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The game has a uniquely cartoony appearance that, though simple, is still endearing and convincing. With a huge number of different environments, many of which are wholly optional, a healthy sense of exploration is definitely rewarded. Oh, and the game is [[NintendoHard really hard]] at times, with some jumping segments being pull-your-hair-out difficult.
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The game has a uniquely cartoony appearance that, though simple, is still endearing and convincing. With a huge number of different environments, many of which are wholly optional, a healthy sense of exploration is definitely rewarded. Oh, and the game is [[NintendoHard really hard]] challenging at times, with some jumping segments being pull-your-hair-out difficult.
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* NintendoHard: Some of the bosses are ludicrously hard. Some platforming segments are no joke either.
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%%* CollisionDamage
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* ConspicuousElectricObstacle: One of the obstacles the player encounters are zigzag bolts. The red parts of the bolt do damage.
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%%* FlipScreenScrolling
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* FlipScreenScrolling: When the player exists one screen, another screen is entered.
* InconvenientlyPlacedConveyorBelt: Volcano area has conveyor belts in it that push the player around.
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* SpikesOfDoom, in a big way. Sometimes they're obnoxiously stealthy.
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* SpikesOfDoom, in a big way.SpikeBallsOfDoom: Many surfaces are covered with spiky black spheres. Sometimes they're obnoxiously stealthy.
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* SpringsSpringsEverywhere: Jumping on balloons can be used to gain height.
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* InstantHomeDelivery: Any furniture bought from the landlord in [=SkyTown=] will be delivered to your home [[GoWaitOutside as soon as you leave the screen]].
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* InvincibleMinorMinion: The purple ghosts, although unlike the archetypal example these are the most dangerous non-boss enemies in the game. The other kinds of ghosts are straighter examples (but still relatively dangerous), although the green ones can be knocked back by projectiles even though they take no damage. Also, the spike-headed things in [=IceCastle=].
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* InvincibleMinorMinion: The purple ghosts, although unlike the archetypal example these are the most dangerous non-boss enemies in the game. The other kinds of ghosts are straighter examples (but still relatively dangerous), although the green ones can be knocked back by projectiles even though they take no damage. Also, the spike-headed things in [=IceCastle=].
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Crosswicking.
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* AfterBossRecovery: This is nice because aside from {{save point}}s there is ''no way to heal.''
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* AfterBossRecovery: This is nice because aside from {{save point}}s {{Healing Checkpoint}}s, there is ''no way to heal.''
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%%* FloatingPlatforms
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* FrozenFoePlatform: An ability is ChargedAttack ice shots can turn most enemies into blocks of ice that can be used as {{floating|Platform}} stepping stones.
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Crosswicking
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* SequenceBreaking: Since you can warp to any save point you've been on the same screen as, even if you haven't gotten to it directly, at least one boss can be [[SkippableBoss skipped]] to go straight to the goodies beyond, depending on what abilities you've acquired by that point. It's actually possible to completely skip the DiscOneFinalDungeon and ClimaxBoss if you go through Deep Dive or the Dark Grotto instead, but only on Normal or Simple.
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* SequenceBreaking: SequenceBreaking:
** Since you can warp to any save point you've been on the same screen as, even if you haven't gotten to it directly, at least one boss can be [[SkippableBoss skipped]] to go straight to the goodies beyond, depending on what abilities you've acquired by that point. It's actually possible to completely skip the DiscOneFinalDungeon and ClimaxBoss if you go through Deep Dive or the Dark Grotto instead, but only on Normal or Simple.
** Since you can warp to any save point you've been on the same screen as, even if you haven't gotten to it directly, at least one boss can be [[SkippableBoss skipped]] to go straight to the goodies beyond, depending on what abilities you've acquired by that point. It's actually possible to completely skip the DiscOneFinalDungeon and ClimaxBoss if you go through Deep Dive or the Dark Grotto instead, but only on Normal or Simple.
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* SpeakingSimlish: Anyone that speaks to you in text is perfectly legible. However, the Shopkeeper actually audibly speaks to you -- in a "blarby buhblarbidyblar blarblar" or "Blarble blah burgerburgerburger" sort of speech.
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* SpeakingSimlish: SpeakingSimlish:
** Anyone that speaks to you in text is perfectly legible. However, the Shopkeeper actually audibly speaks to you -- in a "blarby buhblarbidyblar blarblar" or "Blarble blah burgerburgerburger" sort of speech.
