History Main / OneBulletAtATime

30th Apr '17 3:20:55 PM Saber15
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* In ''[[Videogame/Battlezone1998 Battlezone II: Combat Commander]]'', the TAG missile fires a homing dart, which has a particularly bizarre bullet code. Under normal use, it will only fire one dart at a time, and will let you fire again once the dart flies past its 100 meter range. But if you fire off into the sky and hold down the trigger, you'll suddenly spray out a dozen darts if you aim downward once the airborne dart expires.
22nd Jan '17 2:55:46 AM Morgenthaler
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* Hero Klungo Sssavesss Teh Universsse in ''VideoGame/BanjoKazooie Nuts & Bolts''.

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* Hero Klungo Sssavesss Teh Universsse in ''VideoGame/BanjoKazooie Nuts & Bolts''.''VideoGame/BanjoKazooieNutsAndBolts''.
22nd Jan '17 2:53:59 AM Morgenthaler
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** In ''Diablo II'', you can cast as many missiles as you like ... but then you might not see them. HilarityEnsues when fighting against a multi-shot lightning-enchanted boss while you have slow missiles active, where moving in the wrong direction (or not at all) will get you kill by hot air.
* ''GliderPRO'' only allows two rubber bands to be on screen at once.

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** * In ''Diablo II'', ''VideoGame/DiabloII'', you can cast as many missiles as you like ... but then you might not see them. HilarityEnsues when fighting against a multi-shot lightning-enchanted boss while you have slow missiles active, where moving in the wrong direction (or not at all) will get you kill by hot air.
* ''GliderPRO'' ''VideoGame/GliderPRO'' only allows two rubber bands to be on screen at once.
22nd Jan '17 2:52:56 AM Morgenthaler
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* In ''VideoGame/CommandAndConquer'', as long as the engine pioneered by ''VideoGame/CommandAndConquerTiberianDawn'' was in use (although it was gradually expanded as the series progressed), units armed with railguns (which were first and only introduced in ''Tiberian Sun'' and of which the unmodified game featured a grand total of two - Ghost Stalker and the Mammoth Mk.II mech) could have a maximum of one active railgun "line", even if the shot had already dealt all its damage. A railgun could not be fired again until the particle system of the last beam had entirely faded out, and in fact if one was to mod a railgun with a lower firing delay than the fade-out timer of the particle system into ''Tiberian Sun'', the railgun would "jam" ''permanently'' after firing once and could never be fired again, even if the particle system had faded. Railguns didn't appear in the series again until after the switch to the SAGE engine, in ''VideoGame/CommandAndConquerTiberiumWars'', but the code remained and they can be re-created in ''VideoGame/CommandAndConquerRedAlert2'' and its expansion through modifications of the game files. It is uncertain why this limitation exists, but as it never becomes apparent in the unmodified game and is mostly a footnote to creating modifications that contain railgun weapons, it is most likely an engine limitation, rather than a conscious nerf in the interest of game balance.

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* In ''VideoGame/CommandAndConquer'', as long as the engine pioneered by ''VideoGame/CommandAndConquerTiberianDawn'' was in use (although it was gradually expanded as the series progressed), units armed with railguns (which were first and only introduced in ''Tiberian Sun'' and of which the unmodified game featured a grand total of two - Ghost Stalker and the Mammoth Mk.II mech) could have a maximum of one active railgun "line", even if the shot had already dealt all its damage. A railgun could not be fired again until the particle system of the last beam had entirely faded out, and in fact if one was to mod a railgun with a lower firing delay than the fade-out timer of the particle system into ''Tiberian Sun'', the railgun would "jam" ''permanently'' after firing once and could never be fired again, even if the particle system had faded. Railguns didn't appear in the series again until after the switch to the SAGE engine, in ''VideoGame/CommandAndConquerTiberiumWars'', but the code remained and they can be re-created in ''VideoGame/CommandAndConquerRedAlert2'' and its expansion through modifications of the game files. It is uncertain why this limitation exists, but as it never becomes apparent in the unmodified game and is mostly a footnote to creating modifications that contain railgun weapons, it is most likely an engine limitation, rather than a conscious nerf in the interest of game balance.


