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** Gameplay-wise, Versus and War Room each run off of a single menu that allows the player to switch between the original ''Advance Wars'' and ''Advance Wars 2'' rulesets. As a result, ''Advance Wars 2''-exclusive War Room maps can be played with the original ''Advance Wars'' ruleset, with appropriate changes made to the enemy CO(s) faced in each map.
** Aesthetic-wise, character designs blend the Japanese and international versions of all three Wars World games; for example, Nell is based on her ''[=AW1=]'' art, Sonja has her international ''[=AW2=]'' design but regains her glasses from the Japanese art, and Lash is closest to her ''Dual Strike'' design. Unit models feature a plastic, toy-like look in reference to the Japanese ''Dual Strike'' boxart. Buildings and other properties on the map are based on ''[=AW2=]'' sprites, battle scenes feature the [=COs=] reacting to the encounter as in the first game, and CO Power activation plays a character-specific remix of the first game's CO Power jingle instead of going directly into a powerup theme like the later games.

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** Gameplay-wise, Versus and War Room each run off of a single menu that allows the player to switch between the original ''Advance Wars'' and ''Advance Wars 2'' rulesets. As a result, ''Advance Wars 2''-exclusive War Room maps can be played with the original ''Advance Wars'' ruleset, with appropriate changes made to the enemy CO(s) faced in each map.
map. Earning coins for Hachi's Shop works like ''Advance Wars 2'' rather than the first game.
** Aesthetic-wise, character designs blend the Japanese and international versions of all three Wars World games; for example, Nell is based on her ''[=AW1=]'' art, Sonja has her international ''[=AW2=]'' design but regains her glasses from the Japanese art, and Lash is closest to her ''Dual Strike'' design. Unit models feature a plastic, toy-like look in reference to the Japanese ''Dual Strike'' boxart. Buildings Cities and other properties on the map are visually based on ''[=AW2=]'' sprites, battle scenes feature the [=COs=] reacting to the encounter as in the first game, and CO Power activation plays a character-specific remix of the first game's CO Power jingle instead of going directly into a powerup theme like the later games.
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* AdaptationAmalgamation: Since ''Advance Wars 2'' is an [[MissionPackSequel extremely-iterative]] sequel to the first ''Advance Wars'', their remake ''Advance Wars 1+2 Re-Boot Camp'' -- rather than recreating them as two separate packages as its title might imply -- blends them together to create one unified game with elements of both:
** Gameplay-wise, Versus and War Room each run off of a single menu that allows the player to switch between the original ''Advance Wars'' and ''Advance Wars 2'' rulesets. As a result, ''Advance Wars 2''-exclusive War Room maps can be played with the original ''Advance Wars'' ruleset, with appropriate changes made to the enemy CO(s) faced in each map.
** Aesthetic-wise, character designs blend the Japanese and international versions of all three Wars World games; for example, Nell is based on her ''[=AW1=]'' art, Sonja has her international ''[=AW2=]'' design but regains her glasses from the Japanese art, and Lash is closest to her ''Dual Strike'' design. Unit models feature a plastic, toy-like look in reference to the Japanese ''Dual Strike'' boxart. Buildings and other properties on the map are based on ''[=AW2=]'' sprites, battle scenes feature the [=COs=] reacting to the encounter as in the first game, and CO Power activation plays a character-specific remix of the first game's CO Power jingle instead of going directly into a powerup theme like the later games.
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** During the final mission of the first Advance Wars' Campaign in ''Re-Boot Camp'', the player can freely pick the [=COs=] that protect Andy's flanks, as opposed to them being pre-determined by certain choices made in the campaign. The BrutalBonusLevel "Rivals" is now an optional level unlocked by completing all the other missions in the branching paths which can be selected after completing the final mission, meaning that it no longer needs to be completed to finish the basic campaign experience, so there's no need to worry about selecting Eagle this time around.

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** During the final mission of the first Advance Wars' Campaign in ''Re-Boot Camp'', the player can freely pick the [=COs=] that protect Andy's flanks, as opposed to them being pre-determined by certain choices made in the campaign. The level also permits the selection of both Kanbei and a Green Earth CO at the same time (Kanbei's location is determined if Max, Sami, a Blue Moon or a Green Earth CO is selected alongside him; he takes up the absent army's spot), a combination that was not possible in the original game. The BrutalBonusLevel "Rivals" is now an optional level unlocked by completing all the other missions in the branching paths which can be selected after completing the final mission, meaning that it no longer needs to be completed to finish the basic campaign experience, so there's no need to worry about selecting Eagle this time around.
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While allowing a player to pick both Kanbei and a Green Earth CO is cool, it isn’t an unlikely occurrence for someone to make that choice, considering both Kanbei and Eagle are considered to be very good choices for that mission


