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The Power score pre-Do R is a percentage of the enemy's total units, so it doesn't matter if they weren't able to deploy many.


** One of the three metrics in determining rank, Power, is based on the number of enemy units destroyed. Because of this, winning a match too quickly, especially on the larger war room maps, can paradoxically result in a lower score if the enemy didn't produce enough units for the player to eliminate. This is particularly likely with an HQ capture victory, as any enemy units left on the field are not credited as destroyed.

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** One In ''Days of Ruin'', the three metrics in determining rank, Power, Technique score is based on the number of enemy total units destroyed. Because of this, winning a match too quickly, especially on in your army vs the enemy's, rewarding you for defeating a larger war room maps, force with a smaller one. This means finishing a map too quickly can paradoxically result in a lower Technique score if the enemy didn't produce enough units for the player wasn't able to eliminate. This is particularly likely with an HQ capture victory, as any enemy units left on the field are not credited as destroyed.deploy many units.
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** IDS Industries in ''Days of Ruin'' may have been an arms manufacture/research company before the meteors ended the world, but even selling weapons to all sides doesn't explain their extreme reserves of manpower and resources post-apocalypse. Even in a world with automated weapons and vehicle factories (in the localized versions of the story), they stand out as seemingly no limit to their unit production, and like Black Hole, have a resource-cheating factory at the final mission.

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** IDS Industries in ''Days of Ruin'' may have been an arms manufacture/research company before the meteors ended the world, but even selling weapons to all sides doesn't explain their extreme reserves of manpower and resources post-apocalypse.post-apocalypse- even if most of their combat personnel are expendable clones, that's still hideously expensive. Even in a world with automated weapons and vehicle factories (in the localized versions of the story), they stand out as seemingly no limit to their unit production, and like Black Hole, have a resource-cheating factory at the final mission.
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* {{Bookends}}: PlayedForLaughs in ''Re-Boot Camp''. In ''Advance Wars 1's'' campaign, the first mission "Tank Ops!" has Andy asking Nell to re-explain what a strategy is. The final mission "Rivals!" has Andy responding to Eagle that he won by actually using a strategy this time.

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* MusicalNod: Multiple in ''Re-Boot Camp'':
** The world map for the ''Advance Wars'' campaign, which lacked a unique BGM in the original GBA version, features a remix of the original ''Famicom Wars''' map select BGM.
** The gallery uses a slowed-down version of ''Famicom Wars''' main menu theme.
** Most of the time, activating a CO Power or Super Power causes a remix of the CO's normal theme to play. However, in the ''Advance Wars 2'' campaign's Factory missions (which are the campaign's closest equivalent to boss battles), using powers will instead play the original Power and Super Power themes from ''Advance Wars 2'' and ''Dual Strike''.



* VariableMix: Used extensively during gameplay in ''Re-Boot Camp'':
** The main melody of the current CO's theme drops out while the player is selecting a unit for deployment or checking a unit's statistics.
** During combat animations, the current theme's percussion is replaced with a marching drum.

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* VariableMix: Used extensively during gameplay in ''Re-Boot Camp'':
** When Online mode is selected, the main menu themes change into more electronic-sounding variants.
** After entering either the ''Advance Wars'' or ''Advance Wars 2'' campaigns, the File Select menu features dramatic versions of their respective scenario selection screens, which add their full melodies and percussion after a file has been selected.
**
The main melody of the current currently-active CO's theme drops out while the player is selecting a unit for deployment or checking a unit's statistics.
** During combat animations, the current theme's percussion of the current CO's theme is replaced with a marching drum.drums.
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** '''Re-Boot Camp'' takes this to another level, as Nell gets increasingly annoyed and eventually just [[ScrewThisImOuttaHere leaves]] if you do it enough. Even ''more'' notably, once she peaces out, a generic Orange Star soldier takes her place for any dialogue she'd normally have (such as exiting a map without saving).

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** '''Re-Boot ''Re-Boot Camp'' takes this to another level, as Nell gets increasingly annoyed and eventually just [[ScrewThisImOuttaHere leaves]] if you do it enough. Even ''more'' notably, once she peaces out, a generic Orange Star soldier takes her place for any dialogue she'd normally have (such as exiting a map without saving).


