History Main / OneBulletAtATime

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.

to:

** 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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Added DiffLines:

** Using the NES advantage controller with "turbo" turned on (which would spam the button for you), you would shoot four bullets at a time.
22nd Jul '15 1:11:08 PM MarsJenkar
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* In ''VideoGame/TheCastlesOfDoctorCreep'', the game is limited to one shot per [[DeathRay Ray Gun]] onscreen at the same time. (As in, if one Ray Gun shoots, it cannot shoot again until the ray disappears from the screen, but another Ray Gun can still fire.) [[InvokedTrope This fact is critical in solving some of the puzzles the game gives you]].
18th Jul '15 6:49:45 PM nombretomado
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** Notable example with [[ComicBook/XMen Phoenix]] in MarvelVsCapcom3 who had no limit to the projectiles she could fire in the air. Come the UpdatedRerelease and suddenly she can only throw one at a time, making an oft-used tourney character much lower on the tier list.

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** Notable example with [[ComicBook/XMen Phoenix]] in MarvelVsCapcom3 ''VideoGame/MarvelVsCapcom3'' who had no limit to the projectiles she could fire in the air. Come the UpdatedRerelease and suddenly she can only throw one at a time, making an oft-used tourney character much lower on the tier list.
8th Jul '15 1:30:49 PM Kadorhal
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* ''[[VideoGame/TeamFortressClassic Team Fortress]]'' only allows eight pipebombs active at once. This limitation was added because some players tried filling the entire level with them to kill all hostiles at once; that and you'd probably hit the upper limit of ~600/768 entities in the original ''VideoGame/{{Quake}}'' engine. As such, this limit prevents spamming meant to kill off a full team in one swoop.
** Also true for [[VideoGame/TeamFortress2 the sequel]]. The Sticky Launcher can still only place 8 bombs. If you shoot any more, first ones 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 reload rate.
* In the ''VideoGame/HalfLife'' series, only one laser-guided rocket can be launched at the same time.

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* ''[[VideoGame/TeamFortressClassic Team Fortress]]'' ''VideoGame/{{Team Fortress|Classic}}'' only allows eight pipebombs active at once. This limitation was added because some players tried filling the entire level with them to kill all hostiles at once; that and you'd probably hit the upper limit of ~600/768 entities in the original ''VideoGame/{{Quake}}'' engine. As such, this limit prevents spamming meant to kill off a full team in one swoop.
** 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 rate.
rates.
* In the ''VideoGame/HalfLife'' series, only one laser-guided rocket can be launched at the same time.
time; this is because reloading requires Gordon to point the launcher away from the center of the screen, which would thus prevent the player from actually guiding it with the laser.



* ''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.]]

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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.]]]] Later games made four shots at once a facet of some other upgrade, like the buster-focused X Form in ''2''.



* In ''CaptainComic'', the number of Blastola Cola 'bullets' you can have on the screen at once is limited to the number of cans you've picked up.

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* In ''CaptainComic'', ''VideoGame/CaptainComic'', the number of Blastola Cola 'bullets' you can have on the screen at once is limited to the number of cans you've picked up.



* In ''VideoGame/CommandAndConquer'', as long as the engine pioneered by ''VideoGame/TiberianDawn'' was in use (although it was gradually expanded as the series progressed), units armed with railguns (which were first and only introduced in ''VideoGame/TiberianSun'' 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 infact if one was to mod a railgun with a lower firing delay than the fade-out timer of the particle system into ''VideoGame/TiberianSun'', the railgun would "jam" ''permanently'' after firing once and could never be fired again, even if the particle system had faded. Railguns never appeared again in the series while it was using the same engine after ''VideoGame/TiberianSun'' (although they re-appeared in later games using the SAGE engine), but the code remained and they can be re-created in ''VideoGame/RedAlert2'' 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 mosty 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.

to:

* In ''VideoGame/CommandAndConquer'', as long as the engine pioneered by ''VideoGame/TiberianDawn'' ''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 ''VideoGame/TiberianSun'' ''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 infact in fact if one was to mod a railgun with a lower firing delay than the fade-out timer of the particle system into ''VideoGame/TiberianSun'', ''Tiberian Sun'', the railgun would "jam" ''permanently'' after firing once and could never be fired again, even if the particle system had faded. Railguns never appeared again didn't appear in the series while it was using the same engine again until after ''VideoGame/TiberianSun'' (although they re-appeared in later games using the switch to the SAGE engine), engine, in ''VideoGame/CommandAndConquerTiberiumWars'', but the code remained and they can be re-created in ''VideoGame/RedAlert2'' ''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 mosty 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.
17th May '15 2:06:51 PM morenohijazo
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* In ''VideoGame/CommandAndConquer'', as long as the engine pioneered by ''TiberianDawn'' was in use (although it was gradually expanded as the series progressed), units armed with railguns (which were first and only introduced in ''TiberianSun'' 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 infact if one was to mod a railgun with a lower firing delay than the fade-out timer of the particle system into ''TiberianSun'', the railgun would "jam" ''permanently'' after firing once and could never be fired again, even if the particle system had faded. Railguns never appeared again in the series while it was using the same engine after ''TiberianSun'' (although they re-appeared in later games using the SAGE engine), but the code remained and they can be re-created in ''RedAlert2'' 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 mosty 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.

