action and compared Sabre's appearance to Fox [=McCloud's=], it was taken back to be retooled into a ''Star Fox'' title, now with Fox ''replacing'' Sabre but retaining Krystal in a less important role.
* ''VideoGame/StarFoxAssault'' introduced ThirdPersonShooter elements, with so many missions based around them that there were only a small handful of the on-rails segments that the series is known for.
* The ''VideoGame/MonsterRancher'' series of monster-raising simulation games has ''MonsterRancherEVO,'' a traditional [=RPG=] with dungeons and a party-based battle style that happens to use the ''VideoGame/MonsterRancher'' series monsters. Oh, and stat-raising and money-gaining are now based on your performance in a rhythm mini-game. While not necessarily a ''bad'' game, the fact that so little of it is traditionally ''VideoGame/MonsterRancher'' makes it very divisive for fans.
* ''VideoGame/DevilMayCry 2'' is so much of an oddball even the producers generally try to ignore its existence, namely by making all games made after the second game set chronologically before it. Between a lowered difficulty and the protagonists personality change from [[MemeticBadass Badass]] [[TrashTalk Trash-Talker]] to an [[{{Narm}} unintentionally-and-hilariously-cringe-worthy]] guy. The fanbase was largely disappointed.
* ''VideoGame/LunarDragonSong'' is, like the rest of the ''{{Lunar}}'' series, an EasternRPG...but it adds a bunch of experimental (i.e. [[ScrappyMechanic annoying]]) gameplay mechanics paired with a rudimentary plot and shallow characters. The other games in the series are known for old-school gameplay with well developed stories and characters.
* The ''VideoGame/JakAndDaxter'' series has ''Jak X: Combat Racing'', which turns the emphasis to VehicularCombat in what is normally a platformer series with a large collection of other elements -- it was present in the other games, but to nowhere near the same degree.
* ''VideoGame/TonyHawksProSkater 4'' is considered to be this because it combines the gameplay of the first three games with the goal system that would later appear in ''Tony Hawk's Underground'', but doesn't allow you to get off your board to talk to people, so you have to slow down and brake, which can often be difficult. ''Tony Hawk's Downhill Jam'', ''Ride'' and ''Shred'' are also considered to be the series oddballs mainly because they are considered terrible (in the case of the latter two, rely on a peripheral that rarely works and makes them nearly impossible to play).
* ''Franchise/{{Pokemon}}'':
** Several manga come off as this, such as ''How I Became A Pokemon Card'' or ''Manga/MagicalPokemonJourney'' as they don't focus on the same dynamics as most titles in the series but are, respectively, a SliceOfLife and Shojo set in the Pokémon world. From the games themselves, the UsefulNotes/GameBoyColor adaptations of the Trading Card Game come off as odd as they apparently take place in a world apart from the Pokéverse; it's not exactly our world, but it's a Pokémon-less place where the series is at least a trading card game.
** Out of the other spinoffs, ''[[VideoGame/PokemonColosseum Colosseum]]'' and ''[[VideoGame/PokemonColosseum XD]]'' might qualify. While they play the most like the main games compared to ''[[VideoGame/PokemonMysteryDungeon Mystery Dungeon]]'', ''[[VideoGame/PokemonRanger Ranger]]'', and the various other spinoffs, ''unlike'' the main games, ''all'' battles are Double Battles (with the exception of a very early battle in ''XD'', solely because you only have one Pokémon, an Eevee, to begin with during it). Also, while they're {{Spiritual Successor}}s to the ''Stadium'' games, they actually have a story mode along with tournament modes and lack a few things that ''Stadium'' had (the Gym Leader Tower, minigames, etc.).
** As far as the main series goes ''PokemonBlackAndWhite'' stand out in a number of ways. The region is based on New York rather than Japan, no Pokemon from previous generations appear at all in the main game, the game is much more story and character-driven than previous entries and [[spoiler: the final battle is against the BigBad rather than the Pokemon League Champion.]] By contrast ''Black and White 2'' are much closer to the rest of the series.
