History UpToEleven / VideoGames

9th Mar '16 8:04:20 AM Mhazard
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* In ''VideoGame/{{Undertale}}'', if you died from [[spoiler: Sans]] for more than 11 times in a row, he stops counting how many times you died.
12th Feb '16 5:52:56 PM GrammarNavi
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** The GameBoyColor has a faster processor and more memory than the [[NintendoEntertainmentSystem NES]], especially seen in ''VideoGame/MetalGearGhostBabel'', which looks closer to the MSX games than the NES games.
** The GameBoyAdvance is not only more powerful than the [[SuperNintendoEntertainmentSystem SNES]], it's more powerful than the UsefulNotes/NeoGeo, in everything but screen resolution and color depth. The ''Franchise/{{Castlevania}}'' games show this quite well.
** The [[NintendoDS DS]] tops the {{Nintendo 64}}, even though its processors are slower. This was because the processor speeds were mostly for show. The RAM is also more efficient, making it more practical than even the RAM with the Expansion Pak. Plus, it has plenty of texture memory, which can be seen in comparing the graphics of the original and DS versions of ''VideoGame/SuperMario64''. However, when it comes to graphics resolutions, NDS is 32-bit and N64 is 64-bit.
** The [[PlayStationPortable PSP]] has the same processor speed (especially with the CPU cap removed) and memory as the [[PlayStation2 PS2]], and it has texture compression which the [=PS2=] lacked (only a few games have truly shown this off though). Unlike the [=PS2=], it also has a proper [=GPU=] (one that can process vertices on its own, rather than needing a separate Vector Unit).
** Early reports from E3 claimed that the Nintendo3DS had graphics that surpass the UsefulNotes/NintendoGameCube, and, though obviously no one outside of Nintendo has had a chance to look under its hood, the mere fact that it has 3D effects obtained without glasses makes it almost certain to surpass the [=GameCube=] on a technical level as well. The New 3DS is even more powerful with more memory and CPU power, for which some games take advantage of in order to look and/or play great (like ''[[VideoGame/SuperSmashBros Super Smash Bros. for the 3DS]]'', which takes advantage of it to not only play more smoothly, but also load faster and allow the use of Miiverse[[note]]The ability to access Miiverse during play was disabled so the game could get better performance during the gameplay[[/note]], and a port of ''VideoGame/{{Xenoblade}}'', made exclusively for the New 3DS, that takes advantage of the extra processing power to look good).

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** The GameBoyColor UsefulNotes/GameBoyColor has a faster processor and more memory than the [[NintendoEntertainmentSystem [[UsefulNotes/NintendoEntertainmentSystem NES]], especially seen in ''VideoGame/MetalGearGhostBabel'', which looks closer to the MSX games than the NES games.
** The GameBoyAdvance UsefulNotes/GameBoyAdvance is not only more powerful than the [[SuperNintendoEntertainmentSystem [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]], it's more powerful than the UsefulNotes/NeoGeo, in everything but screen resolution and color depth. The ''Franchise/{{Castlevania}}'' games show this quite well.
** The [[NintendoDS [[UsefulNotes/NintendoDS DS]] tops the {{Nintendo UsefulNotes/{{Nintendo 64}}, even though its processors are slower. This was because the processor speeds were mostly for show. The RAM is also more efficient, making it more practical than even the RAM with the Expansion Pak. Plus, it has plenty of texture memory, which can be seen in comparing the graphics of the original and DS versions of ''VideoGame/SuperMario64''. However, when it comes to graphics resolutions, NDS is 32-bit and N64 is 64-bit.
** The [[PlayStationPortable [[UsefulNotes/PlayStationPortable PSP]] has the same processor speed (especially with the CPU cap removed) and memory as the [[PlayStation2 [[UsefulNotes/PlayStation2 PS2]], and it has texture compression which the [=PS2=] lacked (only a few games have truly shown this off though). Unlike the [=PS2=], it also has a proper [=GPU=] (one that can process vertices on its own, rather than needing a separate Vector Unit).
** Early reports from E3 claimed that the Nintendo3DS UsefulNotes/Nintendo3DS had graphics that surpass the UsefulNotes/NintendoGameCube, and, though obviously no one outside of Nintendo has had a chance to look under its hood, the mere fact that it has 3D effects obtained without glasses makes it almost certain to surpass the [=GameCube=] on a technical level as well. The New 3DS is even more powerful with more memory and CPU power, for which some games take advantage of in order to look and/or play great (like ''[[VideoGame/SuperSmashBros Super Smash Bros. for the 3DS]]'', which takes advantage of it to not only play more smoothly, but also load faster and allow the use of Miiverse[[note]]The ability to access Miiverse during play was disabled so the game could get better performance during the gameplay[[/note]], and a port of ''VideoGame/{{Xenoblade}}'', made exclusively for the New 3DS, that takes advantage of the extra processing power to look good).
14th Jan '16 12:38:35 PM MyFinalEdits
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** It should be noted that Kerrigan was a 10 before being infested. And that she caused the scale to be rewritten because she went beyond the old scale.



