History Main / BagOfSpilling

1st May '16 5:28:57 PM nmn3r3
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* At the beginning of ''VideoGame/PrinceOfPersiaTheTwoThrones'', as he is about to make port, the Prince throws the Amulet of Time overboard, thinking he doesn't need it anymore. Cue his ship being sunk by a catapult while the Water and Light Swords you worked so hard for in ''[[VideoGame/PrinceOfPersiaWarriorWithin Warrior Within]]'' are below decks. Fortunately, he retains all of his melee combat abilities.

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* Justified in ''VideoGame/PrinceOfPersiaWarriorWithin'', as the events of the [[VideoGame/PrinceOfPersiaTheSandsOfTime previous game]] were undone, and thus he technically never got any of the new gear. He also left the Dagger of Time with Farah, but kept the future version of her medallion, which is also a time artifact, allowing him to keep his time powers for the sequel.
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At the beginning of ''VideoGame/PrinceOfPersiaTheTwoThrones'', as he is about to make port, the Prince throws the Amulet Medallion of Time overboard, thinking he doesn't need it anymore. Cue his ship being sunk by a catapult while the Water and Light Swords you worked so hard for in ''[[VideoGame/PrinceOfPersiaWarriorWithin Warrior Within]]'' are below decks. Fortunately, he retains all of his melee combat abilities.
24th Apr '16 9:13:38 AM Aasivar
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* ''VideoGame/SuperRobotWars'' in general gets away with this, because the levels in it are fairly abstract -- you generally just lose your best units for a while for various reasons. For instance, you get Shin Getter Robo and Mazinkaiser for the first few missions, but during a time jump, you are forced to ship them back home for repairs. In the ''[[VideoGame/SuperRobotWarsOriginalGeneration Original Generation]]'' games, your characters generally keep their better units, though in some cases they have to go and pick them up out of storage.
** ''[[VideoGame/SuperRobotWars4 Super Robot Wars Final]]'' allows you to carry everything over to the sequel, ''F Final''. If you don't use that, instead you're given a lump sum of cash to use, and you don't get any of your upgraded units. The same happens in ''VideoGame/{{Super Robot Wars Z}}2.2'' to a certain degree.
** In ''VideoGame/SuperRobotWarsAlpha'' you get Mazinkaiser and Shin Getter Robo, so in each subsequent game they have to come up with various excuses as to why the characters downgraded to Mazinger Z and Getter Robo G at the start of the next game. Such explanations included correcting a power imbalance or undergoing maintenance when the team gets sent to the future.
** ''Alpha 2'' uses a ContinuityNod explanation: in the previous game, the bad guys managed to pull a GrandTheftPrototype on Mazinkaiser, and the heroes recovered it by exploiting a flaw (a blind spot created by its [[MechaExpansionPack flight pack]]). At the start of ''Alpha 2'', you get Kaiser but not the flight pack, since Professor Yumi is trying to remove said blind spot so future villains can't exploit it themselves. ''Alpha 3'' continues this train of nods as you keep the ''Alpha 2''-era Kaiser and Shin Getter, but they are recalled early on; Kaiser to regain his Scrander and Shin Getter to fix a massive power imbalance.


