History Main / DynamicDifficulty

28th May '17 11:03:58 AM Saurubiker
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* In ''VideoGame/AcesWildManicBrawlingAction'', your Rank fluctuates as you deal and take damage. A higher Rank makes enemies attack more aggressively, but it also boosts the number of points you score with each hit, and how much "Wild" (energy used for [[MegatonPunch power punches]] and health-restoring "Panic" attacks) you generate per hit.
* The arcade version of ''VideoGame/FinalFight'' raises or lower its difficulty depending on how well the player performs. The difficulty is raised as play time is accumulated and is only lowered every time the player loses a life or uses a credit. On the game's DIP switches, Difficulty A (which has eight levels) affects the overall difficulty while Difficulty B (which has four) affects the rate in which the difficulty changes.



* In ''[[VideoGame/TheSimpsons The Simpsons Arcade Game]]'', the amount of enemies on screen depends on how many people are playing. In the boss fight against Smithers, if there are more than 2 players he won't throw any bombs you can throw back.
* The ''VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame'' features a dynamic difficulty involving the enemy count that kicks in depending on several factors, including how many people are playing in the game, and -- chiefly in one-player mode -- whether or not the player has died/continued. Beating any level without losing a life will make the subsequent level much tougher (in that you have many more enemies to contend with in each wave), and dying at all will reset the soldier count to an easier level. Also, some bosses (namely the DualBoss with Rocksteady and Bebop, and the final battle with Shredder) will have more health if you reach them without dying.
* In ''VideoGame/AcesWildManicBrawlingAction'', your Rank fluctuates as you deal and take damage. A higher Rank makes enemies attack more aggressively, but it also boosts the number of points you score with each hit, and how much "Wild" (energy used for [[MegatonPunch power punches]] and health-restoring "Panic" attacks) you generate per hit.

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* In ''[[VideoGame/TheSimpsons The Simpsons Arcade Game]]'', Simpsons]]'' arcade game, the amount of enemies on screen depends on how many people are playing. In the boss fight against Smithers, if there are more than 2 players he won't throw any bombs you can throw back.
* The ''VideoGame/TeenageMutantNinjaTurtlesTheArcadeGame'' features a dynamic difficulty involving the enemy count that kicks in depending on several factors, including how many people are playing in the game, and -- chiefly in one-player mode -- whether or not the player has died/continued. Beating any level without losing a life will make the subsequent level much tougher (in that you have many more enemies to contend with in each wave), and dying at all will reset the soldier count to an easier level. Also, some bosses (namely the DualBoss with Rocksteady and Bebop, and the final battle with Shredder) will have more health if you reach them without dying.
* In ''VideoGame/AcesWildManicBrawlingAction'', your Rank fluctuates as you deal and take damage. A higher Rank makes enemies attack more aggressively, but it also boosts the number of points you score with each hit, and how much "Wild" (energy used for [[MegatonPunch power punches]] and health-restoring "Panic" attacks) you generate per hit.
dying.

6th May '17 4:41:13 PM LucaEarlgrey
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[[folder: Hack and Slash]]
* The ''VideoGame/{{Diablo}}'' series adjusts monster difficulty based on player level and number of players.
[[/folder]]
2nd Apr '17 9:54:26 PM LucaEarlgrey
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* Most pinball tables have a setting to dynamically adjust the replay score (which awards a free game when a player reaches it) based on how well players have scored in previous games.

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* Most pinball tables have a setting to dynamically adjust the replay score (which awards a free game when a player reaches it) based on how well players have scored in previous games. That said, this is only really in effect in a business that uses pinball games to make revenue, as there's no mid-credit advantage for hitting the replay threshold.
27th Feb '17 6:51:26 PM cornycrunch
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* Most games offer some sort of "mystery award" feature, which gives a random award - usually points, feature completions, or even lighting extra balls. If you're having a poor game, it's much more likely to award a lit extra ball -- on the other hand, don't expect more than a small point reward if you're doing well.
26th Feb '17 5:14:11 AM LucaEarlgrey
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* ''VideoGame/RabiRibi'' has two types of boss scaling available. The original type has bosses increase in level the more equipment and stat-raising items you collect, while the alternative type has bosses increase in level based on current story chapter instead.
6th Feb '17 2:13:08 PM Jake18
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* In ''VideoGame/MidnightClub'', the type of vehicle you bring to a race determines what kind of opponents you'll face: bring a VW Golf and the other racers will be driving low-level tuners; bring a Lamborghini or Ducati and they'll have high-end exotics.
12th Jan '17 4:33:06 AM LucaEarlgrey
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* ''Blue Revolver'' has five levels of rank, with the difficulty level chosen at the start of the game determining the range of levels that the game will go through. Normal keeps the rank clamped to levels 1 and 2 (the lowest two), Hyper allows the game to use all five levels, and [[HarderThanHard Parallel]] locks the rank at level 5 for the duration of the entire game.

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* ''Blue Revolver'' ''VideoGame/BlueRevolver'' has five levels of rank, with the difficulty level chosen at the start of the game determining the range of levels that the game will go through. Normal keeps the rank clamped to levels 1 and 2 (the lowest two), Hyper allows the game to use all five levels, and [[HarderThanHard Parallel]] locks the rank at level 5 for the duration of the entire game.
4th Jan '17 5:29:45 AM LucaEarlgrey
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* In ''[[VideoGame/DonPachi DoDonPachi dai ou jou]]'', using a [[SuperMode Hyper]] will cause enemies to fire more and faster bullets.
** And in ''[=DoDonPachi=] Dai-Fukkatsu [[ExpansionPack Black Label]]'', you get a new SuperMode known as "red mode" in which continuously using it will gradually crank up the difficulty, indicated by a special gauge off to the side of the regular HUD.
** ''[=SaiDaiOuJou=]'' has a visible numeric rank meter.

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* ''VideoGame/DonPachi'':
**
In ''[[VideoGame/DonPachi DoDonPachi ''[=DoDonPachi=] dai ou jou]]'', jou'', using a [[SuperMode Hyper]] will cause enemies to fire more and faster bullets.
** And in In ''[=DoDonPachi=] Dai-Fukkatsu [[ExpansionPack Black Label]]'', you get a new SuperMode known as "red mode" in which continuously using it will gradually crank up the difficulty, indicated by a special gauge off to the side of the regular HUD.
HUD. Red mode is required for certain score bonuses to activate.
** ''[=SaiDaiOuJou=]'' has a visible numeric rank meter. Getting it high enough is one of the requirements to fight [[TrueFinalBoss Hibachi]].
4th Jan '17 4:54:08 AM LucaEarlgrey
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* ''Blue Revolver'' has five levels of rank, with the difficulty level chosen at the start of the game determining the range of levels that the game will go through. Normal keeps the rank clamped to levels 1 and 2 (the lowest two), Hyper allows the game to use all five levels, and [[HarderThanHard Parallel]] locks the rank at level 5 for the duration of the entire game.
19th Nov '16 6:00:31 AM SenorFurious
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* ''Creepy Castle'' adjusts things based on how much or how little damage you take as you proceed through each area, as a way to make it feel like you "just barely" made it. If you get hit by traps a lot and/or mess up a lot of [[QuickTimeEvents duels]], then enemies' normal attacks and traps will have a chance of missing entirely, they won't crit as often (if at all), and the food you find will be items that restore more HP. If you ace most or all of the duels you fight, then enemy attacks and traps will crit you more often, and you'll find smaller food items instead.
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