* ''VideoGame/{{Fallout 4}}'' does another one, in an awesome way. They put the "power" back in PoweredArmor. How? Aside from the sweet new HUD, through-the-roof rad shielding, and immunity to FallingDamage, it now ''literally'' boosts your Strength up to ''eleven'', despite the maximum level for stats being ''ten''.
** In addition, when you've maxxed out a S.P.E.C.I.A.L. Stat to the maximum of 10 through either leveling or speccing your stats like that in the first place, collecting one of the seven S.P.E.C.I.A.L. Vault-Tec Bobbleheads scattered throughout the Commonwealth will bring that stat up to 11

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* ''VideoGame/{{Fallout 4}}'' does another one, in an awesome way. 4}}'':
**
They put the "power" back in PoweredArmor. How? Aside from the sweet new HUD, through-the-roof rad shielding, and immunity to FallingDamage, it now ''literally'' boosts your Strength up to ''eleven'', despite the maximum level for stats being ''ten''.
** In addition, when When you've maxxed out a S.P.E.C.I.A.L. Stat to the maximum of 10 through either leveling or speccing your stats like that in the first place, collecting one of the seven S.P.E.C.I.A.L. Vault-Tec Bobbleheads scattered throughout the Commonwealth will bring that stat up to 11
13th Jan '16 10:19:29 PM petsinwinter
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**In addition, when you've maxxed out a S.P.E.C.I.A.L. Stat to the maximum of 10 through either leveling or speccing your stats like that in the first place, collecting one of the seven S.P.E.C.I.A.L. Vault-Tec Bobbleheads scattered throughout the Commonwealth will bring that stat up to 11
18th Dec '15 8:45:42 PM nombretomado
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** The GameBoyAdvance is not only more powerful than the [[SuperNintendoEntertainmentSystem SNES]], it's more powerful than the NeoGeo, in everything but screen resolution and color depth. The ''Franchise/{{Castlevania}}'' games show this quite well.

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** The GameBoyAdvance is not only more powerful than the [[SuperNintendoEntertainmentSystem SNES]], it's more powerful than the NeoGeo, UsefulNotes/NeoGeo, in everything but screen resolution and color depth. The ''Franchise/{{Castlevania}}'' games show this quite well.
8th Dec '15 10:47:52 AM MyFinalEdits
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* Newer ''VideoGame/DanceDanceRevolution'' games have a Groove Radar (a radar chart of a song's attributes, like jumps and offbeat notes) that rank attributes on a scale of 1 to 200, usually scaling songs with the highest attributes down when a new version comes out to avoid going over 200. The latest game has decided to throw that out the window and includes a song where one attribute is at '''[[https://pbs.twimg.com/media/CLtvaOPUEAEuH6B.jpg 270]]'''. As for the 1-10 difficulty scale, the ''DDR Extreme'' boss songs "The Legend of MAX" and "Paranoia Survivor MAX" had flashing difficulty ratings, indicating that they were "beyond 10". Starting with ''DDR X'', the scale was revised to be from 1 to 20.