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* ''VideoGame/SuperRobotWars'' in general gets away with this, because the levels in it are fairly abstract -- you generally just lose your best units for a while for various reasons. For instance, you get Shin Getter Robo and Mazinkaiser for the first few missions, but during a time jump, you are forced to ship them back home for repairs. In the ''[[VideoGame/SuperRobotWarsOriginalGeneration Original Generation]]'' games, your characters generally keep their better units, though in some cases they have to go and pick them up out of storage.
** ''[[VideoGame/SuperRobotWars4 Super Robot Wars Final]]'' allows you to carry everything over to the sequel, ''F Final''. If you don't use that, instead you're given a lump sum of cash to use, and you don't get any of your upgraded units. The same happens in ''VideoGame/{{Super Robot Wars Z}}2.2'' to a certain degree.
** In ''VideoGame/SuperRobotWarsAlpha'' you get Mazinkaiser and Shin Getter Robo, so in each subsequent game they have to come up with various excuses as to why the characters downgraded to Mazinger Z and Getter Robo G at the start of the next game. Such explanations included correcting a power imbalance or undergoing maintenance when the team gets sent to the future.
** ''Alpha 2'' uses a ContinuityNod explanation: in the previous game, the bad guys managed to pull a GrandTheftPrototype on Mazinkaiser, and the heroes recovered it by exploiting a flaw (a blind spot created by its [[MechaExpansionPack flight pack]]). At the start of ''Alpha 2'', you get Kaiser but not the flight pack, since Professor Yumi is trying to remove said blind spot so future villains can't exploit it themselves. ''Alpha 3'' continues this train of nods as you keep the ''Alpha 2''-era Kaiser and Shin Getter, but they are recalled early on; Kaiser to regain his Scrander and Shin Getter to fix a massive power imbalance.
15th Apr '16 3:35:40 AM aye_amber
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* Happens in ''{{Franchise/Metroid}}'' games, often with some justification such as Samus's equipment becoming infected or damaged. ''VideoGame/MetroidOtherM'' goes with a different justification than the other games: Samus still has all the upgrades and weapons, [[HonorBeforeReason but chooses to not to use them without permission from Adam]].

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* Happens in ''{{Franchise/Metroid}}'' ''Franchise/{{Metroid}}'' games, often with some justification such as Samus's equipment becoming infected or damaged. ''VideoGame/MetroidOtherM'' goes with a different justification than the other games: Samus still has all the upgrades and weapons, [[HonorBeforeReason but chooses to not to use them without permission from Adam]].



** The fanfiction "FanFic/{{Repairs}}" has Samus play Bag of Spilling straight... then subverts it. She can still use her abilities, albeit in a more limited fashion, and using them before they're ready again makes their repairs take longer.

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** The fanfiction "FanFic/{{Repairs}}" "Fanfic/{{Repairs}}" has Samus play Bag of Spilling straight... then subverts it. She can still use her abilities, albeit in a more limited fashion, and using them before they're ready again makes their repairs take longer.



* ''{{Franchise/Castlevania}}'':

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* ''{{Franchise/Castlevania}}'': ''Franchise/{{Castlevania}}:''



* In ''PrincessTomatoInTheSaladKingdom'', your sidekick Percy carries most of your stuff. Every now and then -- usually after you've completed a major event or reached the end of a chapter -- he informs you that whoops! He's dropped, lost, or otherwise misplaced some of it! Fortunately, none of what he loses is actually ''required'' to complete the game; think of it as an involuntary inventory reduction.

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* In ''PrincessTomatoInTheSaladKingdom'', ''VideoGame/PrincessTomatoInTheSaladKingdom'', your sidekick Percy carries most of your stuff. Every now and then -- usually after you've completed a major event or reached the end of a chapter -- he informs you that whoops! He's dropped, lost, or otherwise misplaced some of it! Fortunately, none of what he loses is actually ''required'' to complete the game; think of it as an involuntary inventory reduction.
27th Mar '16 4:14:29 PM DarkHunter
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* ''VideoGame/DistortedTravesty'': In the third installment, all of Jerry's and Claire's abilities are stolen by the Virus, right down to their ability to move back and forth. Jeremy manages to undo that last part, but all other abilities have to be re-earned... including ''jumping''.
9th Feb '16 3:58:19 PM starofjusticev21
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* Played straight through the ''VideoGame/SpaceQuest'' series--Roger Wilco doesn't retain equipment from one game to the next. With the exception of the Orium crystal from II, which Roger starts with in III. Also, the ''effects'' of another item carry over from II to III: acquiring the free-but-not-really Labion Terror Beast Mating Whistle in II leads to the Arnoid hunting Roger during III. This happens even if you ''didn't'' get the whistle, since it is optional. However, the sixth game shows that he does keep some of the items from all his adventures: they are all on the table in his quarters aboard the ''[=DeepShip 86=]''.

