Follow TV Tropes

Following

History Main / Bullethell

Go To

OR

Is there an issue? Send a MessageReason:
None


* Creator/HudsonSoft's ''VideoGame/StarSoldier: Vanishing Earth'' pulls no punches on bullet shower, after relatively bullet-light predecessors, especially on bosses. The player ship can roll their ships to bounce the bullets back as well.

to:

* Creator/HudsonSoft's ''VideoGame/StarSoldier: Vanishing Earth'' pulls no punches on bullet shower, after relatively bullet-light predecessors, especially on bosses. The player ship can [[DeflectorShield roll their ships ships]] to bounce the bullets back as well.
Is there an issue? Send a MessageReason:
None


* ''The Textorcist: The Story of Ray Bibbia'' combines Bullet Hell with a typing game, and places you in the shoes of an exorcist priest who must battle the forces of darkness.

to:

* ''The Textorcist: The Story of Ray Bibbia'' ''VideoGame/TheTextorcistTheStoryOfRayBibbia'' combines Bullet Hell with a typing game, and places you in the shoes of an exorcist priest who must battle the forces of darkness.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MultipleEndings: In addition to the standard ending, many games have a "[[GoldenEnding one-credit clear]]" ending that can only be attained by beating the game without using any continues, usually but not always involving a TrueFinalBoss. If the game has multiple playable characters with unique endings, expect NoEnding for clearing the game with continues.
Is there an issue? Send a MessageReason:
None


* ContinuingIsPainful: A single death will generally severely damage your score (often breaking any combo you have built up), and using a continue will generally reset it to zero.

to:

* ContinuingIsPainful: A single death will generally severely damage your score (often breaking any combo you have built up), and using a continue will generally reset it to zero.zero at best, or lock you out of the TrueFinalBoss fight and/or GoldenEnding at worst.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ''VideoGame/NineteenSeventeenTheAlienInvasionDX''


Added DiffLines:

* ''VideoGame/SturmFrontTheMutantWar''
Is there an issue? Send a MessageReason:
Crosswicking: Soundodger

Added DiffLines:

* ''VideoGame/{{Soundodger}}''
Is there an issue? Send a MessageReason:
None


* Dream Trigger 3D, a launch title for the UsefulNotes/Nintendo3DS. Not only is it Bullet Hell, it also has INSANE mechanics.

to:

* Dream Trigger 3D, a launch title for the UsefulNotes/Nintendo3DS.Platform/Nintendo3DS. Not only is it Bullet Hell, it also has INSANE mechanics.



* ''VideoGame/JudgementSilversword'' for the UsefulNotes/{{WonderSwan}} Color, one of the first bullet hell games on a ''handheld'' platform. It would later get a SpiritualSuccessor in the form of ''VideoGame/{{Eschatos}}'', which would in turn get another successor in ''VideoGame/GingaForce''. And that one would get a [[VideoGame/NatsukiChronicles spin-off]] too.

to:

* ''VideoGame/JudgementSilversword'' for the UsefulNotes/{{WonderSwan}} Platform/{{WonderSwan}} Color, one of the first bullet hell games on a ''handheld'' platform. It would later get a SpiritualSuccessor in the form of ''VideoGame/{{Eschatos}}'', which would in turn get another successor in ''VideoGame/GingaForce''. And that one would get a [[VideoGame/NatsukiChronicles spin-off]] too.
Is there an issue? Send a MessageReason:
Adding Project Arrhythmia to index

Added DiffLines:

* ''VideoGame/ProjectArrhythmia''
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Gradius}}'', on its higher difficulties. The difficulty of dodging is enhanced at some times by the fact that there doesn't necessarily ''have'' to be a pattern.

to:

* ''VideoGame/{{Gradius}}'', on its higher difficulties. The difficulty of dodging dodging, even when [[TakeCover hiding behind]] DeadlyWalls, is enhanced at some times by the fact that there doesn't necessarily ''have'' to be a pattern.
Is there an issue? Send a MessageReason:
None


* HarderThanHard: Bullet Hell games often start at NintendoHard even on their "easy" level, and their highest difficulty levels will be among the most unrepentant (and grueling) examples of this trope.

to:

* HarderThanHard: Bullet Hell games often start at NintendoHard even on their "easy" level, and their highest difficulty levels will be among the most unrepentant (and grueling) examples of this trope.trope in all of gaming.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ATeamFiring: Inverted. As noted above, the vast majority of projectiles in a Bullet Hell game are ''not'' aimed directly at the player. However, with all the dozens or hundreds of bullets flying across the screen, you will still get annihilated without mad dodging skills.


