History VideoGame / ActRaiser

14th Feb '18 10:17:39 PM arrgh
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* VideoGameCrueltyPotential: Practically an InvokedTrope; maxing out your population requires you to kill your followers by destroying low-level structures, thus making use for higher-level, higher-capacity houses. Earthquakes are the best way to go about this, mostly because the highest-level structures aren't affected by them.

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* VideoGameCrueltyPotential: Practically an InvokedTrope; maxing out your population requires you to kill your followers by destroying low-level structures, thus making use room for higher-level, higher-capacity houses. Earthquakes are the best way to go about this, mostly because the highest-level structures aren't affected by them.
11th Feb '18 10:21:22 AM WildKatGirl
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* IDontLikeTheSoundOfThatPlace: Bloodpool, Death Heim.



* NamesToRunAwayFromReallyFast: Bloodpool, Death Heim.
5th Jan '18 1:37:09 PM nombretomado
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A sequel was made (and published abroad by Creator/UbiSoft) which dropped the city maintenance aspect of the game. The story goes that Enix of America requested Quintet to remove the simulation segments, apparently claiming that [[ViewersAreMorons players would not "get" them]]. But seeing how the simulation elements was one of the main things that made the original stand out amongst similar side-scrolling action games, the sequel was not as well received, or remembered. However, this game ''did'' pave the way for what would become one of Enix's greatest, loosest trilogies -- ''{{SoulBlazer}}'', ''IllusionOfGaia'', and ''VideoGame/{{Terranigma}}''. It's also the only representative of this whole series to be released for the Wii's Virtual Console; make of that what you will.

to:

A sequel was made (and published abroad by Creator/UbiSoft) which dropped the city maintenance aspect of the game. The story goes that Enix of America requested Quintet to remove the simulation segments, apparently claiming that [[ViewersAreMorons players would not "get" them]]. But seeing how the simulation elements was one of the main things that made the original stand out amongst similar side-scrolling action games, the sequel was not as well received, or remembered. However, this game ''did'' pave the way for what would become one of Enix's greatest, loosest trilogies -- ''{{SoulBlazer}}'', ''IllusionOfGaia'', ''VideoGame/{{SoulBlazer}}'', ''VideoGame/IllusionOfGaia'', and ''VideoGame/{{Terranigma}}''. It's also the only representative of this whole series to be released for the Wii's Virtual Console; make of that what you will.
13th Nov '17 2:03:01 AM PDotAlex
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Added DiffLines:

* HarderThanHard: In case the sequel wasn't hard enough for you, a password unlocks a difficulty simply known as "202", in which just about everything kills you in one hit and most enemies have too much health to be killed in a reasonable amount of time.
25th Jul '17 12:04:47 AM AnotherGamer
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Added DiffLines:

* ChargedAttack: The spells in the second game are activated this way, with the exact spell you get determined by what you're doing when you release the attack button: standing for a [[KillItWithFire flamethrower]], crouching for a shield, aiming upward for a shower of 3 energy balls, jumping for 4 balls of ice, floating for a lighting bolt, gliding for an energy shot and diving for a phoenix dive.
1st Jul '17 5:19:53 PM TheKaizerreich
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** Aitos - Japan (has bamboo, an Oriental Dragon as the boss of Act 1, and a monstrous [[http://en.wikipedia.org/wiki/Wanyudo Wanyudo]] as the boss of Act 2)

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** Aitos - Japan (has bamboo, {{Samurai}} and {{Tengu}} enemies, an Oriental Dragon as the boss of Act 1, and a monstrous [[http://en.wikipedia.org/wiki/Wanyudo Wanyudo]] as the boss of Act 2)
27th May '17 10:54:02 PM MSTOP
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* DifficultyByRegion: The game difficulty was toned down for the US release, both in the Act and the Simulation phases. Many of the mooks in the Acts have some attacks removed, while cities are easier to grow in the Simulation mode. Interestingly, the US version has higher population requirements for gaining levels, but because the cities grow faster and because each city has a much higher population cap, leveling up is still a bit faster in that version.

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* DifficultyByRegion: The game difficulty was toned down for the US release, both in the Act and the Simulation phases. Many of the mooks in the Acts have some attacks removed, while cities spikes don't kill the Master in one hit, and some mooks had their [[InvincibleMinorMinion invincibility]] removed. Cities are easier to grow in the Simulation mode. Interestingly, the US version has higher population requirements for gaining levels, but because the cities grow faster and because each city has a much higher population cap, leveling up is still a bit faster in that version.
12th May '17 5:00:42 AM AnotherGamer
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** The sequel adds the Greed Demon, Doom; a golden, jewelries wearing dragon, who had corrupted Leon's king, Kolunikus, into raising the tax so he can make a castle made and full of gold.

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** The sequel adds the Greed Demon, Doom; a golden, jewelries wearing dragon, golden dragon adorned with jewelry, who had corrupted Leon's king, Kolunikus, into raising the tax taxes so he can could make a castle made and full entirely out of gold.
6th Feb '17 1:35:40 AM rmctagg09
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Added DiffLines:

* DragonsAreDemonic: In the first game, the embodiment of the sin of {{Greed}} is a dragon.
22nd Dec '16 4:52:25 AM Gosicrystal
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* LostForever: The Source of Life in Kasandora, if you don't cause an earthquake after revealing the pyramid but before beginning Act II.


Added DiffLines:

* PermanentlyMissableContent: The Source of Life in Kasandora, if you don't cause an earthquake after revealing the pyramid but before beginning Act II.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.ActRaiser