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22nd Jan '17 2:51:52 AM Morgenthaler
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Most famous examples of this trope are due to the technical limitations of old 8-bit hardware configurations. The UsefulNotes/{{Atari 2600}}'s specialized hardware for rendering "missile" sprites could only handle two missiles at a time, leading to the two-bullet limit of many 2600 games. Interestingly, the [[SpaceWar oldest video game]] did not have this limit.

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Most famous examples of this trope are due to the technical limitations of old 8-bit hardware configurations. The UsefulNotes/{{Atari 2600}}'s specialized hardware for rendering "missile" sprites could only handle two missiles at a time, leading to the two-bullet limit of many 2600 games. Interestingly, the [[SpaceWar [[VideoGame/SpaceWar oldest video game]] did not have this limit.
15th Nov '16 1:00:32 PM Someoneman
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* In ''VideoGame/CaveStory'' the number depends on the weapon. The level 2 Blade is one of these weapons, and because of this, it deals insane amounts of damage at point-blank range (more so than its level 3 version, whose projectiles don't disappear on contact).

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* In ''VideoGame/CaveStory'' the number depends on the weapon. The level 2 Blade is one of these weapons, and because with the added bonus that the number of shots on screen is the ''only'' restriction it has on fire rate. Because of this, at [[LowLevelAdvantage level 2]] it deals insane amounts of damage at point-blank range (more so than range, since its level 3 version, whose projectiles don't disappear on contact).right after hitting their target (the level 3 version keeps going, so you have to wait for it to vanish before firing it again.



* ''VideoGame/SpaceInvaders'' may be the TropeMaker. This makes comebacks possible, as you can shoot more rapidly as the Invaders get closer... provided you don't miss, that is. The UsefulNotes/{{Atari 2600}} version had a trick to get double shots: Hold the RESET switch and turn on the game, then let it go. Cheat or [[GoodBadBugs glitch]]? Nobody may ever know.

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* ''VideoGame/SpaceInvaders'' may be the TropeMaker. This makes comebacks possible, as you can shoot more rapidly as the Invaders get closer... provided you don't miss, that is. The UsefulNotes/{{Atari 2600}} version had a trick to get double shots: Hold the RESET switch and turn on the game, then let it go. Cheat or [[GoodBadBugs glitch]]? glitch? Nobody may ever know.



* The ''Series/{{Airwolf}}'' LicensedGame on UsefulNotes/AmstradCPC had this limitation, particularly grating when some targets required pixel-perfect aiming (and the [[ScrappyMechanic gravity]] kept changing it).

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* The ''Series/{{Airwolf}}'' LicensedGame on UsefulNotes/AmstradCPC had this limitation, particularly grating when some targets required pixel-perfect aiming (and the [[ScrappyMechanic gravity]] gravity kept changing it).



* ''VideoGame/MegaManZero'' does similar - at the beginning, the player can only have three bullets from the Buster onscreen at once, but after killing enough enemies with it, this is upgraded to four. [[FridgeLogic Somehow.]] Later games made four shots at once a facet of some other upgrade, like the buster-focused X Form in ''2''.

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* ''VideoGame/MegaManZero'' does similar - at the beginning, the player can only have three bullets from the Buster onscreen at once, but after killing enough enemies with it, this is upgraded to four. [[FridgeLogic Somehow.]] Somehow. Later games made four shots at once a facet of some other upgrade, like the buster-focused X Form in ''2''.



* In ''VideoGame/MetroidPrime'', you can only have 3 missiles active at once. Normally their fire rate is so slow that this is completely irrelevant, but a an [[GoodBadBugs unintentional]] method of shooting them [[http://www.metroid2002.com/techniques_rapid_fire_missiles.php very quickly]] allows the limit to be reached.

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* In ''VideoGame/MetroidPrime'', you can only have 3 missiles active at once. Normally their fire rate is so slow that this is completely irrelevant, but a an [[GoodBadBugs unintentional]] unintentional method of shooting them [[http://www.metroid2002.com/techniques_rapid_fire_missiles.php very quickly]] allows the limit to be reached.



