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Most console video games of the early 1980s that had multiple difficulty levels didn't give them names, and combined the act of starting a new game with selecting one of the numbered or lettered difficulty options. "Game A" and "Game B" were the standard options in UsefulNotes/GameAndWatch and early UsefulNotes/NintendoEntertainmentSystem games, while many UsefulNotes/{{Colecovision}} games used the numeric keypad for this purpose.
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Most console video games of the early 1980s that had multiple difficulty levels didn't give them names, and combined the act of starting a new game with selecting one of the numbered or lettered difficulty options. "Game A" and "Game B" were the standard options in UsefulNotes/GameAndWatch Platform/GameAndWatch and early UsefulNotes/NintendoEntertainmentSystem Platform/NintendoEntertainmentSystem games, while many UsefulNotes/{{Colecovision}} Platform/{{Colecovision}} games used the numeric keypad for this purpose.
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[[quoteright:240:[[VideoGame/FZero https://static.tvtropes.org/pmwiki/pub/images/fzero_gp_legend_classes.png]]]]
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Since this is essentially an Omnipresent Trope, it doesnt need examples listed although the Cathode Ray Tube exampleis interesting enough to keep in the text.
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See also EasyModeMockery, MercyMode, NonIndicativeDifficulty, and the VideoGameDifficultyTropes index.
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!!Examples:
* ''VideoGame/CathodeRayTubeAmusementDevice'': Possibly the earliest electronic example. Altering the circuits could make targeting harder or easier.
* ''VideoGame/TreasureHunterMan1'': As said in the changelog, alongside normal mode:
--> -Added easy mode :) (v0.97)
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!!Examples:
* ''VideoGame/CathodeRayTubeAmusementDevice'': Possibly the earliest electronic example. Altering the circuits could make targeting harder or easier.
* ''VideoGame/TreasureHunterMan1'': As said in the changelog, alongside normal mode:
--> -Added easy mode :) (v0.97)
to:
''VideoGame/CathodeRayTubeAmusementDevice'' is possibly the earliest electronic example. Altering the circuits could make targeting harder or easier.
See also EasyModeMockery, MercyMode, NonIndicativeDifficulty, and the VideoGameDifficultyTropesindex.
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!!Examples:
* ''VideoGame/CathodeRayTubeAmusementDevice'': Possibly the earliest electronic example. Altering the circuits could make targeting harder or easier.
* ''VideoGame/TreasureHunterMan1'': As said in the changelog, alongside normal mode:
--> -Added easy mode :) (v0.97)index
See also EasyModeMockery, MercyMode, NonIndicativeDifficulty, and the VideoGameDifficultyTropes
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!!Examples:
* ''VideoGame/CathodeRayTubeAmusementDevice'': Possibly the earliest electronic example. Altering the circuits could make targeting harder or easier.
* ''VideoGame/TreasureHunterMan1'': As said in the changelog, alongside normal mode:
--> -Added easy mode :) (v0.97)
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* ''VideoGame/TreasureHunterMan'': As said in the changelog, alongside normal mode:
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* ''VideoGame/TreasureHunterMan'': ''VideoGame/TreasureHunterMan1'': As said in the changelog, alongside normal mode:
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Added DiffLines:
* ''VideoGame/CathodeRayTubeAmusementDevice'': Possibly the earliest electronic example. Altering the circuits could make targeting harder or easier.
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An [[OmnipresentTropes Omnipresent Trope]] in video games. Many old school UsefulNotes/{{arcade game}}s have difficulty levels which can only be set by the arcade's owner via [=DIP=] switches; these different settings are usually not visible to players, except in console ports that replicate some of them. Many arcade games allowed the player to influence one element of difficulty, the number of lives, by feeding extra credits.
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Added DiffLines:
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!!Examples:
* ''VideoGame/TreasureHunterMan'': As said in the changelog, alongside normal mode:
--> -Added easy mode :) (v0.97)
!!Examples:
* ''VideoGame/TreasureHunterMan'': As said in the changelog, alongside normal mode:
--> -Added easy mode :) (v0.97)
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If some or all of the difficulties have different names from the above (virtually guaranteed if it has more than the three middle ones), it's a case of IdiosyncraticDifficultyLevels. Of course, different developers have different ideas as to what constitutes "Normal"; many NintendoHard games only have "Easy" and "Normal" difficulties, and in some of these cases even "Easy" is highly difficult. Other games pull the opposite, creating a form of RankInflation where there are several "HarderThanHard" difficulties that aren't all as hard as proclaimed.
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If some or all of the difficulties have different names from the above (virtually guaranteed if it has more than the three middle ones), it's a case of IdiosyncraticDifficultyLevels. Of course, [[NonIndicativeDifficulty different developers have different ideas as to what constitutes "Normal"; "Normal"]]; many NintendoHard games only have "Easy" and "Normal" difficulties, and in some of these cases even "Easy" is highly difficult. Other games pull the opposite, creating a form of RankInflation where there are several "HarderThanHard" difficulties that aren't all as hard as proclaimed.
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* '''Normal / Medium / Standard / Average'''
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* '''Normal / Medium / Standard / Average'''Average / Intermediate'''
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* '''Hard / Expert / Advanced'''
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* '''Hard / Expert / Advanced'''Difficult'''