** In ''Re-Boot Camp'', Andy's [=COs=] at his flanks in the final mission of the first game's campaign can be manually selected instead of being predetermined by the decisions made during the campaign. While it's not possible to double-up on Blue Moon and Green Earth [=COs=] (and Max and Sami are still designated to the Blue Moon and Green Earth positions, respectively), it ''is'' possible to have Kanbei alongside a Green Earth CO, something which is not possible in the original game. Should this be the case, Kanbei's forces end up using the Blue Moon position instead.

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** In ''Re-Boot Camp'', Andy's [=COs=] at his flanks if you can’t afford an item in the final mission of the first game's campaign can be manually selected instead of being predetermined by the decisions made during the campaign. While it's not possible to double-up on Blue Moon and Green Earth [=COs=] (and Max and Sami are still designated to the Blue Moon and Green Earth positions, respectively), it ''is'' possible to Hachi’s shop, he’ll usually just say that you don’t have Kanbei alongside a Green Earth CO, something enough coins. If you can’t afford the challenge campaigns, which is not possible in the original game. Should this be the case, Kanbei's forces end up using the Blue Moon position instead.respectively cost 1 and 2 coins, there’s a unique “You don’t even have one/two coin(s)?” line.

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* PowerCreep: Zig-zagged in the ''Advance Wars'' trilogy. On paper it looks like the co's are balanced in the first game and, barring the secret commanders who are overpowered by design, that over time more powerful co's are available with advantages without corresponding disadvantages to balance them out. In practice everyone's unique niche, which more often than not just meant that you can play in a way that makes the disadvantages meaningless and just use their main skills, often outdoes the boost the new ones have over the balance.

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* PowerCreep: PowerCreep:
**
Zig-zagged in the ''Advance Wars'' trilogy. On paper it looks like the co's are balanced in the first game and, barring the secret commanders who are overpowered by design, that over time more powerful co's are available with advantages without corresponding disadvantages to balance them out. In practice everyone's unique niche, which more often than not just meant that you can play in a way that makes the disadvantages meaningless and just use their main skills, often outdoes the boost the new ones have over the balance.balance.
** The new units are also a mixed bag. The Neotanks have the speed of a regular tank and far greater firepower and a little better defense than Mid-tanks. While useful their high cost can mean losing valuable area denial multiple tanks could cover better. Their defense also isn't high enough to stop multiple attacks on the same turn as well. The Megatanks even more so, as their monstrous power and defense comes at an even higher cost and low ammo count, making them vulnerable to being swarmed. The Stealth fighter trades the regular fighters massive speed, lower cost and higher anti-air firepower to being able to attack all types of units.
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* ExtraTurn:
** Eagle's Lightning Drive and Lightning Strike let him move non-infantry units for a second time per turn, with the exception of the former as a CO Power in ''Black Hole Rising'', either with a boost or a penalty to attack and defense.
** What makes Tag Breaks in ''Dual Strike'' so dangerous isn't just the two different Super CO Powers, it's the extra turn they grant to the second CO immediately after the first one. A Tag Break with Eagle as one of its members effectively gets ''three turns'' in one.
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** ''Re-Boot Camp'' periodically shows subtle but noticeable smoke on map animations of vehicles at very low HP.

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** ''Re-Boot Camp'' periodically shows subtle but noticeable smoke on map animations of vehicles at very low HP, and more noticeable sparks and smoke on Black Hole structures like Black Cannons and Lasers at low HP.

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** While every unit uses up fuel (or rations, for infantry) and ammunition, it is very easy to resupply units. [=APCs=] resupply any units adjacent to them at the beginning of the turn. (Or resupply one unit manually that they drive up to.) Including battleships and aircraft, with no explanation how a ground-based vehicle can refuel a fighter jet. As well, the [=APC=] has infinite supplies, and can rearm and refuel all units indefinitely.

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** While every unit uses up fuel (or rations, for infantry) and ammunition, it is very easy to resupply units.units and all but a few units can carry many days' worth of fuel and ammo on their own. [=APCs=] resupply any units adjacent to them at the beginning of the turn. (Or resupply one unit manually that they drive up to.) Including battleships and aircraft, with no explanation how a ground-based vehicle can refuel a fighter jet. As well, the [=APC=] has infinite supplies, and can rearm and refuel all units indefinitely.indefinitely.
** ''Dual Strike'' introduces usable Black Hole technology in the form of the Black Boat, a cheap ship that can transport foot soldiers, resupply units, ''and'' heal 1 HP of damage to make naval logistics even easier. The only thing it's missing from the APC is the ability to automatically resupply adjacent units at the start of its turn.


