History Main / DynamicDifficulty

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.
15th Sep '16 7:30:31 AM Druanach
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* In ''VideoGame/NeedForSpeed: [[VideoGame/NeedForSpeedMostWanted Most Wanted]]'', the AI's cars [[Main/RubberBandAI get faster the more races you win, and become slower when you lose one]]. Thus the easiest way to win races is to deliberately lose about every fifth race to keep the competitors' car speeds as low as one wants.
16th Aug '16 10:43:45 AM htuttle
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* ''VideoGame/{{X-COM}}'' lets you select a difficulty level to begin the game at, and then moves it up or down a notch once per in-game month depending on your score that month. This is rather undermined by an [[GameBreaker unfortunate bug]], which resets the difficulty to the lowest level when you loaded a saved game. Saving and restoring frequently could make the game arbitrarily easy! Even then, the monthly timer has very little effect even without saving and loading; since the game is made up of two executables, it has to save and quit each time you switch from a land battle to the world map (or vice versa). In short, it's impossible to play more than one battle before the difficulty resets to the lowest level unless you patch the game to fix this (using, say, [=XcomUtil=]), or use the Windows-based re-release.

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* ''VideoGame/{{X-COM}}'' ''VideoGame/{{XCOM}}'' lets you select a difficulty level to begin the game at, and then moves it up or down a notch once per in-game month depending on your score that month. This is rather undermined by an [[GameBreaker unfortunate bug]], which resets the difficulty to the lowest level when you loaded a saved game. Saving and restoring frequently could make the game arbitrarily easy! Even then, the monthly timer has very little effect even without saving and loading; since the game is made up of two executables, it has to save and quit each time you switch from a land battle to the world map (or vice versa). In short, it's impossible to play more than one battle before the difficulty resets to the lowest level unless you patch the game to fix this (using, say, [=XcomUtil=]), or use the Windows-based re-release.
18th Jun '16 4:08:21 PM TheKaizerreich
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** That said, later games in the series tried to balance themselves a bit better than the original ''SNES'' title. This includes small changes such as being able to shoot the aforementioned shells backwards or catapulting banana peels forward, among other things.
15th Jun '16 12:20:22 PM eliaskelham
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* ''VideoGame/MaxPayne'' claimed to do this. The effect was pretty noticeable on the console versions, but the PC version seemed to be permanently stuck on "as hard as possible". Bear in mind, it had this ''in addition'' to three difficulty modes.

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* ''VideoGame/MaxPayne'' claimed to do this. The effect was pretty noticeable on the console versions, but the PC version seemed to be permanently stuck on "as hard as possible". Bear in mind, it had this ''in addition'' to three difficulty modes.
16th May '16 6:34:08 PM Yalsaris63
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* ''VideoGame/{{Raiden}}'', ''VideoGame/RaidenFighters'' and ''VideoGame/FireShark'' have the tank/gunboat enemies. If you do well enough (survive long enough, amass loads of points, get lots of powerups/bombs), the tanks/gunboats that initially have poor reaction time as well as {{Painfully Slow Projectile}}s start shooting you with faster and more accurate shots ''as soon as they come onscreen''. If you're doing well enough, you'll start meeting up with [[FanNickname so-called]] "[[ImprobableAimingSkills Sniper]] [[DemonicSpiders Tanks]]".

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* ''VideoGame/{{Raiden}}'', ''VideoGame/RaidenFighters'' and ''VideoGame/FireShark'' have are notorious for this, frustrating would-be 1cc players in the form of the tank/gunboat enemies. If you do well enough (survive long enough, amass loads of points, get lots of powerups/bombs), the tanks/gunboats that initially have poor reaction time as well as {{Painfully Slow Projectile}}s start shooting you with faster and more accurate shots ''as soon as they come onscreen''. If you're doing well enough, you'll start meeting up with [[FanNickname so-called]] "[[ImprobableAimingSkills Sniper]] [[DemonicSpiders Tanks]]".
19th Apr '16 10:28:22 AM case
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** ''Series/PressYourLuck'' would switch to easier-than-usual questions if not enough spins were being earned. For the audience at home, there was a tell for when this happened; the light bulb on the host's podium would blink to prompt him.
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