* Creator/{{Falcom}}'s ''VideoGame/DragonSlayer'' games are mostly various types of {{Action RPG}}s, with ''The Legend of Heroes'' being a more typical EasternRPG. Then there's ''Lord Monarch'', which is a (rather simple) RealTimeStrategy game.
* ''VideoGame/RType Leo'' had no Force pod and no charge shot.
* ''Monty is Innocent'' is an isometric 3D adventure game, rather than a platformer like the other ''VideoGame/MontyMole'' games.
* ''VideoGame/{{Fallout|1}}'' and ''VideoGame/{{Fallout 2}}'' are turn-based, isometric computer [=RPGs=] made by Black Isle. While there is some grumbling about Microforte's ''Fallout Tactics,'' it is generally regarded to be a competent game that is hampered by some rather glaring continuity issues, but is still a turned-based tactical [=RPG=] using ''Fallout's'' signature SPECIAL system (though slightly modified). ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' are fully 3D [=RPG/FPS=] games available on PC and consoles, that use a heavily modified version of SPECIAL with significant changes to the system between the two games (armor, for example, works completely differently in each). Despite all of these differences, the obvious Oddball is ''VideoGame/FalloutBrotherhoodOfSteel'', a top-down, 3D action game with almost no RPGElements, [[SeriesContinuityError continuity issues]] that make ''Tactics'' look immaculate, and no involvement of any Black Isle or Bethesda staff.
* ''VideoGame/DonkeyKong 3'' is more or less a ShootEmUp. Neither of the previous two ''Donkey Kong'' games featured shooting, and scarcely any of the later ones do. Moreover, you control an exterminator named Stanley, who never appears again in the franchise.
* ''Franchise/{{Kirby}}'':
** ''VideoGame/KirbyAndTheAmazingMirror'' is the only VideoGame/{{Kirby}} game to be a full {{Metroidvania}} instead of a straightforward PlatformGame the series' main games are known for. It's also the ''only'' game in the entire series where [[ArchEnemy King Dedede]] does not make an appearance.
** ''VideoGame/KirbysEpicYarn'' is one of these as well. Replacing the traditional "eat > gain abilities" power set with yarn-based transformations. Amongst other things. It helps that this wasn't originally intended as a Kirby game.
* ''VideoGame/BlasterMaster: Blasting Again'' is the only 3D game in the series, as well as the only one where you fight the bosses inside of your vehicle, rather than outside of it.
* It's telling of how close to the formula the ''VideoGame/MarioKart'' series has stuck that these two count as "oddball" for its unusual features:
** ''VideoGame/MarioKartDoubleDash'' is the most odd game out of the whole consumer series due to the two characters per kart concept the game was based on. Each kart has a driver and another person to use items and both characters can swap places on the fly. Each character also has their own unique items that only they can get, a ContinuityNod to ''VideoGame/SuperMarioKart'' where the AI has characters with unique items. The item tosser also has the ability to punch other players to knock them out of the way and steal their items whereas the other games that have item stealing is regulated to the Boo item. In addition, ''Double Dash!!'' is the only ''Mario Kart'' game to do away with hopping entirely and has heavier, more realistic steering and drifting compared to the cartoon-like turning physics the other games had.
** ''Mario Kart Arcade GP'' and its sequels take some pretty strong liberties too, thanks to being co-developed with Namco. Among other things, it introduces a number of items not seen in other games (such as the square wheel attack and the "broken steering wheel" attack), excludes many series-traditional items (such as the humiliation-inducing Blue Shell), there are no mini-turbos for powerslides, powersliding grants you a shield for the duration of the slide, there are coins on the track that boost your top speed, and in a single race you only get three different kinds of items--pre-selected in grand prix mode, randomly-selected if you're playing versus on a machine with no card slots, and selected by you if you're playing versus on a machine with card slots.