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** ''Re-Boot Camp'' also changes the end mission screens to reflect the CO that finished the map (routed last enemy, captured HQ, or destroyed the mission objective) if there are multiple [=COs=], with each having a unique victory quote for each campaign mission. Not only do they include lines for the less commonly picked-characters for maps where you can select your allies, but they even accounted for Sami potentially finishing To The Rescue (unlikely but possible) and Sea of Hope (quite unlikely), and Kanbei finishing Drake's Dilemma (unlikely but possible). [[note]]They do however just have generic War Room and Versus victory quotes in this case[[/note]]. The only exception is Andy in T-Minus 15, since he has no foot soldiers and cannot capture the silo cities to win.

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** Averted in ''Days of Ruin''.

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** Averted in ''Days of Ruin''.Ruin'', where characters are unafraid to say "hell" or "damn" to [[AvoidTheDreadedGRating ensure the game is E10+]].



* JustifiedTutorial: ''Game Boy Wars 3'' to an extent. ''Advance Wars 1'' has Field Training missions for the new "adviser" before the Campaign starts.

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* JustifiedTutorial: ''Game Boy Wars 3'' to an extent. ''Advance Wars 1'' has Field Training missions for the new "adviser" before the Campaign starts. starts, and ''Re-Boot Camp 1+2'' condenses the Field Training to 3 missions and addresses the player directly (with optional tutorials at the start of early missions, in case [[IdiotHero Andy]] forgot.



* ShootTheDog: In one of the endings of ''Dual Strike'', [[spoiler:Hawke shoots Von Bolt's life-support system because Jake can't bring himself to. Given he also kills Sturm at the end of ''Advance Wars 2'', he seems to be making rather a habit of this. Note that this is averted if Jake chooses to shoot Von Bolt.]] (Also in ''Days of Ruin'', [[spoiler:when Lin leads the final battle against Greyfield/Sigismundo and executes him rather than leave it up to Will/Ed.]])

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* ShootTheDog: ShootTheDog:
**
In one of the endings of ''Dual Strike'', [[spoiler:Hawke shoots Von Bolt's life-support system because Jake can't bring himself to. Given he also kills Sturm at the end of ''Advance Wars 2'', he seems to be making rather a habit of this. Note that this is averted if Jake chooses to shoot Von Bolt.]] (Also in ]]
** In
''Days of Ruin'', [[spoiler:when Lin the more pragmatic CO's on your side have to step up for the unpleasant moral choices. Gage/Trak volunteers to take command during the misison where you have to fight fanatical cultists (technically civilians) in self-defense, and [[spoiler:Lin leads the final battle against Greyfield/Sigismundo and executes him rather than leave it up to Will/Ed.]])]]


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* WhatASenselessWasteOfHumanLife: Frequently in ''Days of Ruin'', where the apocalypse setting makes every life needlessly killed even worse. Brenner in particular is livid that Rubinelle and Lazuria are ''still'' wasting more personnel and resources on fighting each other, but reluctantly commmits his troops to the former's cause to bring about an earlier end to the war so he can continue helping out survivors.

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* MusicalSpoiler: If Admiral Greyfield/Sigismundo's unsettling behaviour (or the very title of the mission in the North American version) didn't clue you into the fact that he's a villain, there's also that a negative jingle plays when he builds a temporary port when he's nominally working alongside you in Mission 13: Greyfield Strikes/Rearguard Action.

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* MusicalSpoiler: MusicalSpoiler:
** Played with in ''Days of Ruin''. The first time you meet Waylon, he's a {{Jerkass}} JiveTurkey in need of rescuing, and all his Fighter does is immediately end turn. In those few seconds, all you hear of his theme is a strange, discordant guitar riff that sounds fitting for a comedic relief character. It isn't until he reveals his true colors later on that the rest of his theme plays out as a much more sinister and memorable rock theme that still uses the earlier minor key riff. All while attempting to murder Brenner, his batallion, and countless others.
**
If Admiral Greyfield/Sigismundo's unsettling behaviour (or the very title of the mission in the North American version) didn't clue you into the fact that he's a villain, there's also that a negative jingle plays when he builds a temporary port when he's nominally working alongside you in Mission 13: Greyfield Strikes/Rearguard Action.
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* BeatThemAtTheirOwnGame: The tag CO mechanic is used against you early on in the game, which prompts Rachel to study it so that she and the other allied [=COs=] can use the technique against Black Hole.