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* ThisLooksLikeAJobForAquaman: Normally, ''Advance Wars'' machine guns are only effective at fighting infantry and can do ScratchDamage to light vehicles, but they're the only thing that can efficiently damage Oozium in ''Dual Strike'', which otherwise shrugs off tank rounds and indirect fire. Anti-Air vulcan cannons are also super effective, though they already have greater uses in shredding foot soldiers and air units.


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* YouHaveFailedMe:
** Alluded in ''Black Hole Rising'' and its reboot, where a higher ranking Black Hole CO will come and insinuate this fate for whoever is about to lose their factory and thus control of the country they were supposed to conquer. Sturm never says it but furiously muses to himself that his subordinates have all been failures and that after the final battle, he "will make... adjustments." [[spoiler: He never gets the chance.]]
** Greyfield/Sigismundo in ''Days of Ruin'' casually threatens his soldiers with execution for just about everything, including losing small battles. Villainous insanity aside, this is the first major clue that he's not the competent commander that he claims he is...
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* NotHisSled: While most maps were kept faithful in ''Re-Boot Camp'', "Border Skirmish" in the second game is the one exception: it now has FogOfWar on all difficulties instead of just the hardest, and they added an extra enemy on your side of the river to act as a tutorial. Players familiar with the original who skip the tutorial may be in for a nasty surprise...

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* NotHisSled: NotHisSled:
**
While most maps were kept faithful in ''Re-Boot Camp'', "Border Skirmish" in the second game is the one exception: it now has FogOfWar on all difficulties instead of just the hardest, and they added an extra enemy on your side of the river to act as a tutorial. Players familiar with the original who skip the tutorial may be in for a nasty surprise...surprise...
** The Challenge Campaign in ''Re-Boot Camp'' includes three tutorial missions as the campaign's prologue as in the regular campaign. However, "Copter Tactics" has one small, but critical change:
-->'''Nell:''' Examining all of Olaf's units, I think we only have one viable option.
-->'''Andy:''' [[LeeroyJenkins Throw everything we got at him!]]
-->'''Nell:''' Well... Yes, actually. [[DumbassHasAPoint That's about all we can do without a transport copter.]]
** Players hoping to make their CO selection for the final mission in the first campaign via CO choices in certain maps and completing the Gold Comet missions in a certain time will be surprised they can simply ''manually select Andy's allies before the final mission even starts''.
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* AdaptationDistillation: In the first ''Advance Wars'', the Field Training section spanned a whopping 14 levels, each teaching the player the mechanics of the game in thorough detail, and Olaf being the ButtMonkey opponent for all of them. In ''Re-Boot Camp'', the Field Training section is reduced to three levels, with three other levels acting as a prologue to the first proper mission, "It's War!" (the latter three have Olaf as the opponent while the former three have no CO commanding the enemy army). Any mechanics not mentioned in these stages are brought up in the campaign proper when the relevant units/mechanics first appear.
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** By the time you can unlock and purchase [[PurposefullyOverpowered Nell, Sturm (in AW2), and Hachi (in AW2)]] in the first two ''Advance Wars'' games and their reboot, you clearly don't actually need them to win.
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*** If the AI has a seaport under their control, the AI will insist on having at least one Lander at all times even if the AI has no immediate use for them, and should its Landers be destroyed, the AI will immediately build more Landers to replace them if it has enough funds, which can be expolited to make the AI waste its funds on building an expensive unit it has no use for. The AI's love for Landers was also brought back in ''Re-Boot Camp'' despite it generally improving the AI and fixing other flaws it had in the original games.

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*** If the AI has a seaport under their control, the AI will insist on having at least one Lander at all times even if the AI has no immediate use for them, and should its Landers be destroyed, the AI will immediately build more Landers to replace them if it has enough funds, which can be expolited to make the AI waste its funds on building an expensive unit it has no use for. The AI will also ''never'' use Landers for their intended purpose: transporting units. An AI locked to an island without transport copters will essentially have no means of getting their ground forces off that island. The AI's love for Landers was also brought back in ''Re-Boot Camp'' despite it generally improving the AI and fixing other flaws it had in the original games.games and actually making use of said Landers.
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* DestroyingAPunchingBag: In the opening movie for Reboot Camp, Max is seen training with a small punching bag hanging on a tree. He finishes with a punch that sends the punching bag flying far in the air, much to his surprise.
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Gave this strategy another try on Re-Boot's Classic difficulty. Sturm built units in the east.