** Anyone that speaks to you in text is perfectly legible. However, the Shopkeeper actually audibly speaks to you -- in a "blarby buhblarbidyblar blarblar" or "Blarble blah burgerburgerburger" sort of speech.
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* TogglingSetpiecePuzzle: Two late-game areas in feature red and blue blocks alongside buttons which can be [[GroundPound divebombed]] to toggle their colour, turning blocks of one colour solid and blocks of the other passable outlines.
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* BouncyBubbles: The [[UnderTheSea DeepDive]] is home to bubbles that the player character can bump into for an upward boost and another use of the DoubleJump ability. They also [[OxygenatedUnderwaterBubbles restore a bit]] of the player's OxygenMeter.
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A freeware {{Metroidvania}} game chronicling the travels of an adventurous egg. Download it [[http://www.mattmakesgames.com/#AnUntitledStory here]].
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A freeware {{Metroidvania}} game created by Creator/MaddyThorson chronicling the travels of an adventurous egg. Download it [[http://www.mattmakesgames.com/#AnUntitledStory here]].
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* AnIcePerson: Finding the fireball charge upgrade in [=DeepDive=] will let you charge them up into ice balls.
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* AWinnerIsYou: The ending is nothing but [[spoiler:a white screen with something resembling the statue near the beginning of the game congratulating you, followed by a rather cute drawing of the protagonist and the pink bird holding hands, looking out over the sea.]]
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* AnIcePerson: Finding the fireball charge upgrade in [=DeepDive=] will let you charge them up into ice balls.
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* AWinnerIsYou: The ending is nothing but [[spoiler:a white screen with something resembling the statue near the beginning of the game congratulating you, followed by a rather cute drawing of the protagonist and the pink bird holding hands, looking out over the sea.]]
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* BettingMiniGame: You can play a Blackjack minigame in [=SkyTown=], which functions as this.
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* BettingMiniGame: You can play a Blackjack TabletopGame/{{blackjack}} minigame in [=SkyTown=], which functions as this.
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* SecretLevel, sort of. Many areas are optional and some of them are harder to find than others, though all of them have collectible items like [[HeartContainer Heart Containers]] to make the effort worthwhile. And to give HundredPercentCompletion people a run for their money. How many areas are optional depends on the difficulty level; Some areas that are optional on lower difficulties are mandatory on higher difficulties because you need more [[PlotCoupons Golden Orbs]].
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* SecretLevel, sort of. SecretLevel: Many areas are optional and some of them are harder to find than others, though all of them have collectible items like [[HeartContainer Heart Containers]] to make the effort worthwhile. And to give HundredPercentCompletion people a run for their money. How many areas are optional depends on the difficulty level; Some areas that are optional on lower difficulties are mandatory on higher difficulties because you need more [[PlotCoupons Golden Orbs]].
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* AfterBossRecovery, which is nice because aside from {{save point}}s there is ''no way to heal.''
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* AfterBossRecovery, which AfterBossRecovery: This is nice because aside from {{save point}}s there is ''no way to heal.''
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* AnIcePerson: Finding the fireball charge upgrade in [=DeepDive=] will let you do this.
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* AnIcePerson: Finding the fireball charge upgrade in [=DeepDive=] will let you do this.charge them up into ice balls.
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* AsteroidsMonster: The boss of the Farfall area.
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* AsteroidsMonster: The boss of the Farfall area.area splits into multiple smaller copies as you damage it, filling up the arena in the process.
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* BettingMiniGame: Blackjack.
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* BettingMiniGame: Blackjack.You can play a Blackjack minigame in [=SkyTown=], which functions as this.
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* ChargedAttack: You can throw ice balls by charging your fireballs. [[FridgeLogic ...yeah, I know, just go with it.]]
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* ChargedAttack: You can throw ice balls by charging your fireballs. [[FridgeLogic ...yeah, I know, just go with it.]]fireballs after collecting a certain upgrade.
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* CollisionDamage
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** Those statue enemies in [=StoneCastle=]. You can ride them.
** You can ride ghosts as well for SequenceBreaking. Until the CollisionDamage kills you.
* CriticalExistenceFailure
** You can ride ghosts as well for SequenceBreaking. Until the CollisionDamage kills you.
* CriticalExistenceFailure
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** Those You can ride the statue enemies in [=StoneCastle=]. You can ride them.
** You can ride ghosts[=StoneCastle=], as well as ghosts, the latter allowing for SequenceBreaking. Until SequenceBreaking, at least until the CollisionDamage kills you.