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* ArtEvolution: The CO portraits went from being rather cartoonish in the first ''Advance Wars'' to fairly realistic by ''Dual Strike''. Olaf and Kanbei by far went through the most dramatic evolution, though the other characters got a fair bit of visual upgrading as well.
** With ''Re-Boot Camp'', the art style has devolved back to the cartoony aesthetic to emphasize the nostalgia from years ago.

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* ArtEvolution: The CO portraits went from being rather cartoonish in the first ''Advance Wars'' to fairly realistic by ''Dual Strike''. Olaf and Kanbei by far went through the most dramatic evolution, though the other characters got a fair bit of visual upgrading as well.
** With ''Re-Boot Camp'', the art style has devolved
well. ''Reboot Camp'' would go back to the cartoony aesthetic to emphasize the nostalgia style from years ago.the first game, but with more refinement.
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** Kanbei can also be seen as this; his units are more powerful, but also more expensive, meaning he'll be slower in getting really powerful units into action.

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** Kanbei can also be seen as this; Kanbei's playstyle on deployment maps is slower than other CO's- his units are more powerful, but also more expensive, meaning he'll be slower in getting really powerful units into action.action.
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** ''Black Hole Rising'' has an Eagle mission (aptly named To The Rescue) where you have to protect a small of group of Sami's soldiers, which are completely surrounded.
** ''Days of Ruin'' has a more traditional example in "Icy Retreat" where you covering two non-player units (an Infantry and Recon) fleeing across to escape at the edge of the map.
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* TheAllSeeingAI:
** In the first two ''Advance Wars'', the CPU-controlled armies are not affected by FogOfWar and can attack your units even if none of their units would be able to see them (although they still have to uncover your units hiding in forests before they can attack it — the computer acts as if they don't exist otherwise). Zigzagged in ''Dual Strike'', where the AI still knows where your units are but now has to play by the rules when it comes to attacking them, and completely averted in ''Days of Ruin'' and ''Re-Boot Camp'', where the enemy is just as affected by Fog of War as you are.
** On a related note, ever notice how the computer will rarely leave its battleship within range of that sub you've had submerged for the past three turns?



** As a more conventional example, in the first two ''Advance Wars'', the CPU-controlled armies are not affected by FogOfWar and can attack your units even if none of their units would be able to see them (although they still have to uncover your units hiding in forests before they can attack it — the computer acts as if they don't exist otherwise). Zigzagged in ''Dual Strike'', where the AI still knows where your units are but now has to play by the rules when it comes to attacking them, and completely averted in ''Days of Ruin'' where the enemy is just as affected by Fog of War as you are.
** On a related note, ever notice how the computer will rarely leave its battleship within range of that sub you've had submerged for the past three turns?
** At least somewhat averted in the Re-Boot Camp remake, where the AI now has to play by the rules during Fog of War missions.
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* BrickJoke: One added in ''Re-Boot Camp''; At the start of the game, Andy asks Nell what a strategy is. After beating Eagle in rivals, when asked how he could win, Andy says he used a strategy.
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** One of the three metrics in determining rank, Power, is based on the number of enemy units destroyed. Because of this, winning a match too quickly, especially on the larger war room maps, can paradoxically result in a lower score if the enemy didn't produce enough units for the player to eliminate. This is particularly likely with an HQ capture victory, as any enemy units left on the field are not credited as destroyed.
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** ''Dual Strike'' carries Olaf's anger and distrust of Lash from ''Black Hole Rising'' over - while he does not turn up in the campaign, due to helping to restore his hometown, his hatred of Lash for destroying it in the first place is still in place, as attempting to partner Lash and Olaf up will cause their troop's effective firepower to drop.
** ''Days of Ruin'' explains why your units from one campaign mission don't carry over to the next (factories are automated, and the units produced by them automatically power down when they leave the area. For Infantry and Mechs, their weapons don't work if taken out of the area).