** "The Final Front" is normally an ''extremely'' difficult mission, with a time limit, two Black Cannons suppressing the center of the map, and a giant death laser that annihilates anything through the central base and Sturm's entryway into his own base every seven days. However, a keen eye will notice that Sturm focuses his offensive on the western half of the map, paying little heed to the eastern half. The eastern base could easily sneak through Sturm's eastern flank and rush to destroy his giant laser in a swift stroke with little resistance at all.
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** Since "Flak Attack" is AdaptedOut in the Hard Campaign, the lab map moves instead moves to "Andy's Time". However, there's absolutely no indication that a lab map is located there[[note]]In "Flak Attack", it's super easy to get the map, as the city's right next to your starting infantry. In other nations, the Black Hole CO in question will always mention about a secret lab[[/note]], with the only way to find out is to capture a city that's relatively close to Flak's base, meaning you're very likely to focus on the cannon and other properties as opposed to that city.
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* PowerCreep: Zig-zagged in the ''Advance Wars'' trilogy. On paper it looks like the co's are balanced in the first game and, barring the secret commanders who are overpowered by design, that over time more powerful co's are available with advantages beyond what the earlier ones where capable of. In practice everone's unique niche often outdoes the boost the new ones have over the balance.

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* PowerCreep: Zig-zagged in the ''Advance Wars'' trilogy. On paper it looks like the co's are balanced in the first game and, barring the secret commanders who are overpowered by design, that over time more powerful co's are available with advantages beyond what the earlier ones where capable of. without corresponding disadvantages to balance them out. In practice everone's everyone's unique niche niche, which more often than not just meant that you can play in a way that makes the disadvantages meaningless and just use their main skills, often outdoes the boost the new ones have over the balance.

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* MutualDisadvantage: Units such as Cruisers and Bombers, unit types that cannot attack units of their own general class, suffer from this trope. It's especially notable with Cruisers, as there's no real direct-attack counter against them; Battleships are indirect attackers, Cruisers are made to have an advantage against Submarines and aircraft, and if Cruisers seldom get close enough to a shoreline for ground units to attack them. Starting with ''Dual Strike'' Cruisers are able to attack other vessels including other Cruisers...albeit poorly.


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* MutualDisadvantage: Units such as Cruisers and Bombers, unit types that cannot attack units of their own general class, suffer from this trope. It's especially notable with Cruisers, as there's no real direct-attack counter against them; Battleships are indirect attackers, Cruisers are made to have an advantage against Submarines and aircraft, and Cruisers seldom get close enough to a shoreline for ground units to attack them. Starting with ''Dual Strike'' Cruisers are able to attack other vessels including other Cruisers...albeit poorly.
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** "Hot Pursuit" in ''Black Hole Rising'' is a tough mission to tackle normally, but some AI manipulation can bait all of Sturm's considerable land to focus on the center instead of your flanks, and [[https://i.redd.it/uzwwtro11d0b1.jpg trap them all in a single chokepoint traffic jam]]. This works because the wounded infantry moves first and attempts to retreat but cannot, while the later moving intact vehicles are all aggresively trying to advance but cannot.

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** "Hot Pursuit" in the Hard Campaign of ''Black Hole Rising'' is a tough mission to tackle normally, but some AI manipulation can bait all of Sturm's considerable land to focus on the center instead of your flanks, and [[https://i.redd.it/uzwwtro11d0b1.jpg trap them all in a single chokepoint traffic jam]]. This works because the wounded infantry moves first and attempts to retreat but cannot, while the later moving intact vehicles are all aggresively trying to advance but cannot.
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** Grit no longer carries a gun in ''Re-Boot Camp''. He lacked a gun in ''Dual Strike'' but carried a revolver in the first two games. His CO Power animation has him point a FingerGun.
** ''Re-Boot Camp 1+2'' mostly keeps the dialogue for both games but excises some moments that haven't aged very well, such as Flak and Max no longer calling each other "gorilla" and "ape-man" (referring to each others' physiques in context, not anything racist).