* It's not obvious unless you slow the framerate right down, but ranged weapons in ''VideoGame/DwarfFortress'' had this limitation imposed from V0.31 onwards; a second shot cannot be fired until after the game rolls to determine whether or not the first has hit its target. In older versions it was possible to fire so fast that six or seven arrows or crossbow bolts would be in the air before the first hit, which would be a GoodBadBug if not for the fact that arrows or crossbow bolts had a high probability of a OneHitKill, so the rest of the shots were just wasted. ([[RuleOfCool It did look badass though.]])

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* It's not obvious unless you slow the framerate right down, but ranged weapons in ''VideoGame/DwarfFortress'' had this limitation imposed from V0.31 onwards; a second shot cannot be fired until after the game rolls to determine whether or not the first has hit its target. In older versions it was possible to fire so fast that six or seven arrows or crossbow bolts would be in the air before the first hit, which would be a GoodBadBug if not for which, combined with the fact that arrows or crossbow bolts had a high probability of a OneHitKill, so means the rest of the shots were just wasted. ([[RuleOfCool It did look badass though.]])
17th Jul '16 6:07:38 PM Jake
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* It's not obvious unless you slow the framerate right down, but ranged weapons in ''VideoGame/DwarfFortress'' had this limitation imposed from V0.31 onwards; a second shot cannot be fired until after the game rolls to determine whether or not the first has hit its target. In older versions it was possible to fire so fast that six or seven arrows or crossbow bolts would be in the air before the first hit, which would be a GoodBadBug if not for the fact that arrows or crossbow bolts had a high probability of a OneHitKill, so the rest of the shots were just wasted. ([[RuleOfCool It did look badass though.]])
11th Feb '16 5:30:10 PM wrpen99
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** Also true for [[VideoGame/TeamFortress2 the sequel]]. The Sticky Launcher can still only place 8 bombs. If you shoot any more, the first ones placed start detonating in sequence. The second launcher available, The Scottish Resistance, can have 14 bombs out at once, but will only detonate the ones you are actually aiming at when pulling the trigger. Other projectiles in the game (such as rockets, arrows, flares and ''syringes'') are only limited by their firing and reload rates. This provides an interesting inversion where single shot weapons such as the Crusaders Crossbow fire as fast as they reload, meaning there was no point to giving it any fire rate. [[Bullet hell Cue]] BottomlessMagazine cheats...

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** Also true for [[VideoGame/TeamFortress2 the sequel]]. The Sticky Launcher can still only place 8 bombs. If you shoot any more, the first ones placed start detonating in sequence. The second launcher available, The Scottish Resistance, can have 14 bombs out at once, but will only detonate the ones you are actually aiming at when pulling the trigger. Other projectiles in the game (such as rockets, arrows, flares and ''syringes'') are only limited by their firing and reload rates. This provides an interesting inversion where single shot weapons such as the Crusaders Crossbow fire as fast as they reload, meaning there was no point to giving it any fire rate. [[Bullet hell Cue]] BottomlessMagazine [[BulletHell Cue bottomless magazine]] cheats...
11th Feb '16 5:28:26 PM wrpen99
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** Also true for [[VideoGame/TeamFortress2 the sequel]]. The Sticky Launcher can still only place 8 bombs. If you shoot any more, the first ones placed start detonating in sequence. The second launcher available, The Scottish Resistance, can have 14 bombs out at once, but will only detonate the ones you are actually aiming at when pulling the trigger. Other projectiles in the game (such as rockets, arrows, flares and ''syringes'') are only limited by their firing and reload rates.

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** Also true for [[VideoGame/TeamFortress2 the sequel]]. The Sticky Launcher can still only place 8 bombs. If you shoot any more, the first ones placed start detonating in sequence. The second launcher available, The Scottish Resistance, can have 14 bombs out at once, but will only detonate the ones you are actually aiming at when pulling the trigger. Other projectiles in the game (such as rockets, arrows, flares and ''syringes'') are only limited by their firing and reload rates. This provides an interesting inversion where single shot weapons such as the Crusaders Crossbow fire as fast as they reload, meaning there was no point to giving it any fire rate. [[Bullet hell Cue]] BottomlessMagazine cheats...
4th Dec '15 12:49:05 PM pittsburghmuggle
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** Using the NES advantage controller with "turbo" turned on (which would spam the button for you), you would shoot four bullets at a time.
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