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** ''Dual Strike'' carries Olaf's anger and distrust of Lash from ''Black Hole Rising'' over - while he does not turn up in the campaign, due to helping to restore his hometown, his hatred of Lash for destroying it in the first place is still in place, as attempting to partner Lash and Olaf up will cause their troop's effective firepower to drop. Similarly, the original three Green Earth [=COs=] lose firepower when teamed up with Hawke due to his devastation of their home in ''Black Hole Rising'', with Eagle taking a huge 30% penalty due to his [[ItsPersonal personal hatred]].
** ''Days of Ruin'' explains why your units from one campaign mission don't carry over to the next (factories next: factories are automated, and the units produced by them automatically power down when they leave the area. For Infantry and Mechs, their weapons don't work if taken out of the area).area.
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Misremembered the Lampshade Hanging details


* LampshadeHanging: During one of the optional ''Re-Boot Camp 1+2'' help segments, Nell straight-up tells you to not think about how submerged submarines stop planes from flying over them and vice-versa, they just work that way.

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* LampshadeHanging: During one of the optional ''Re-Boot Camp 1+2'' help segments, dialogues that give you advice after yielding a misison, Nell straight-up tells you to not think about how submerged submarines vehicles on the ground stop planes from flying over them and vice-versa, they just work that way.
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I think this one belongs under Character Perception Evolution.


** Lash tends to be viewed by inexperienced players as one of the strongest [=COs=] in ''Black Hole Rising'', as her [=D2D=] powers of getting a 10% boost to her offense for each terrain star her unit has, for no drawback, makes her look very powerful on paper. Her super CO power, Prime Tactics, also looks intimidating, as it doubles her terrain stars, and thus doubling both her attack and defense boosts, while also negating terrain movement penalties, letting her blitz through difficult terrian. The devs even apparently agreed with this view, with Lash being one of the few [=COs=] directly nerfed in ''Dual Strike'' (with her terrain bonuses being reduced to 5% per star). However in practice, her [=D2D=] isn't that strong, as much of the time you're fighting on plains or terrain with no boosts, and saavy opponents can position their units in a way to deny her more potent terrain in meaningful engagements, while her air units are disadvantaged as they can never benefit from her powers. Additionally, Prime Tactics is rather weak for a SCOP, as her units need to be on properties or mountains to actually get a comparable power boost to other [=SCOPs=], made worse by its cost of 7 stars making it one of the more expensive [=SCOPs=] (and then her normal CO power, Terrain Tactics, is nigh-worthless). This results in her being a mediocre CO that heavily relies on maps full of strong terrain, being ranked tier 3 in all ''Advance Wars By Web'' formats, and even then she is barely used by competitive players in tier 3 matches.
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* FanservicePack: Both Nell and Sami are a lot bustier than before in ''Reboot Camp''. Perhaps unsurprising given the designs were made by Creator/WayForwardTechnologies, a company with a penchant for busty female protagonists.

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* FanservicePack: Both Nell Nell, Sami, and Sami Lash are a lot bustier than before in ''Reboot Camp''. Perhaps unsurprising given the designs were made by Creator/WayForwardTechnologies, a company with a penchant for busty female protagonists.characters.



* GigglingVillain: Lash, in keeping with her role as a PsychopathicManchild. "Tee hee hee!"

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* GigglingVillain: Lash, in keeping with her role as a PsychopathicManchild. PsychopathicManchild, as a small yet sinister "Tee hee hee!"hee!" laugh.

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* OffscreenVillainDarkMatter: Black Hole in ''Black Hole Rising'' and particularly ''Dual Strike'' have an uncanny ability to keep fielding bigger and scarier armies even as you repeatedly crush their war effort. The former even has a Factory as the final mission in each nation that cheats normal unit costs. In both games, it's explained as Black Hole plundering each nation's resources, but one wonders how nobody noticed this happening since the very start.

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* OffscreenVillainDarkMatter: OffscreenVillainDarkMatter:
**
Black Hole in ''Black Hole Rising'' and particularly ''Dual Strike'' have an uncanny ability to keep fielding bigger and scarier armies even as you repeatedly crush their war effort. The former even has a Factory as the final mission in each nation that cheats normal unit costs. In both games, it's explained as Black Hole plundering each nation's resources, but one wonders how nobody noticed this happening since the very start.start.
** IDS Industries in ''Days of Ruin'' may have been an arms manufacture/research company before the meteors ended the world, but even selling weapons to all sides doesn't explain their extreme reserves of manpower and resources post-apocalypse. Even in a world with automated weapons and vehicle factories (in the localized versions of the story), they stand out as seemingly no limit to their unit production, and like Black Hole, have a resource-cheating factory at the final mission.

