History Main / UnstableEquilibrium

11th Sep '17 2:12:36 PM GoblinCipher
Is there an issue? Send a Message


* In ''VideoGame/SuperValis4'', your [[ScoringPoints score]] doubles as an experience meter, and reaching milestones gives you a powerup to your life bar. You have only one life, continuing removes ''all'' life-bar power ups, and the later stages of the game are designed with a superlong life bar in mind. Need several tries to beat the FinalBoss? Have fun starting the entire game from scratch each time. (Or use an [[SaveScumming emulator with save states]], but ...)

to:

* In ''VideoGame/SuperValis4'', your [[ScoringPoints score]] doubles as an experience meter, and reaching milestones gives you a powerup to your life bar. You have only one life, continuing removes ''all'' life-bar power ups, not to mention your carefully hoarded weapons and armor powerups, and the later stages of the game are designed with a superlong life bar in mind. Need several tries to beat the FinalBoss? Have fun starting the entire game from scratch each time. (Or use an [[SaveScumming emulator with save states]], but ...)
11th Sep '17 2:08:55 PM GoblinCipher
Is there an issue? Send a Message


* In ''VideoGame/SuperValis4'', your [[ScoringPoints score]] doubles as an experience meter, and reaching milestones lengthens your life bar. You have only one life, continuing resets your score to zero, and the later stages of the game are designed with a superlong life bar in mind. Need several tries to beat the FinalBoss? Have fun starting the entire game from scratch each time. (Or use an [[SaveScumming emulator with save states]], but ...)

to:

* In ''VideoGame/SuperValis4'', your [[ScoringPoints score]] doubles as an experience meter, and reaching milestones lengthens gives you a powerup to your life bar. You have only one life, continuing resets your score to zero, removes ''all'' life-bar power ups, and the later stages of the game are designed with a superlong life bar in mind. Need several tries to beat the FinalBoss? Have fun starting the entire game from scratch each time. (Or use an [[SaveScumming emulator with save states]], but ...)
11th Sep '17 2:06:47 PM GoblinCipher
Is there an issue? Send a Message

Added DiffLines:

* In ''VideoGame/SuperValis4'', your [[ScoringPoints score]] doubles as an experience meter, and reaching milestones lengthens your life bar. You have only one life, continuing resets your score to zero, and the later stages of the game are designed with a superlong life bar in mind. Need several tries to beat the FinalBoss? Have fun starting the entire game from scratch each time. (Or use an [[SaveScumming emulator with save states]], but ...)
7th Sep '17 2:32:54 PM Sabrewing
Is there an issue? Send a Message


* Your maximum power in most ''VideoGame/{{Gradius}}'' games: missiles, a laser attack (or double shot), four [[AttackDrone Option]]s, and a shield. This takes 31 or 32 powerup capsules. On dying, you lose all of this.

to:

* Your maximum power in most ''VideoGame/{{Gradius}}'' games: missiles, a laser attack (or double shot), four [[AttackDrone Option]]s, and a shield. This takes 31 or 32 powerup capsules. On dying, you lose all of this.this, although some games allow you to fly into and recapture the Options.
31st Aug '17 8:00:28 PM wolftickets1969
Is there an issue? Send a Message


* In ''VideoGame/BlasterMaster'' and its sequels, taking damage during the overhead on-foot segments downgrades your gun.

to:

* In ''VideoGame/BlasterMaster'' and its sequels, taking damage during the overhead on-foot segments downgrades your gun.gun, which you need to have powered up for the bosses, especially the later ones.
31st Aug '17 7:59:44 PM wolftickets1969
Is there an issue? Send a Message

Added DiffLines:

* In ''VideoGame/BlasterMaster'' and its sequels, taking damage during the overhead on-foot segments downgrades your gun.
16th Aug '17 12:45:23 PM Miracle@StOlaf
Is there an issue? Send a Message


* Sleeplessness is a very common symptom of mental and physical stress, and is a major aggravating factor in both. Know what's a really great way to alleviate stress? ''Adequate rest''.

to:

* Stress causes sleeplessness. Sleeplessness aggravates stress. The cruel punchline? One of the best ways to relieve stress is a very common symptom of mental and physical stress, and is a major aggravating factor in both. Know what's a really great way to alleviate stress? ''Adequate ''adequate rest''.
16th Aug '17 12:18:12 PM Miracle@StOlaf
Is there an issue? Send a Message

Added DiffLines:

* Sleeplessness is a very common symptom of mental and physical stress, and is a major aggravating factor in both. Know what's a really great way to alleviate stress? ''Adequate rest''.
30th Jul '17 1:49:58 PM billybobfred
Is there an issue? Send a Message

Added DiffLines:

* The Smirk status in ''VideoGame/ShinMegamiTenseiIV''. If you deal a CriticalHit, [[ElementalRockPaperScissors hit an enemy with their weak element, get hit by an element you resist]], or successfully dodge a non-status attack, you have a chance of gaining this effect. This basically buffs all your stats through the roof -- including crit rate and dodge rate -- and temporarily cancels your weaknesses (you'll take normal damage instead). This means one decisive hit can turn into more decisive hits, while one bad move can turn into more bad moves. The only reason it can't chain forever is that Smirk only lasts until the end of your next turn, and [[DownplayedTrope you can't Smirk on consecutive turns]].
28th Jul '17 4:46:16 AM SeptimusHeap
Is there an issue? Send a Message


** A solution is to add VariablePlayerGoals, allowing players to win from behind or [[GoldenSnitch by surprise]]. Even the first ''Civ'' game allowed you win by either conquering the world ''or'' being the first nation to launch a successful interstellar mission to [[SidMeiersAlphaCentauri Alpha Centauri]]. With proper management, this is possible even if you only have a "normal"-sized empire. Later games evolved and refined this concept, so that by ''Civ5'', it is well possible to achieve a cultural or diplomatic victory with just one city. Alternatively, as the resources an empire controls become greater, so too does the amount of resources required to maintain that empire, resulting in a punctuated equilibrium of highs and lows as the empire must sink resources into expansion for a long time before those resources begin paying for themselves later. When alliances are implemented correctly into game, they can help create a sort of natural equilibrium as lesser empires gang up on the leading superpower.

to:

** A solution is to add VariablePlayerGoals, allowing players to win from behind or [[GoldenSnitch by surprise]]. Even the first ''Civ'' game allowed you win by either conquering the world ''or'' being the first nation to launch a successful interstellar mission to [[SidMeiersAlphaCentauri [[VideoGame/SidMeiersAlphaCentauri Alpha Centauri]]. With proper management, this is possible even if you only have a "normal"-sized empire. Later games evolved and refined this concept, so that by ''Civ5'', it is well possible to achieve a cultural or diplomatic victory with just one city. Alternatively, as the resources an empire controls become greater, so too does the amount of resources required to maintain that empire, resulting in a punctuated equilibrium of highs and lows as the empire must sink resources into expansion for a long time before those resources begin paying for themselves later. When alliances are implemented correctly into game, they can help create a sort of natural equilibrium as lesser empires gang up on the leading superpower.
This list shows the last 10 events of 236. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=Main.UnstableEquilibrium