History Main / UndergroundMonkey

24th Jun '17 3:54:56 PM EBsessed
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Not to be confused with actual monkeys living underground, such as [[VideoGame/EarthBound beneath Dusty Dunes Desert]].

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Not to be confused with actual monkeys living underground, such as [[VideoGame/EarthBound beneath Dusty Dunes Desert]].
Desert]] or [[Manga/CromartieHighSchool under the sewers]].
22nd Jun '17 7:58:01 PM ergeis
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* This was the design strategy behind the monster designs in early ''Franchise/ShinMegamiTensei'' games. Many demons share the same body type as a way tp get around hardware limitations.
29th Apr '17 12:12:44 PM TurtleTropes
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*** ''VideoGame/PokemonXAndY'' also keeps the overworld models of the Trainer classes consistent to their artwork...But they often reused models for different classes, with the only difference being that each class having a different palette. For example, ever wonder why the Veteran classes in the overworld look a lot younger than they do in their artwork? That's because their overworld models are actually palette swaps of the Ace Trainer overworld models.

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*** ''VideoGame/PokemonXAndY'' also keeps the overworld models of the Trainer classes consistent to their artwork...But they often artwork, but some models are reused models for different classes, with the only difference being that each class having has a different palette. For example, ever wonder why the Veteran classes in the overworld look a lot younger than they do in their artwork? That's because their overworld models are actually palette swaps of the Ace Trainer overworld models. Ever confused as to how the Fairy Tale Girl's hair looks completely different in the overworld? That's because her overworld model is actually a palette swap of the Twins overworld model.
28th Apr '17 12:20:39 PM TurtleTropes
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*** In the [[VideoGame/PokemonRedAndBlue first generation games]], all Gym Leaders (With the exception of Giovanni) all use overworld sprites that other [=NPCs=] use. This is later averted in later generations, where all Gym Leaders have their own unique overworld sprite.
28th Apr '17 7:41:45 AM TurtleTropes
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*** ''VideoGame/PokemonXAndY'' also keeps the overworld models Trainer classes consistent to their artwork...But they often reused models for different classes, with the only difference being that each class= have a different palette. For example, ever wonder why the Veteran classes look way longer than they do in their artwork? That's because their overworld models are actually palette swaps of the Ace Trainer overworld models.

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*** ''VideoGame/PokemonXAndY'' also keeps the overworld models of the Trainer classes consistent to their artwork...But they often reused models for different classes, with the only difference being that each class= have class having a different palette. For example, ever wonder why the Veteran classes in the overworld look way longer a lot younger than they do in their artwork? That's because their overworld models are actually palette swaps of the Ace Trainer overworld models.
28th Apr '17 7:36:25 AM TurtleTropes
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** Played completely straight with some of the ''Trainer classes'' -- while there are no palette swaps, and the in-battle sprites of the Trainer classes are all unique, often several classes share the same ''overworld'' sprite, so that in ''VideoGame/PokemonDiamondAndPearl'', for example, Ace Trainers, Rangers, Bird Keepers, and Dragon Tamers look the same until you fight them (and the sprite of all 4 are clearly that of the Ace Trainers). PIs also use similar overworld sprites. The most egregious example is perhaps the Psychic trainer class in Generation 4, as, despite being a class available for both genders, the overworld sprite for both genders is completely identical, meaning the only way to find out their gender is to battle them.

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** Played completely straight with some of the ''Trainer classes'' -- while there are no palette swaps, and the in-battle sprites of the Trainer classes are all unique, often several classes share the same ''overworld'' sprite, so that sprite. While this problem was also prevalent in ''VideoGame/PokemonDiamondAndPearl'', for the first 3 generations, it's especially noticeable in ''VideoGame/PokemonDiamondAndPearl''. For example, Ace Trainers, Rangers, Bird Keepers, and Dragon Tamers look the same until you fight them (and the overworld sprite of all 4 are clearly that of the Ace Trainers). PIs [=PIs=], which is a Trainer class that wears a red trenchcoat and hat, also use similar the same overworld sprites. sprite as the Rich Boy Trainer class. The most egregious example is perhaps the Psychic trainer class in Generation 4, Trainer class, as, despite being a class available for both genders, the overworld sprite for both genders is completely identical, meaning the only way to find out their gender is to battle them.



*** ''VideoGame/PokemonX&Y'' also keeps the overworld models Trainer classes consistent to their artwork...But they often reused models for different classes, with the only difference being that each class= have a different palette. For example, ever wonder why the Veteran classes look way longer than they do in their artwork? That's because their overworld models are actually palette swaps of the Ace Trainer overworld models.