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** In ''Battalion Wars'', how to have your other units attack more actively.
** Also, a meta-game based example in ''Days of Ruin'': the Anti-Tank's cost ineffectiveness against infantry.
** And ''Game Boy Wars 3'' has a few Medals as this. Check the GuideDangIt page for more details.

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** In ''Battalion Wars'', how to have your other units attack more actively.
** Also, a
A meta-game based example in ''Days of Ruin'': the Anti-Tank's cost ineffectiveness against infantry.
** And ''Game Boy Wars 3'' has a few Medals as this. Check this, such as [[DoWellButNotPerfect losing a battle in Campaign]] and [[VideoGameCrueltyPotential denying the GuideDangIt page for more details.AI's surrender requests 10 times.]]


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** ''Dual Strike'' changed the way the CO Power meter charges without any explanation, despite it worked the same as ''Black Hole Rising'' in all other respects. Instead of being based on the funds cost of damage, every unit is assigned a numerical value per HP, which ''mostly'' correlates to cost but not always. (Black Bombs being worth far less meter than their 25000 cost suggests)

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*** Also averted in ''Advance Wars Days of Ruin'' in most cases. Infantry cost 500 more while Mechs are cheaper by 500, Bike Infantry were introduced that cost the same as Mechs, and the leveling up system was introduced, where a unit "levels up" and becomes stronger when it destroys a unit (up to three levels). What really killed the strategy though was the change to how CO Meters charge; in prior games they charged by dealing damage and charged even more for taking damage, and so destroying the opponent's Infantry would just end up charging their CO Meter more than you charge your own. However in DOR, CO Meters now only charge from the damage you deal, and not just that, the rate it charges is now based on the amount of pure HP damage, rather than it being on monetary cost like before. As a result, if you give your opponent a bunch of cbeap units to easily kill like Infantry, they'll just end up maxing their CO meter out and getting a full CO Zone quickly, ensuring a fast demise for the Infantry spammer.

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*** Also averted in ''Advance Wars Days of Ruin'' in most cases. Infantry cost 500 more while Mechs are cheaper by 500, Bike Infantry were introduced that cost the same as Mechs, and the leveling up system was introduced, where a unit "levels up" and becomes stronger when it destroys a unit (up to three levels). What really killed the strategy though was the change to how CO Meters charge; in prior games they charged by dealing damage and charged even more for taking damage, and so destroying the opponent's Infantry would just end up charging their CO Meter more than you charge your own. However in DOR, CO Meters now only charge from the damage you deal, and not just that, the rate it charges is now based on the amount of pure HP damage, rather than it being on monetary cost like before. As a result, if you give your opponent a bunch of cbeap units to easily kill like Infantry, they'll just end up maxing their CO meter out and getting a full CO Zone quickly, ensuring a fast demise for the Infantry spammer. The technique score for missions also factored in mass-production as well, penalizing those who would generally build more units to overwhelm their opponent as opposed to simply losing too many.


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* CompositeCharacter: The Cruiser is an amalgamation of real-life cruisers (anti-air ships) and frigates (anti-submarine ships), being extremely effective against both while being vulnerable to attacks from Battleships.
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* SequelNonEntity: A number of things from the Wars World games end up being absent in ''Days of Ruin'':
** Neotanks and Megatanks are combined into a new unit, the War Tank. It's a heavy tank that moves slowly (but not as slowly as the Megatank) that uses the Megatank's design and carries more ammunition and fuel than the Megatank.
** Stealth Fighters and the Black Hole prototype units (Black Boats, Black Bombs, Piperunners) are completely absent. The Gunboat borrows the Black Boat's ability to carry infantry units but nothing else.
** Green armies are completely absent. No faction in the story is represented by the color green and in multiplayer, Yellow takes up Green's spot as player 3 while Black takes up Yellow's spot as player 4.
** The War Room is replaced by optional maps playable on the campaign selection screen (not to be confused with the tactics & advice screen for help on campaign missions). There is no store in which currency can be used to unlock [=COs=], maps, or other things, as [=COs=] are automatically unlocked by playing through the campaign and the War Room maps are unlocked by completing adjacent bonus maps.
** There is no Hard Campaign in ''Days of Ruin''.

