History VideoGame / AlienSyndrome

20th Feb '16 12:32:43 PM morenohijazo
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* BrainMonster: The level 1 boss (A big brain with bonus supplemental brain attached).
3rd Dec '15 4:33:13 PM nombretomado
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''Alien Syndrome'' was ported to a variety of 8-bit platforms at the time, including Sega's very own MasterSystem and GameGear, as well as a Famicom/NES port released by Sunsoft in Japan and Tengen in the U.S. There were also two updated remakes as well: a 2004 version by [=3D Ages=] released for the [=PS2=] (as part of the ''Sega Classics Collection'' in the U.S.) and a 2007 version by Totally Games released for the Wii and PSP.

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''Alien Syndrome'' was ported to a variety of 8-bit platforms at the time, including Sega's very own MasterSystem [[UsefulNotes/SegaMasterSystem Master System]] and GameGear, UsefulNotes/GameGear, as well as a Famicom/NES port released by Sunsoft in Japan and Tengen in the U.S. There were also two updated remakes as well: a 2004 version by [=3D Ages=] released for the [=PS2=] (as part of the ''Sega Classics Collection'' in the U.S.) and a 2007 version by Totally Games released for the Wii and PSP.
29th Mar '15 9:18:40 AM DelShiftB
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* FrickinLaserBeams: One of the weapons available to the player.

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* FrickinLaserBeams: One of the weapons available to the player. Normally just a projectile speed and range upgrade, but the Amiga version makes it rapid-fire and therefore has it do the most damage per second.


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* VacuumMouth: The vacuum is actually six air clouds that spiral in to the mouth, and dodging them means you aren't sucked in. Compared to the arcade version, the Commodore 64 version makes it hard to dodge and requires moving in and out, while the Amiga version makes it ridiculously easy to dodge (where the threat is on the timer and not the alien.)
28th Mar '15 1:13:03 PM DelShiftB
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** The Commodore 64 port tends to have bosses that are harder than the rest of the level. The first boss second stage, for example, is only vulnerable for a few seconds as it makes a quick-moving attack

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** The Commodore 64 port tends to have bosses that are harder than the rest of the level. The first boss second stage, for example, is only vulnerable for a few seconds as it makes a quick-moving attackattack, and is more durable than the arcade counterpart.
28th Mar '15 1:12:34 PM DelShiftB
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* BossDissonance: Varies based on port. Common points of reference:
** The arcade version can have either easy or hard bosses, but they do pose a threat.
** The Commodore 64 port tends to have bosses that are harder than the rest of the level. The first boss second stage, for example, is only vulnerable for a few seconds as it makes a quick-moving attack
** The Commodore Amiga port tends to have bosses that are easier than the rest of the level, simply because of the laser and an ability to exploit known behavior. However, the final super alien is technically harder as you're under a strict time limit under this port.



* TimedMission: Each mission starts by setting a time bomb that detonates after 150 seconds (or the time specified by the port or arcade operator). The timer is exteded by 30 seconds upon reaching the boss.

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* TacticalSuicideBoss: The first alien boss can survive simply by not using one of it's attack, or by not attacking during it's second stage. The Commodore 64 port makes this more obvious, as the action making it vulnerable doesn't do an attack, and where it could technically wait the player out on the second stage of the battle.
* TimedMission: Each mission starts by setting a time bomb that detonates after 150 seconds (or the time specified by the port or arcade operator). The timer is exteded extended by 30 seconds upon reaching the boss. boss. If the time runs out, you lose a life and restart the level.
** The Commodore Amiga port causes a NonStandardGameOver if you run out of time.
28th Mar '15 10:59:19 AM DelShiftB
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* InstantDeathRadius: Due more to HitboxDissonance than deliberate design.

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* InstantDeathRadius: Due InstantDeathRadius:
** In most cases, this is due
more to HitboxDissonance than deliberate design.design.
** In the Commodore 64 port, the super alien attack in Round 7 is almost screenwide and requires you to move in and out of range because it is now difficult to dodge.



* PowerUp: Sort of. Gun upgrades were not anymore powerful than your default one, but may have better range, rate of fire or speed.

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* PowerUp: Sort of. Gun upgrades were not anymore necessarly powerful than your default one, but may have better range, rate of fire or speed.speed. There are also two robots that you can collect and have them follow. There is also a powerup letdown that changes your current weapon back to the basic shot.



* TimedMission: Obviously.

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* TimedMission: Obviously.Each mission starts by setting a time bomb that detonates after 150 seconds (or the time specified by the port or arcade operator). The timer is exteded by 30 seconds upon reaching the boss.
* VideoGameFlamethrowersSuck: The flamethrower is short range, where the flame itself disappears when it strikes an enemy. It works like the other weapons, where it fires more often if you rapidly tap the button. On the other hand, there is a fireball which is a long range version of the shot.
13th Oct '14 1:51:12 PM eruantano
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* ArbitraryMaximumRange: The default gun had this.
21st Feb '14 5:29:30 PM Ecclytennysmithylove
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* HitboxDissonance: Like all early games, it has some form of this. However is it particularly noticable in the NES version, where even normal baddies sometimes have an InstantDeathRadius due to this. It's worth noting that this also makes them easier to kill.

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* HitboxDissonance: Like all early games, it has some form of this. However is it particularly noticable noticeable in the NES version, where even normal baddies sometimes have an InstantDeathRadius due to this. It's worth noting that this also makes them easier to kill.
21st Feb '14 5:28:52 PM Ecclytennysmithylove
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* InferredHolocaust: The Alien Ship crashes into the earth.......... Plus, in many versions (especially the arcade), you could leave some, or even quite a few hostages behind on each ship.
29th Oct '13 3:05:58 PM Saurubiker
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''Alien Syndrome'' is a 1987 arcade game released by {{Sega}}. One of the earliest examples of an overhead action shooter, the game revolves around two alien exterminators named Ricky and Mary as they're sent on a mission to rescue the inhabitants of a space colony infested by strange creatures. Up to two players can play simultaneously, with Player 1 as Ricky and Player 2 as Mary. The player's objective is to rescue the 16 hostages in each of the spaceships that form the colony before time runs out and then proceed to the exit in order to fight one of the alien bosses. There are a total of seven stages, with the final stage being a single boss battle against the alien mastermind.

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''Alien Syndrome'' is a 1987 arcade game released by {{Sega}}. One of the earliest examples of an overhead action shooter, the game revolves around two alien exterminators named Ricky and Mary (allowing for 2-player co-op play) as they're sent on a mission to rescue the inhabitants of a space colony infested by strange creatures. Up to two players can play simultaneously, with Player 1 as Ricky and Player 2 as Mary. The player's Their objective is to rescue the 16 hostages in each of the spaceships that form the colony before time runs out and then proceed to the exit in order to fight one of the alien bosses. There are a total of seven stages, with the final stage being a single boss battle against the alien mastermind.
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.AlienSyndrome