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*** ''VideoGame/PokemonX&Y'' ''VideoGame/PokemonXAndY'' also keeps the overworld models Trainer classes consistent to their artwork...But they often reused models for different classes, with the only difference being that each class= have a different palette. For example, ever wonder why the Veteran classes look way longer than they do in their artwork? That's because their overworld models are actually palette swaps of the Ace Trainer overworld models.
28th Apr '17 7:27:45 AM TurtleTropes
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** Played completely straight with some of the ''Trainers'' -- while there are no palette swaps, and the in-battle sprites of the Trainer types are all unique, often several types share the same ''overworld'' sprite, so that in ''VideoGame/PokemonDiamondAndPearl'', for example, Ace Trainers and Rangers look the same until you fight them (and the sprite is clearly that of the Ace Trainers). The most egregious example is perhaps the Rich Boys, Psychics, and [=PIs=]/Gamblers. [=PIs=]/Gamblers wear a fedora and a trenchcoat in battle, while Psychics wear a purple jumpsuit with greenish hair; the overworld sprite used for all three clearly has the Rich Boy's dark purple hair and white suit.
*** An InUniverse example would be Shellos and Gastrodon, which are only cosmetically different on the West and East sides of the continent. The justification was divergent evolution (that is, allopatric speciation rather than metamorphosis) after being separated by Mt. Coronet.

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** Played completely straight with some of the ''Trainers'' ''Trainer classes'' -- while there are no palette swaps, and the in-battle sprites of the Trainer types classes are all unique, often several types classes share the same ''overworld'' sprite, so that in ''VideoGame/PokemonDiamondAndPearl'', for example, Ace Trainers Trainers, Rangers, Bird Keepers, and Rangers Dragon Tamers look the same until you fight them (and the sprite is of all 4 are clearly that of the Ace Trainers). PIs also use similar overworld sprites. The most egregious example is perhaps the Rich Boys, Psychics, and [=PIs=]/Gamblers. [=PIs=]/Gamblers wear a fedora and a trenchcoat Psychic trainer class in battle, while Psychics wear Generation 4, as, despite being a purple jumpsuit with greenish hair; class available for both genders, the overworld sprite used for all three clearly both genders is completely identical, meaning the only way to find out their gender is to battle them.
*** While ''VideoGame/PokemonBlackAndWhite'' and ''VideoGame/PokemonBlack2AndWhite2''
has mostly kept the Rich Boy's dark purple hair and white suit.
overworld sprites of Trainers classes consistent to their battle sprites, the boss version of the Clerk Trainer class shares the same overworld sprite as the more common variant. This is particularly odd, seeing how there are unique overworld sprites for both of the variants of the Worker Trainer class.
*** ''VideoGame/PokemonX&Y'' also keeps the overworld models Trainer classes consistent to their artwork...But they often reused models for different classes, with the only difference being that each class= have a different palette. For example, ever wonder why the Veteran classes look way longer than they do in their artwork? That's because their overworld models are actually palette swaps of the Ace Trainer overworld models.
**
An InUniverse example would be Shellos and Gastrodon, which are only cosmetically different on the West and East sides of the continent. The justification was divergent evolution (that is, allopatric speciation rather than metamorphosis) after being separated by Mt. Coronet.
24th Apr '17 7:04:18 PM nombretomado
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* Present throught out the ''TalesSeries''. Monsters that are purely palette swaps are most common in the games that utilize sprite based graphics, while the 3D games usually change their model a little, as well.

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* Present throught out the ''TalesSeries''.''VideoGame/TalesSeries''. Monsters that are purely palette swaps are most common in the games that utilize sprite based graphics, while the 3D games usually change their model a little, as well.
21st Feb '17 9:22:13 PM Aquillion
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* Lampshaded in the webcomic Webcomic/{{Adventurers}}, where the Ice Dragon, boss of the Ice Cave, paints himself red and calls himself a Fire Dragon to fool adventurers.

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* Lampshaded several times in the webcomic Webcomic/{{Adventurers}}, where Webcomic/{{Adventurers}}:
** At one point,
the Ice Dragon, boss of the Ice Cave, paints himself red and calls himself a Fire Dragon to fool adventurers.
** At another point, [[BigBad Khrima]] says that he's busy making monsters, and a flunky points out that most of the time all he does is take an existing monster and put "Fire" in front of its name.
10th Feb '17 2:18:38 AM Morgenthaler
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* In ''BraveStory: New Traveler'', the ''exact same enemy'' can come in multiple different colors, so the difference between genuinely different enemies is at least slightly greater, with a few exceptions. This was part of the game's world design. Monsters were designed to be "organic" in that one given monster species would have biodiversity. The player could encounter three mobs in the same battle, and each would have slightly different stats. In general, colour had less to do with power than size, with larger mobs being significantly stronger.

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* In ''BraveStory: ''Literature/BraveStory: New Traveler'', the ''exact same enemy'' can come in multiple different colors, so the difference between genuinely different enemies is at least slightly greater, with a few exceptions. This was part of the game's world design. Monsters were designed to be "organic" in that one given monster species would have biodiversity. The player could encounter three mobs in the same battle, and each would have slightly different stats. In general, colour had less to do with power than size, with larger mobs being significantly stronger.
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