Added DiffLines:

* HarderThanHard: Bullet Hell games often start at NintendoHard even on their "easy" level, and their highest difficulty levels will be among the most unrepentant (and grueling) examples of this trope.

Added: 384

Changed: 24

Is there an issue? Send a MessageReason:
None


* ExcusePlot: Most Bullet Hell games feature a token story to explain [[ItsUpToYou why your lone hero is facing such overwhelming opposition]], and occasionally there are even actual characters or cutscenes... but no one plays these games for their plots.

to:

* ExcusePlot: Most Bullet Hell games feature a token story to explain [[ItsUpToYou why your lone hero is facing such overwhelming opposition]], and occasionally there are even actual characters or cutscenes... [[JustHereForGodzilla but no one plays these games for their plots.plots]].


Added DiffLines:

* NoPlotNoProblem: Some Bullet Hell games don't bother with even an ExcusePlot, throwing you into the action with no explanation of who the enemies are or why you're fighting them. [[RuleOfFun And that's all right.]]


Added DiffLines:

* ScoreMultiplier: A common feature in the genre, typically attained through a PowerUp, destroying enough enemies in a short period of time, and/or dodging projectiles.

Added: 163

Changed: 580

Is there an issue? Send a MessageReason:
None


* AllThereInTheManual: You will often need it to understand the scoring system, and to find any information about the plot, [[ExcusePlot such as it is]].

to:

* AllThereInTheManual: You will often need it to understand the a Bullet Hell's scoring system, and to find any information about the plot, [[ExcusePlot such as it is]].



* ColourCodedForYourConvenience: This distinguishes different types of energy shots from each other and from the player's.

to:

* ColourCodedForYourConvenience: This distinguishes different types of energy shots from each other Bullet Hell games usually use vibrant colors to distinguish enemy shots, the player's shots, StuffBlowingUp, and from (if present) collectable [[PowerUp Power-Ups]]. Lame Bullet Hell games confuse the player's.player by not emphasizing colors to help distinguish these things at a glance, which can result in FakeDifficulty.



* GlassCannon: Players in this genre are almost invariably this, able to output massive streams of firepower while being a OneHitPointWonder.

to:

* GlassCannon: Players in this genre are almost invariably this, able to output massive streams of firepower while being themselves a OneHitPointWonder.OneHitPointWonder.
* HardModeFiller: It's not unknown for a Bullet Hell game to keep the higher difficulties (and the TrueFinalBoss) locked until you first win at lower difficulties.



* NintendoHard: The whole genre looks difficult due to the sheer bullet count, and many games in the genre are, but not every single such game is. It should be noted that bullet patterns tend to be fairly slow and are easier to "sight read", compared to the fast and aimed bullets of more "classical" shooters that tend to invoke TrialAndErrorGameplay, though some Bullet Hell games, particular ones from long-running series, combine these two for torrential bullet shower with limited sight-read times for players.

to:

* NintendoHard: The whole genre looks difficult due to the sheer bullet count, and many games in the genre are, ''are'' difficult, but not every single such game is.there are exceptions. It should be noted that bullet patterns tend to be fairly slow and are easier to "sight read", compared to the fast and aimed bullets of more "classical" shooters that tend to invoke TrialAndErrorGameplay, though some Bullet Hell games, particular ones from long-running series, combine these two for torrential bullet shower with limited sight-read times for players.



* RecursiveAmmo: One of the many sources of additional bullets and changes of attack direction.
* RoboTeching: Don't count on bullets continuing to move in the direction they are fired. Some types will home in, others will change or even reverse the way they're moving just to screw with you and give something else to worry about.

to:

* RecursiveAmmo: One of the many sources of additional Bullets which suddenly split into even ''more'' bullets and changes of are a very common attack direction.
in this genre.
* RoboTeching: Don't count on bullets continuing to move in the direction they are fired. Some types will home in, others will change or even reverse the way they're moving just to screw with you and give something else to worry about. keep you on your toes.