* [[{{Vaporware}} Had they ever finished it]], ''Franchise/StarCraft: Ghost'' would have been a stealth-based third-person shooter in an RTS series.
* ''VideoGame/WorldOfWarcraft'' was originally an MMORPG in, of all things, an RTS franchise. Then, it proceeded to sell millions of copies, [[TropeCodifier became the template]] for [[FollowTheLeader a new generation of MMOs]], [[LongRunner spawned a number of expansion packs]], and generally [[SequelDisplacement displaced the original games]].
* [[{{Vaporware}} Also cancelled by Blizzard]], ''Warcraft Adventures: Lord of the Clans'' was a comic-art point-and-click adventure game following two RTS games.
* ''VideoGame/MarioParty 9'' is a total game changer compared to the previous 8 games in the series. Rather than moving individually on the board, all four players move together at the same time, but most events only happen to the player who is taking their turn; this creates strategies where sometimes moving a certain amount of spaces can screw over the next player when it's their turn. Collecting stars to become the winner was a staple in the series, but the 9th installment did away with them in exchange for mini-stars, which are quite common and are not a huge game changer. The game divided the fan base predictably.
* ''VideoGame/FrontMission Evolved'' is a third person mech shooter with some poorly executed concepts such as on foot segments which breaks sequence and storytelling that leaves VERY much to be desired.
* ''[=DoDonPachi II: Bee Storm=]'' was licensed and developed by completely different company, so the end result was significantly different from the other games in the ''VideoGame/{{DonPachi}}'' series.
* Another FightingGame example is ''VideoGame/ViewtifulJoe: Red Hot Rumble'', a fighter in the vein of ''VideoGame/SuperSmashBros'' instead of a BeatEmUp platformer.
* ''VideoGame/DoubleDragon'' had two fighting games based off of adaptations. The first is ''Double Dragon V'', based on the animated series, and the second is a UsefulNotes/NeoGeo fighter based on the live-action movie.
* ''Franchise/StreetFighter'' also had [[VideoGame/StreetFighterTheMovie two games]] (fortunately, it's already a FightingGame series) based on its live-action movie, with Franchise/MortalKombat-style live-action sprites. There's also ''VideoGame/StreetFighter2010'', a sci-fi action game, and ''Super Puzzle Fighter II Turbo''.
* ''Franchise/FinalFight'' had three games of being straight beat 'em ups, then ''VideoGame/FinalFightRevenge'' was a fighting game based on characters from the first game, including a [[TheUndead zombie Belger]]. A couple of years later ''VideoGame/FinalFightStreetwise'' came out which tried to go back to its roots but with RPG elements and GTA influences. It bombed, hard.
* ''VideoGame/GuiltyGear'' is no stranger to introducing strange and experimental gameplay aspects (''Isuka'', ''Dust Strikers'',) or undergoing a minor GenreShift from FightingGame to BeatEmUp (''Isuka'' again, ''Judgement''.) The biggest offender, though, is ''Guilty Gear 2: Overture'', a RealTimeStrategy game.
* ''Super VideoGame/{{Columns}}'' allowed you to rotate the jewels to form rows as well as columns, instead of only being able to adjust the order of the gems in the column like every other game. The AI wasn't programmed to do this, giving you a nice advantage when fighting them.
* Similar to the StarCraft example, the [[VaporWare unfinished]] ''Brave Arms'' would have been an AceCombat title that, despite taking place back in its fictional world, would have been more of a VideoGame/NinjaGaiden/VideoGame/MetalGearSolid hybrid clone than a flight simulation game.
* The last ''VideoGame/{{Dizzy}}'' adventure, ''Crystal Kingdom Dizzy'', was the only one with a sequence of separate levels. On the UsefulNotes/AmstradCPC, it was also the only ''Dizzy'' game, not counting the two MazeGame spinoffs, to use the low-resolution 16-color graphics mode. The UsefulNotes/{{Commodore 64}} version also ran in a more colorful low resolution than the earlier ''Dizzy'' games on that system.