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** Grit no longer carries a gun in ''Re-Boot Camp''. He lacked a gun in ''Dual Strike'' but carried a revolver in the first two games. His CO Power animation has him point a FingerGun.
FingerGun. Likewise, Kanbei no longer carries a sheathed katana in ''Re-Boot Camp'' and his CO Power animation depicts him triumphantly pointing a Japanese fan, though he never brandishes or points said sword in previous art.
** ''Re-Boot Camp 1+2'' Camp'' mostly keeps the dialogue for both games but excises some moments that haven't aged very well, such as Flak and Max no longer calling each other "gorilla" and "ape-man" (referring to each others' physiques in context, not anything racist).
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** "Hot Pursuit" in ''Black Hole Rising'' is a tough mission to tackle normally, but some AI manipulation can bait all of Sturm's considerable land to focus on the center instead of your flanks, and [[https://i.redd.it/uzwwtro11d0b1.jpg trap them all in a single chokepoint traffic jam]]. This works because the wounded infantry moves first and attempts to retreat but cannot, while the later moving intact vehicles are all aggresively trying to advance but cannot.
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** Andy's version of "Naval Clash!" requires him to protect a Missile unit for 10 days. If you put the Missile in a Lander and hide it in a certain reef, Drake will never find it, guaranteeing you a win by [[WinsByDoingAbsolutelyNothing doing nothing for the remaining turns.]]

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** Andy's version of "Naval Clash!" requires him to protect a Missile unit for 10 days. If you put the Missile in a Lander and hide it in a certain reef, Drake will never find it, guaranteeing you a win by [[WinsByDoingAbsolutelyNothing doing nothing for the remaining turns.]]]] Note that this doesn't work in ''Re-Boot Camp'', where Drake will find the Lander eventually if you leave it on one place.
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** This is practically the only way to deal with Megatanks in ''Dual Strike'', since their insane armor means that nothing besides another Megatank can inflict more than 35% damage normally, even Rockets, Battleship, and Bombers. Individual attacks might not do much, but for the Megatank's cost, you can field multiple other units to chip away at it until it's neutered.
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* SinglePaletteTown: Used in ''Advance Wars'' to distinguish between nations

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* SinglePaletteTown: Used in the ''Advance Wars'' series to distinguish between nationsnations. One wonders how captured cities get their paint jobs ''and'' replace the architecture style instantly...
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* MoreDiverseSequel:
** ''Black Hole Rising'' included two new female CO's (Jess and Lash) and some elder representation in Hachi and Sensei, with ''Dual Strike'' continuing the trend and adding Rachel, Kindle, and Sasha.
** ''Re-Boot Camp 1+2'' doesn't change the genders or skin tones of any of the existing [=COs=] or add new ones, but the battle animations for non-Black Hole units depicts some of the unit as being black, as well as having two different portraits for generic soldiers during cutscenes that include both genders and more skin tones.
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** ''Re-Boot Camp 1+2'' mostly keeps the dialogue for both games but excises some moments of potential UnfortunateImplications, such as Flak and Max no longer calling each other "gorilla" and "ape-man" (referring to each others' physiques in context, not anything racist).

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** ''Re-Boot Camp 1+2'' mostly keeps the dialogue for both games but excises some moments of potential UnfortunateImplications, that haven't aged very well, such as Flak and Max no longer calling each other "gorilla" and "ape-man" (referring to each others' physiques in context, not anything racist).
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* AmbiguouslyHuman: The fact that Sturm is noted to be an alien raises the question if the same can be applied to everyone associated with Black Hole. It doesn't help that the likes of Adder and the ''Dual Strike'' antagonists look very freaky to begin with, while the [=BH=] foot soldiers are FacelessGoons in astronaut-like suits.

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* AmbiguouslyHuman: The fact that Sturm is noted to be an alien raises the question if the same can be applied to everyone associated with Black Hole. It doesn't help that the likes of Adder and the ''Dual Strike'' antagonists look very freaky to begin with, while the [=BH=] foot soldiers are FacelessGoons in astronaut-like suits. It is worth noting that Flak, who is a straightfoward human (albeit a large one), was promoted from Black Hole grunt all the way up the chain of command, implying that at least some of Black Hole's forces are normal humans.



** In the European and American scripts, the factories are completely automated; it's soldiers they need. Surviving officers have been training able-bodied refugees to bolster their fighting numbers.

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** In the European and American scripts, the factories producing weapons and vehicles are completely automated; it's soldiers they need. Surviving officers have been training able-bodied refugees to bolster their fighting numbers.
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** "The Final Front" is normally an ''extremely'' difficult mission, with a time limit, two Black Cannons suppressing the center of the map, and a giant death laser that annihilates anything through the central base and Sturm's entryway into his own base every seven days. However, a keen eye will notice that Sturm focuses his offensive on the western half of the map, paying little heed to the eastern half. The eastern base could easily sneak through Sturm's eastern flank and rush to destroy his giant laser in a swift stroke with little resistance at all.

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