* WaveMotionGun: Players often have a special attack that is far more powerful than their normal weapon, usually with charging required or some other limit on its use.

to:

* WaveMotionGun: Players often have a special attack that is far more powerful than their normal weapon, usually with charging required required, limited ammunition, or some other limit on its use.restriction.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AWinnerIsYou: Hand in hand with the [[ExcusePlot Excuse Plots]], Bullet Hell winners often receive no more than a short message of congratulations, then the credits roll.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SequentialBoss: A few Bullet Hell games feature bosses with multiple forms (and bullet wave patterns) that you must defeat.
Is there an issue? Send a MessageReason:
None


* VideoGameLives: Bullet Hell games usually give you three or (less commonly) five lives to start, and may or may not offer chances to earn a {{OneUp}} in play.

to:

* VideoGameLives: Bullet Hell games usually give you three or (less commonly) five lives to start, and may or may not offer chances to earn a {{OneUp}} OneUp in play.

Added: 792

Changed: 292

Is there an issue? Send a MessageReason:
None


* EasyModeMockery: Easy difficulty modes became increasingly common as the Bullet Hell genre evolved, in an effort to be more welcoming to new players (and customers). Of course, these modes might still poke fun at you via RankInflation and/or denying access to the TrueFinalBoss.



* SuicideMission: Taken to the literal extreme as a gameplay focus. You're supposed to dodge bullets by going ''into'' them, diminishing your chances to endure the onslaught. [[ItMakesSenseInContext It makes more sense]] if you watch pro videos. And you're supposed to do this extremely often on harder bosses.

to:

* SuicideMission: SuicideMission:
**
Taken to the literal extreme as a gameplay focus. You're supposed to dodge bullets by going ''into'' them, diminishing your chances to endure the onslaught. [[ItMakesSenseInContext It makes more sense]] if you watch pro videos. And you're supposed to do this extremely often on harder bosses.bosses.
** Bullet Hell {{Excuse Plot}}s, when offered, often frame the player's mission as this, depicting you as the final desperate hope of saving humanity/civilization/the universe/etc from an insurmountable hostile force.

Added: 853

Changed: 50

Is there an issue? Send a MessageReason:
None


* BattleshipRaid: Occasionally an enemy construct (boss or otherwise) is so large that it cannot fit on the screen, and you fight it while scrolling over or past it.
* BossWarningSiren: A common feature in this genre, and often accompanied by onscreen text to show the boss's name.
* CollisionDamage: While a lesser threat than the waves of bullets, impacting an enemy with your craft is also fatal in many Bullet Hell games.



* ExcusePlot: Most Bullet Hell games feature a token story to explain why your lone hero is facing such overwhelming opposition, and occasionally there are even actual characters or cutscenes... but no one plays these games for their plots.

to:

* ExcusePlot: Most Bullet Hell games feature a token story to explain [[ItsUpToYou why your lone hero is facing such overwhelming opposition, opposition]], and occasionally there are even actual characters or cutscenes... but no one plays these games for their plots.plots.
* GlassCannon: Players in this genre are almost invariably this, able to output massive streams of firepower while being a OneHitPointWonder.



* MoreDakka: The most common form of attack, for both players ''and'' enemies. Players spend most of their time dodging swarms of bullets rather than just a single one, while they themselves can usually fire an absurd number of bullets to shred the obligatory hordes of enemies.

to:

* MoreDakka: The most common form of attack, for both players ''and'' enemies. Players spend most of their time dodging swarms of bullets rather than just a single one, while they themselves can usually fire an absurd number of bullets (often in a SpreadShot pattern) to shred the obligatory hordes of enemies.



* PowerUp: Some Bullet Hell games inherit this feature from their parent ShootEmUp genre, but it's by no means universal.



* VideoGameLives: Bullet Hell games usually give you three or (less commonly) five lives to start, and may or may not offer chances to earn {{OneUp}}s in play.

to:

* VideoGameLives: Bullet Hell games usually give you three or (less commonly) five lives to start, and may or may not offer chances to earn {{OneUp}}s a {{OneUp}} in play.play.
* WaveMotionGun: Players often have a special attack that is far more powerful than their normal weapon, usually with charging required or some other limit on its use.

Top