* Although it's usually rated highly among the fanbase, ''VideoGame/MonkeyIsland2LeChucksRevenge'' is this for the ''VideoGame/MonkeyIsland'' series. Usually the game's will limit each chapter to a specific island, but the second chapter of 2 allows you to travel between three islands instead. The next two games would also continue the first game's pattern of Guybrush needing to find "A crew, a map and a ship" and some form of insult fighting, elements which are absent in the second game. There's also a story gap between both the game and it's predecessor and sequel which is never fully explored, which leaves the plot feeling a little odd too.
* ''[[VideoGame/AbsoluteDespairGirls Absolute Despair Girls: Danganronpa Another Episode]]'' is a third-person shooter in a series of ClosedCircle murder mystery visual novels. Its status as the oddball is only cemented by how much [[DarkerAndEdgier darker, edgier,]] [[BloodierAndGorier bloodier, and gorier]] it is from the main series ''VisualNovel/{{Danganronpa}}'' games.
* ''EndlessFrontier'' and its sequel, part of ''SuperRobotWars'', is not a crossover-heavy turn-based Strategy Game, but rather an RPG with fighting game leanings featuring a mostly original cast of characters. The focus on robots is also noticeably reduced, with only a few MiniMecha showing up.
* ''VideoGame/{{Tekken}} 4'' odd compared to the rest of the series. The game attempted to introduced "realistic" elements, such as the removal of almost every non-human character save Kuma/Panda and Yoshimitsu. Its setting was much more urban compared to the variety of locations found in other games. The story featured plenty of DoingInTheWizard with the DealWithTheDevil being retconned as a mutation. It's also the only game in the series to feature different ground levels, such as stairs. All games afterwards did away with the realism, brought back all the 'wacky' characters, and retconned the DoingInTheWizard. ''4'' is often noted for being a black sheep.
* ''VideoGame/MetalGearRisingRevengeance'' is a HackAndSlash game in a stealth series. ''VideoGame/MetalGearSolidVThePhantomPain'' is a WideOpenSandbox after all the other games that were completely linear.
* Within the ''VideoGame/NancyDrew'' series of adventure-mystery games, ''The Secret of the Old Clock'' stands out as a bit of an oddball. Not really in terms of gameplay, but in aesthetics; while all the other games are contemporary to the modern day, ''Clock'' is a 1930's period piece paying tribute to the character's origin (it also doubles as a MilestoneCelebration for the character's 75th anniversary.)
* ''VideoGame/MechAssault'' to the ''VideoGame/MechWarrior'' franchise, being a primarily a third-person action game with on-foot sections where prior ''Mechwarrior'' games were predominantly first-person cockpit view mech simulators with no infantry gameplay. It also utilized a very different combat system compared to ''Mechwarrior'' and omitted the popular customization function. The first ''VideoGame/MechCommander'' was considered the Oddball for a while, being a real-time tactics game in a primarily action/simulation franchise, but after three games fans have come to accept it as the ''Mechcommander'' trilogy due to its broad similarities to the tabletop game.
* The ''VideoGame/{{Hebereke}}'' games already only have a tenuous connection between one another, but ''[[http://www.hardcoregaming101.net/hebereke/hebereke2.htm#oishiipuzzle Hebereke no Oishii Puzzle wa Irimasen ka]]'' is the only one that is set in real-life Japan rather than the usual alien world and features human characters. That's because it was a remake of a previous arcade puzzle game by Sunsoft and Atlus, with the ''Hebereke'' characters pasted on to gain a little bit more appeal, but otherwise left completely identical.
* The eighth installment, ''The Little Mermaid and the Purple Tide'', is this for the ''VideoGame/DarkParables.'' The game mechanics are, in several respects, different from the previous games; the basic gameplay remains the same, but certain things about it are just different enough to catch the notice of longtime fans. This is because it's the only collaboration in the series - all previous games were done solely by Blue Tea Games, and all subsequent games were/are done solely by Eipix.

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