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* Played straight through the ''VideoGame/SpaceQuest'' series--Roger Wilco doesn't retain equipment from one game to the next. With the exception of the Orium crystal from II, which Roger starts with in III. Also, the ''effects'' of another item carry over from II to III: acquiring the free-but-not-really Labion Terror Beast Mating Whistle in II leads to the Arnoid hunting Roger during III. This happens even if you ''didn't'' get the whistle, since it is optional. However, the sixth game shows that he does keep some of the items from all his adventures: they are all on the table in his quarters aboard the ''[=DeepShip 86=]''.
4th Feb '16 5:08:34 AM eowynjedi
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* ''Webcomic/{{Guardian}}'', which is about Lulu from ''VideoGame/FinalFantasyX'', explains why someone who's been on ''two'' pilgrimages starts with level one magic--she stopped using it after Ginnem's death and didn't get much real practice on Zuke's uneventful journey.
2nd Feb '16 3:09:19 PM MyFinalEdits
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** Averted in ''VideoGame/BatmanArkhamCity''. Once Bruce Wayne manages to gear up as Batman, he starts with most of the gadgets he acquired in ''VideoGame/BatmanArkhamAsylum''. The only major piece of equipment he doesn't carry over (the Line Launcher) is given to him roughly halfway through the game. It's even [[LampshadeHanging Lampshaded]] by Alfred when Batman calls in the Line Launcher. He asks Batman if he's ever considered taking up a bigger UtilityBelt. Batman's response? Tried it, too heavy, weighted him down (no doubt a reference to the No Man's Land comic run where, as he was out in costume roughly 20 hours a day, he built a larger belt to handle a larger variety of crime fighting gear).
** Although, it's still present to some extent. Some upgrades that he had in Asylum need to be purchased again, even though they would be massively useful in every-day Bat-manning. (Critical Strikes and Combo boost come into mind)

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** Averted in ''VideoGame/BatmanArkhamCity''. Once Bruce Wayne manages to gear up as Batman, he starts with most of the gadgets he acquired in ''VideoGame/BatmanArkhamAsylum''. The only major piece of equipment he doesn't carry over (the Line Launcher) is given to him roughly halfway through the game. It's even [[LampshadeHanging Lampshaded]] by Alfred when Batman calls in the Line Launcher. He asks Batman if he's ever considered taking up a bigger UtilityBelt. Batman's response? Tried it, too heavy, weighted him down (no doubt a reference to the No Man's Land comic run where, as he was out in costume roughly 20 hours a day, he built a larger belt to handle a larger variety of crime fighting gear).
** Although, it's still present to some extent.
gear). Some upgrades that he had in Asylum do need to be purchased again, even though they would be massively useful in every-day Bat-manning. Bat-manning (Critical Strikes and Combo boost come into mind)mind).
2nd Feb '16 1:18:32 AM Killerikala
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**Although, it's still present to some extent. Some upgrades that he had in Asylum need to be purchased again, even though they would be massively useful in every-day Bat-manning. (Critical Strikes and Combo boost come into mind)
1st Feb '16 1:51:17 AM GrammarNavi
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** In TalesOfMonkeyIsland, an EpisodicGame, Guybrush loses some items between chapters while keeping others, sometimes with no explanation, but the justification can be that those items aren't useful anymore so he just discards them, at one point a lost item could be very helpful and Guybrush says that he lost it.

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** In TalesOfMonkeyIsland, ''VideoGame/TalesOfMonkeyIsland'', an EpisodicGame, Guybrush loses some items between chapters while keeping others, sometimes with no explanation, but the justification can be that those items aren't useful anymore so he just discards them, at one point a lost item could be very helpful and Guybrush says that he lost it.
12th Jan '16 10:02:20 AM Chabal2
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* ''VideoGame/DawnOfWar 2'': In between the vanilla and the first expansion, [[spoiler:the strike cruiser holding most of your wargear performs a HeroicSacrifice]], accounting for the loss of your gear, though fortunately your characters keep their levels and whatever gear you had on you during the final mission (if you have an OldGameBonus, that is). Played straight in the second expansion, where you need to relearn all your skills (somewhat justified in that an all-new skill system which no longer depends on storing items is used, not justified in that two characters apparently spent the last decade forgetting their skills).
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http://tvtropes.org/pmwiki/article_history.php?article=Main.BagOfSpilling