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* CastingGag: It's probably not a coincidence that Creator/JoeZieja was chosen to play Sensei, [[VideoGameFireEmblemThreeHouses a leader of the yellow colored nation who specializes in air combat]].

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* CastingGag: CastingGag:
**
It's probably not a coincidence that Creator/JoeZieja was chosen to play Sensei, [[VideoGameFireEmblemThreeHouses [[VideoGame/FireEmblemThreeHouses a leader of the yellow colored nation who specializes in air combat]].combat]].
** The Black Hole CO is not the first character named [[VideoGame/Borderlands3 Flak]] voiced by [[Creator/ProZD SungWon Cho]].
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Added an example from the new trope page.

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* BorderOccupyingDecorations: Playing ''Game Boy Wars Turbo'' and ''Game Boy Wars 2'' on the Super Game Boy gives the game a border with a sepia map of the game world, with the latter also showing some units.
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* CastingGag: It's probably not a coincidence that Creator/JoeZieja was chosen to play Sensei, [[VideoGameFireEmblemThreeHouses a leader of the yellow colored nation who specializes in air combat]].
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*** If the AI has a seaport under their control, the AI will prioritize building Landers and insist on having at least one 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 exploited to make the AI waste its funds on building an expensive unit it has no use for. The AI will also usually not actually use Landers for their intended purpose - transporting units, instead leaving them floating around doing nothing, even after boarding units onto them. 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, including actually making use of said Landers.

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*** If the AI has a seaport under their control, the AI will prioritize building Landers and insist on having at least one 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 exploited to make the AI waste its funds on building an expensive unit it has no use for. The AI will also additionally usually not actually use Landers for their intended purpose - transporting units, instead leaving them floating around doing nothing, even after boarding units onto them. 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, including now actually making knowing how to make use of said Landers.
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I have seen the AW 1 AI actually use Landers to transport units before when they're left alone long enough, so saying they'll never use them properly and will be permanently landlocked when they're required is incorrect, they just often don't do anything with them.


*** The AI infamously has a seething hatred for the APC and other transport units, where the AI will prioritize attacking transport units no matter what, except for when an important property like their HQ is being captured by Infantry, and sometimes ''not even then''. This was fixed in Advance Wars 2, with transport units becoming low priority targets for the AI. Interestingly, ''Re-Boot Camp brought the AI's disdain for transport units back'', despite generally improving the AI and fixing most of the other flaws mentioned here, presumably because the missions in the first Advance Wars was designed around this specific flaw. Double interestingly, ''Re-Boot Camp'' has this AI flaw for only its version of the first Advance Wars, transport units go back to being low priority targets for the AI in its version of Advance Wars 2.

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*** The AI infamously has a seething hatred for the APC and other transport units, where the AI will prioritize attacking transport units no matter what, except for when an important property like their HQ is being captured by Infantry, and sometimes ''not even then''. This was fixed in Advance Wars 2, with transport units becoming low priority targets for the AI. Interestingly, ''Re-Boot Camp brought the AI's disdain for transport units back'', despite generally improving the AI and fixing most of the other flaws mentioned here, presumably because the missions in the first Advance Wars was designed around this specific flaw. Double interestingly, ''Re-Boot Camp'' has this AI flaw for only when it's played in its version of the first Advance Wars, [=AW1=] mode, as transport units go back to being low priority targets for the AI in its version of Advance Wars 2.[=AW2=] mode.



*** 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 and actually making use of said Landers.

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*** If the AI has a seaport under their control, the AI will prioritize building Landers and 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 exploited to make the AI waste its funds on building an expensive unit it has no use for. The AI will also ''never'' usually not actually use Landers for their intended purpose: 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. units, instead leaving them floating around doing nothing, even after boarding units onto them. 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 and games, including actually making use of said Landers.

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