to:

* In ''VideoGame/CommandAndConquer'', as long as the engine pioneered by ''TiberianDawn'' ''VideoGame/TiberianDawn'' was in use (although it was gradually expanded as the series progressed), units armed with railguns (which were first and only introduced in ''TiberianSun'' ''VideoGame/TiberianSun'' 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 infact if one was to mod a railgun with a lower firing delay than the fade-out timer of the particle system into ''TiberianSun'', ''VideoGame/TiberianSun'', the railgun would "jam" ''permanently'' after firing once and could never be fired again, even if the particle system had faded. Railguns never appeared again in the series while it was using the same engine after ''TiberianSun'' ''VideoGame/TiberianSun'' (although they re-appeared in later games using the SAGE engine), but the code remained and they can be re-created in ''RedAlert2'' ''VideoGame/RedAlert2'' 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 mosty 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.
30th Mar '15 11:01:45 PM nombretomado
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* In ''CommandAndConquer'', as long as the engine pioneered by ''TiberianDawn'' was in use (although it was gradually expanded as the series progressed), units armed with railguns (which were first and only introduced in ''TiberianSun'' 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 infact if one was to mod a railgun with a lower firing delay than the fade-out timer of the particle system into ''TiberianSun'', the railgun would "jam" ''permanently'' after firing once and could never be fired again, even if the particle system had faded. Railguns never appeared again in the series while it was using the same engine after ''TiberianSun'' (although they re-appeared in later games using the SAGE engine), but the code remained and they can be re-created in ''RedAlert2'' 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 mosty 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.

to:

* In ''CommandAndConquer'', ''VideoGame/CommandAndConquer'', as long as the engine pioneered by ''TiberianDawn'' was in use (although it was gradually expanded as the series progressed), units armed with railguns (which were first and only introduced in ''TiberianSun'' 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 infact if one was to mod a railgun with a lower firing delay than the fade-out timer of the particle system into ''TiberianSun'', the railgun would "jam" ''permanently'' after firing once and could never be fired again, even if the particle system had faded. Railguns never appeared again in the series while it was using the same engine after ''TiberianSun'' (although they re-appeared in later games using the SAGE engine), but the code remained and they can be re-created in ''RedAlert2'' 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 mosty 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.
25th Mar '15 4:26:33 AM NCoder
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Added DiffLines:

* In ''CommandAndConquer'', as long as the engine pioneered by ''TiberianDawn'' was in use (although it was gradually expanded as the series progressed), units armed with railguns (which were first and only introduced in ''TiberianSun'' 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 infact if one was to mod a railgun with a lower firing delay than the fade-out timer of the particle system into ''TiberianSun'', the railgun would "jam" ''permanently'' after firing once and could never be fired again, even if the particle system had faded. Railguns never appeared again in the series while it was using the same engine after ''TiberianSun'' (although they re-appeared in later games using the SAGE engine), but the code remained and they can be re-created in ''RedAlert2'' 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 mosty 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.
10th Nov '14 4:58:19 PM delta1
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* ''VideoGame/SuperMarioBros1'' did this with [[KillItWithFire fireballs]]; only two could be out at a time.
** Also applies to ''VideoGame/SuperMarioWorld''.

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* ''VideoGame/SuperMarioBros1'' did this with [[KillItWithFire fireballs]]; only allows you to have two could be out at a time.
** Also applies to ''VideoGame/SuperMarioWorld''.
fireballs on the screen as Fire Mario. Later games such as ''VideoGame/SuperMarioWorld'' and the ''VideoGame/NewSuperMarioBros'' series kept this.



* The various "Sub Hunt" style arcade games (the first of which seems to be [[https://en.wikipedia.org/wiki/Depthcharge Depthcharge]] in 1977) where you control a ship and fight against enemy submarines by dropping depth charges on them. You have an unlimited number of depth charges, but a counter governs how many you can have on the screen at a time. When a depth charge hits an enemy or the ocean floor, it "regenerates" back on your ship and you can fire another one. Basically the game revolves around this mechanic as you must use depth charges judiciously or you may find yourself momentarily defenseless against a swarm of subs.

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* The various "Sub Hunt" style arcade games (the first of which seems to be [[https://en.wikipedia.org/wiki/Depthcharge Depthcharge]] in 1977) where you control a ship and fight against enemy submarines by dropping depth charges on them. You have an unlimited number of depth charges, but a counter on the screen governs how many you can have on in the screen water at a time. When a depth charge hits an enemy or the ocean floor, it "regenerates" back on your ship and you can fire another one. Basically the game gameplay revolves around this mechanic as you must use depth charges judiciously or you may find yourself momentarily defenseless against a swarm of subs.
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