History Main / ActuallyFourMooks

16th Oct '17 8:53:14 PM JMQwilleran
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* This is standard in the ''VideoGame/TheLegendOfHeroesTrailsOfColdSteel'' games, though unlike the above example, the strongest enemy will generally appear.
28th Jul '17 4:34:32 AM SeptimusHeap
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* ''MasterOfMagic'' averts this for everything except overland map. Both in tactical combat and the unit status window, you can see the number of "figures" in the unit. The game even tracks health for each figure individually. On the overmap though, the trope is played straight. A single skeleton can mean nine six-strong units of undead, which can surprise you if you're not careful enough to check what's really there. In a more cruel way, the game also informs you only of the ''strongest'' unit type guarding a monster lair/node, omitting the packs of lesser (yet sometimes more dangerous) units that accompany it.

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* ''MasterOfMagic'' ''VideoGame/MasterOfMagic'' averts this for everything except overland map. Both in tactical combat and the unit status window, you can see the number of "figures" in the unit. The game even tracks health for each figure individually. On the overmap though, the trope is played straight. A single skeleton can mean nine six-strong units of undead, which can surprise you if you're not careful enough to check what's really there. In a more cruel way, the game also informs you only of the ''strongest'' unit type guarding a monster lair/node, omitting the packs of lesser (yet sometimes more dangerous) units that accompany it.
21st Jul '17 4:16:12 AM LucaEarlgrey
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* ''VideoGame/GrooveCoaster'' features a variation of this in the charts for "Good Night, Bad Luck." On Normal, the game will throw what appears to be a Dual Slide note (a diamond-shaped note with two arrows that indicate that both Boosters have to be hit in the indicated directions), only to [[CameraScrew pan the camera]] at the last split-second to reveal that they're actually two Slide notes (a single Slide means only one direction has to be hit with either Booster) that have to be hit separately. This gets worse on the Hard chart, where the game will throw out what appears to be a ''triple'' or even ''quadruple'' Slide note and then split it into separate single and Dual Slide notes accordingly; you ''know' that a ≥triple Slide would be impossible with the arcade controller, the real problem is that the reaction time to figure out the correct sequence is so short that this gimmick is effectively TrialAndErrorGameplay.

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* ''VideoGame/GrooveCoaster'' features a variation of this in the charts for "Good Night, Bad Luck." On Normal, the game will throw what appears to be a Dual Slide note (a diamond-shaped note with two arrows that indicate that both Boosters have to be hit in the indicated directions), only to [[CameraScrew pan the camera]] at the last split-second to reveal that they're actually two Slide notes (a single Slide means only one direction has to be hit with either Booster) that have to be hit separately. This gets worse on the Hard chart, where the game will throw out what appears to be a ''triple'' or even ''quadruple'' Slide note and then split it into separate single and Dual Slide notes accordingly; you ''know' ''know'' that a ≥triple Slide would be impossible with the arcade controller, the real problem is that the reaction time to figure out the correct sequence is so short that this gimmick is effectively TrialAndErrorGameplay.
21st Jul '17 4:13:30 AM LucaEarlgrey
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* ''VideoGame/GrooveCoaster'' features a variation of this in the charts for "Good Night, Bad Luck." On Normal, the game will throw what appears to be a Dual Slide note (a diamond-shaped note with two arrows that indicate that both Boosters have to be hit in the indicated directions), only to [[CameraScrew pan the camera]] at the last split-second to reveal that they're actually two Slide notes (a single Slide means only one direction has to be hit with either Booster) that have to be hit separately. This gets worse on the Hard chart, where the game will throw out what appears to be ''triple'' or even ''quadruple'' Slide notes and then split them into separate single and Dual Slide notes accordingly; you ''know' that a ≥triple Slide would be impossible with the arcade controller, the real problem is that the reaction time to figure out the correct sequence is so short that this gimmick is effectively TrialAndErrorGameplay.

to:

* ''VideoGame/GrooveCoaster'' features a variation of this in the charts for "Good Night, Bad Luck." On Normal, the game will throw what appears to be a Dual Slide note (a diamond-shaped note with two arrows that indicate that both Boosters have to be hit in the indicated directions), only to [[CameraScrew pan the camera]] at the last split-second to reveal that they're actually two Slide notes (a single Slide means only one direction has to be hit with either Booster) that have to be hit separately. This gets worse on the Hard chart, where the game will throw out what appears to be a ''triple'' or even ''quadruple'' Slide notes note and then split them it into separate single and Dual Slide notes accordingly; you ''know' that a ≥triple Slide would be impossible with the arcade controller, the real problem is that the reaction time to figure out the correct sequence is so short that this gimmick is effectively TrialAndErrorGameplay.
21st Jul '17 4:13:09 AM LucaEarlgrey
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* ''VideoGame/GrooveCoaster'' features a variation of this in the charts for "Good Night, Bad Luck." On Normal, the game will throw what appears to be a Dual Slide note (a diamond-shaped note with two arrows that indicate that both Boosters have to be hit in the indicated directions), only to [[CameraScrew pan the camera]] at the last split-second to reveal that they're actually two Slide notes (a single Slide means only one direticon has to be hit with either Booster) that have to be hit separately. This gets worse on the Hard chart, where the game will throw out what appears to be ''triple'' or even ''quadruple'' Slide notes and then split them into separate single and Dual Slide notes accordingly; you ''know' that a ≥triple Slide would be impossible with the arcade controller, the real problem is that the reaction time to figure out the correct sequence is so short that this gimmick is effectively TrialAndErrorGameplay.

to:

* ''VideoGame/GrooveCoaster'' features a variation of this in the charts for "Good Night, Bad Luck." On Normal, the game will throw what appears to be a Dual Slide note (a diamond-shaped note with two arrows that indicate that both Boosters have to be hit in the indicated directions), only to [[CameraScrew pan the camera]] at the last split-second to reveal that they're actually two Slide notes (a single Slide means only one direticon direction has to be hit with either Booster) that have to be hit separately. This gets worse on the Hard chart, where the game will throw out what appears to be ''triple'' or even ''quadruple'' Slide notes and then split them into separate single and Dual Slide notes accordingly; you ''know' that a ≥triple Slide would be impossible with the arcade controller, the real problem is that the reaction time to figure out the correct sequence is so short that this gimmick is effectively TrialAndErrorGameplay.
21st Jul '17 4:12:56 AM LucaEarlgrey
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[[folder:Rhythm Games]]
* ''VideoGame/GrooveCoaster'' features a variation of this in the charts for "Good Night, Bad Luck." On Normal, the game will throw what appears to be a Dual Slide note (a diamond-shaped note with two arrows that indicate that both Boosters have to be hit in the indicated directions), only to [[CameraScrew pan the camera]] at the last split-second to reveal that they're actually two Slide notes (a single Slide means only one direticon has to be hit with either Booster) that have to be hit separately. This gets worse on the Hard chart, where the game will throw out what appears to be ''triple'' or even ''quadruple'' Slide notes and then split them into separate single and Dual Slide notes accordingly; you ''know' that a ≥triple Slide would be impossible with the arcade controller, the real problem is that the reaction time to figure out the correct sequence is so short that this gimmick is effectively TrialAndErrorGameplay.
[[/folder]]
2nd Jul '17 12:22:40 PM WrexWrecks
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* VideoGame/{{Yakuza}} does this. Thugs and other yakuza you run into probably have a bunch more hiding somewhere for you to beat up (using [[GrievousHarmWithABody ''them'' as the weapon of choice]], potentially.

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* VideoGame/{{Yakuza}} ''VideoGame/{{Yakuza}}'' does this. Thugs and other yakuza you run into probably have a bunch more hiding somewhere for you to beat up (using [[GrievousHarmWithABody ''them'' ''them'']] [[GrievousHarmWithABody as the weapon of choice]], potentially.potentially).
2nd Jul '17 12:09:02 PM WrexWrecks
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* VideoGame/Yakuza does this. Thugs and other yakuza you run into probably have a bunch more hiding somewhere for you to beat up (using [[GrievousHarmWithABody ''them'' as the weapon of choice]], potentially.

to:

* VideoGame/Yakuza VideoGame/{{Yakuza}} does this. Thugs and other yakuza you run into probably have a bunch more hiding somewhere for you to beat up (using [[GrievousHarmWithABody ''them'' as the weapon of choice]], potentially.
2nd Jul '17 12:08:26 PM WrexWrecks
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* VideoGame/Yakuza does this. Thugs and other yakuza you run into probably have a bunch more hiding somewhere for you to beat up (using [[GrievousHarmWithABody ''them'' as the weapon of choice]], potentially.
17th Jun '17 9:04:52 AM nombretomado
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* ''EpicBattleFantasy'': the third and fourth games use sprites to represent groups of monsters, so that harmless-looking bush could actually contain a four-wave long marathon battle. Fortunately, the encounter usually shows the strongest monster on the map, so there aren't ''too'' many bad surprises.

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* ''EpicBattleFantasy'': ''VideoGame/EpicBattleFantasy'': the third and fourth games use sprites to represent groups of monsters, so that harmless-looking bush could actually contain a four-wave long marathon battle. Fortunately, the encounter usually shows the strongest monster on the map, so there aren't ''too'' many bad surprises.
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