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* Newer Later ''VideoGame/DanceDanceRevolution'' games have a Groove Radar (a radar chart of a song's attributes, like jumps and offbeat notes) that rank attributes on a scale of 1 to 200, usually scaling songs with the highest attributes down when a new version comes out to avoid going over 200. The latest game has decided to throw that out the window and includes a song where one attribute is at '''[[https://pbs.twimg.com/media/CLtvaOPUEAEuH6B.jpg 270]]'''. As for the 1-10 difficulty scale, the ''DDR Extreme'' boss songs "The Legend of MAX" and "Paranoia Survivor MAX" had flashing difficulty ratings, indicating that they were "beyond 10". Starting with ''DDR X'', the scale was revised to be from 1 to 20.
7th Dec '15 7:19:45 PM wolftickets1969
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* Newer ''VideoGame/DanceDanceRevolution'' games have a Groove Radar (a radar chart of a song's attributes, like jumps and offbeat notes) that rank attributes on a scale of 1 to 200, usually scaling songs with the highest attributes down when a new version comes out to avoid going over 200. The latest game has decided to throw that out the window and includes a song where one attribute is at '''[[https://pbs.twimg.com/media/CLtvaOPUEAEuH6B.jpg 270]]'''. As for the 1-10 difficulty scale, the ''DDR Extreme'' boss songs "The Legend of MAX" and "Paranoia Survivor MAX" had flashing difficulty ratings, indicating that they were "beyond 10".

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* Newer ''VideoGame/DanceDanceRevolution'' games have a Groove Radar (a radar chart of a song's attributes, like jumps and offbeat notes) that rank attributes on a scale of 1 to 200, usually scaling songs with the highest attributes down when a new version comes out to avoid going over 200. The latest game has decided to throw that out the window and includes a song where one attribute is at '''[[https://pbs.twimg.com/media/CLtvaOPUEAEuH6B.jpg 270]]'''. As for the 1-10 difficulty scale, the ''DDR Extreme'' boss songs "The Legend of MAX" and "Paranoia Survivor MAX" had flashing difficulty ratings, indicating that they were "beyond 10". Starting with ''DDR X'', the scale was revised to be from 1 to 20.
7th Dec '15 7:15:29 PM wolftickets1969
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* ''VideoGame/InTheGroove'' has a standard difficulty scale from 1 to 12, but the boss songs, "Pandemonium" and "Vertex^2", go up to 13.

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* ''VideoGame/InTheGroove'' has a standard difficulty scale from 1 to 12, but the boss songs, "Pandemonium" and "Vertex^2", go [[ThirteenIsUnlucky up to 13.13]].
7th Dec '15 7:14:57 PM wolftickets1969
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* Newer ''VideoGame/DanceDanceRevolution'' games have a Groove Radar (a radar chart of a song's attributes, like jumps and offbeat notes) that rank attributes on a scale of 1 to 200, usually scaling songs with the highest attributes down when a new version comes out to avoid going over 200. The latest game has decided to throw that out the window and includes a song where one attribute is at '''[[https://pbs.twimg.com/media/CLtvaOPUEAEuH6B.jpg 270]]'''.

to:

* Newer ''VideoGame/DanceDanceRevolution'' games have a Groove Radar (a radar chart of a song's attributes, like jumps and offbeat notes) that rank attributes on a scale of 1 to 200, usually scaling songs with the highest attributes down when a new version comes out to avoid going over 200. The latest game has decided to throw that out the window and includes a song where one attribute is at '''[[https://pbs.twimg.com/media/CLtvaOPUEAEuH6B.jpg 270]]'''. As for the 1-10 difficulty scale, the ''DDR Extreme'' boss songs "The Legend of MAX" and "Paranoia Survivor MAX" had flashing difficulty ratings, indicating that they were "beyond 10".
* ''VideoGame/InTheGroove'' has a standard difficulty scale from 1 to 12, but the boss songs, "Pandemonium" and "Vertex^2", go up to 13.
15th Nov '15 10:19:03 AM Trueman001
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* Although the video game ratings in Greenheart Games' VideoGame/GameDevTycoon normally only go up to 10 (and then only if you're very skilled/lucky), one of the {{Easter Egg}}s is to get a score of 11/10, and there's even an achievement for doing this.
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