History Main / NumericalHard

23rd Sep '17 12:29:22 AM LucaEarlgrey
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* ''Videogame/{{Gradius}} V'' seems like it's going to avert this trope with subsequent loops, where the Stage 1 boss has two cores instead of one like on the first loop. As it turns out, the rest of this game simply plays this trope straight with [[BulletHell more bullets]] and enemy "revenge bullets" that fire upon their deaths.
22nd Sep '17 9:43:01 AM CerotechOmega
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* ''VideoGame/MetroidSamusReturns'' merely doubles the damage enemies inflict in Hard mode, and more than that on Fusion mode, but their AI remains the same. [[NintendoHard Not like the game is particularly easy on Normal...]]
13th Sep '17 1:44:28 PM LucaEarlgrey
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* In ''VideoGame/ShinMegamiTenseiIV'' and ''VideoGame/ShinMegamiTenseiIVApocalypse'', you do less damage and have less accuracy as the difficulty increases, while the opposite applies to the enemies. Additionally, the members-only shop in Ginza will charge you more the higher your difficulty level is. Averted in ''Apocalypse''[='=]s eponymous HarderThanHard difficulty, which also forces on the WeCannotGoOnWithoutYou mechanic (which is optional in lower difficulties, where the default defeat condition is "all party members perish, not just the protagonist") and disables changing the difficulty in the middle of the current playthrough.

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* In ''VideoGame/ShinMegamiTenseiIV'' and ''VideoGame/ShinMegamiTenseiIVApocalypse'', you do less damage and have less accuracy as the difficulty increases, while the opposite applies to the enemies. Additionally, the members-only shop in Ginza will charge you more the higher your difficulty level is. Averted in ''Apocalypse''[='=]s eponymous HarderThanHard difficulty, which also forces on the WeCannotGoOnWithoutYou mechanic (which is optional in lower difficulties, where the default defeat condition is "all party members perish, not just the protagonist") and [[PermanentlyMissableContent disables changing the difficulty in for the middle rest of the current playthrough.playthrough]].
13th Sep '17 1:43:23 PM LucaEarlgrey
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* In ''VideoGame/ShinMegamiTenseiIV'' and ''VideoGame/ShinMegamiTenseiIVApocalypse'', you do less damage and have less accuracy as the difficulty increases, while the opposite applies to the enemies. Additionally, the members-only shop in Ginza will charge you more the higher your difficulty level is. Averted in ''Apocalypse''[='=]s eponymous HarderThanHard difficulty, which also forces on the WeCannotGoOnWithoutYou mechanic (which is optional in lower difficulties, where the defeat condition is "all party members perish, not just the protagonist") and disables changing the difficulty in the middle of the current playthrough.

to:

* In ''VideoGame/ShinMegamiTenseiIV'' and ''VideoGame/ShinMegamiTenseiIVApocalypse'', you do less damage and have less accuracy as the difficulty increases, while the opposite applies to the enemies. Additionally, the members-only shop in Ginza will charge you more the higher your difficulty level is. Averted in ''Apocalypse''[='=]s eponymous HarderThanHard difficulty, which also forces on the WeCannotGoOnWithoutYou mechanic (which is optional in lower difficulties, where the default defeat condition is "all party members perish, not just the protagonist") and disables changing the difficulty in the middle of the current playthrough.
13th Sep '17 1:42:59 PM LucaEarlgrey
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* In ''VideoGame/ShinMegamiTenseiIV'' and ''VideoGame/ShinMegamiTenseiIVApocalypse'', you do less damage and have less accuracy as the difficulty increases, while the opposite applies to the enemies. Additionally, the members-only shop in Ginza will charge you more the higher your difficulty level is. Averted in ''Apocalypse''[='=]s eponymous HarderThanHard difficulty, which also forces on the WeCannotGoOnWithoutYou mechanic (which is optional in lower difficulties, where the defeat condition is "all party members perish, not just the protagonist") and disables changing the difficulty in the middle of the current playthrough.


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* In ''VideoGame/ShinMegamiTenseiIV'' and ''VideoGame/ShinMegamiTenseiIVApocalypse'', you do less damage and have less accuracy as the difficulty increases, while the opposite applies to the enemies. Additionally, the members-only shop in Ginza will charge you more the higher your difficulty level is. Averted in ''Apocalypse''[='=]s eponymous HarderThanHard difficulty, which also forces on the WeCannotGoOnWithoutYou mechanic (which is optional in lower difficulties, where the defeat condition is "all party members perish, not just the protagonist") and disables changing the difficulty in the middle of the current playthrough.
10th Sep '17 10:23:30 PM LucaEarlgrey
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* Changing the difficulty level of ''VideoGame/BattleGaregga'' changes a few values pertaining to [[DynamicDifficulty rank]], most notably the maximum rank possible and the rate at which rank increases per frame (defined by the game as 1/60th of a second).
10th Sep '17 10:17:15 PM LucaEarlgrey
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[[folderDriving Game]]

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[[folderDriving [[folder:Driving Game]]
10th Sep '17 10:17:09 PM LucaEarlgrey
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[[folderDriving Game]]
* ''VideoGame/SanFranciscoRush''[='=]s difficulty settings change the starting amount of [[TimedMission time]] you have, and if checkpoint time extensions are enabled, how much time you gain from reaching a checkpoint.
[[/folder]]
10th Sep '17 10:12:57 PM LucaEarlgrey
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* In ''VideoGame/{{beatmania}} IIDX'', the Easy LifeMeter is this to the standard meter, decreasing the penalty for missed notes. The EX Hard LifeMeter is this to the Hard meter (gauge starts at 100%, you don't need 80% or more to clear the song, but falling to 0% at any point is an instant failure) but with more damage for missing notes.

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* In ''VideoGame/{{beatmania}} IIDX'', the Easy LifeMeter is this to the standard meter, decreasing the penalty for missed notes. The EX Hard LifeMeter is this to the Hard meter (gauge starts at 100%, you don't need 80% or more to clear the song, but falling to 0% at any point is an instant failure) but with more damage for missing notes. Finally, there's the Assist Easy meter, which is a standard meter but with the clear threshold reduced from 80% to 60%.
10th Sep '17 10:10:21 PM LucaEarlgrey
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[[folder:Rhythm]]
* In ''VideoGame/{{beatmania}} IIDX'', the Easy LifeMeter is this to the standard meter, decreasing the penalty for missed notes. The EX Hard LifeMeter is this to the Hard meter (gauge starts at 100%, you don't need 80% or more to clear the song, but falling to 0% at any point is an instant failure) but with more damage for missing notes.
* ''VideoGame/PopNMusic'' has lifebar difficulties, all of which simply change the penalties for missing notes: the Easy meter reduces it, the Hard meter (HELL in games that have ''ojama'') doubles it, the もっとHELL meter (More HELL) (no longer available from the 22nd game version onwards) ''quadruples'' it, and the Danger meter (DEATH in games that have ''ojama'') sends you straight to 0 on a miss[[note]]This is ''not'' OneHitPointWonder; as long as the player doesn't miss too many notes in a row to be considered idling, they can drop to 0 meter and still clear as long as they climb back up to 80%[[/note]].
[[/folder]]
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