* %%* CriticalExistenceFailure
** You can ride ghosts
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* DeathMountain: The Curtain
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** Also, if you skip the upgrade that lets you warp between save points and then fall into [=FarFall=], which you can't get out of without warping, the upgrade will be waiting for you right next to [=StoneCastle's=] first save point.
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** Also, if If you skip the upgrade that lets you warp between save points and then fall into [=FarFall=], which you can't get out of without warping, the upgrade will be waiting for you right next to [=StoneCastle's=] first save point.
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* EarthAllAlong
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* EarthAllAlongEarthAllAlong: [[spoiler:The secret library reveals that the game takes place AfterTheEnd.]]
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* FlipScreenScrolling
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* FloatingPlatforms
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* GiantSpaceFleaFromNowhere: To an annoying degree. Oh sure, you expect some of the bosses, but other ones will just come completely from left field.
* GimmickLevel: [=DeepDive=] is underwater. Your fire shots are rendered useless and you need oxygen to survive, but you can jump much higher. [=BlancLand=] would be a pretty easy platforming level but [[InterfaceScrew the stage tilts back and forth constantly.]] [=SkySand=] showcases the stickslide. [=DarkGrotto=] is a BlackoutBasement. [=StrangeCastle=] is all about SmashingHallwayTrapsOfDoom.
* GimmickLevel: [=DeepDive=] is underwater. Your fire shots are rendered useless and you need oxygen to survive, but you can jump much higher. [=BlancLand=] would be a pretty easy platforming level but [[InterfaceScrew the stage tilts back and forth constantly.]] [=SkySand=] showcases the stickslide. [=DarkGrotto=] is a BlackoutBasement. [=StrangeCastle=] is all about SmashingHallwayTrapsOfDoom.
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* GiantSpaceFleaFromNowhere: To an annoying degree. Oh sure, you expect some Some of the bosses, bosses have foreshadowing, but other ones others will just come completely from left field.
* GimmickLevel: [=DeepDive=] is underwater. Your fire shots are rendered useless and you need oxygen to survive, but you can jump much higher. [=BlancLand=] would be a pretty easy platforming level but [[InterfaceScrew the stage tilts back and forth constantly.]] [=SkySand=] showcases the stickslide. [=DarkGrotto=] is a BlackoutBasement. [=StrangeCastle=] is all aboutSmashingHallwayTrapsOfDoom.SmashingHallwayTrapsOfDoom.
* GoombaSpringboard: While it doesn't make you jump any higher than it normally would, jumping on an enemy regenerates your DoubleJump, so you can use an enemy as a platform to get to a higher area, or use enemies to form a "bridge" across spike pits and the like.
* GimmickLevel: [=DeepDive=] is underwater. Your fire shots are rendered useless and you need oxygen to survive, but you can jump much higher. [=BlancLand=] would be a pretty easy platforming level but [[InterfaceScrew the stage tilts back and forth constantly.]] [=SkySand=] showcases the stickslide. [=DarkGrotto=] is a BlackoutBasement. [=StrangeCastle=] is all about
* GoombaSpringboard: While it doesn't make you jump any higher than it normally would, jumping on an enemy regenerates your DoubleJump, so you can use an enemy as a platform to get to a higher area, or use enemies to form a "bridge" across spike pits and the like.
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** GoombaSpringboard: While it doesn't make you jump any higher than it normally would, jumping on an enemy regenerates your DoubleJump, so you can use an enemy as a platform to get to a higher area, or use enemies to form a "bridge" across spike pits and the like.
* GreenHillZone: [=NightWalk=] is one. [[ExactlyWhatItSaysOnTheTin At night]].
* GreenHillZone: [=NightWalk=] is one. [[ExactlyWhatItSaysOnTheTin At night]].
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* HarderThanHard: Simple, Regular, Difficult. That's all fine. Then there's Masterful and Insanity. And on Insanity, [[OneHitPointWonder you die in one hit from everything]], so that title is [[ExactlyWhatItSaysOnTheTin rather accurate.]]
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* HarderThanHard: Simple, Regular, Difficult. That's all fine.and Difficult are analogous to Easy, Normal, and Hard. Then there's Masterful and Insanity. And on Insanity, [[OneHitPointWonder you die in one hit from everything]], so that title is [[ExactlyWhatItSaysOnTheTin rather accurate.]]everything]].
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* IntentionalEngrishForFunny: The manuals.
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* IntentionalEngrishForFunny: The manuals.manuals found in [[spoiler:the library]] are written in a style reminiscent of those for old video games.
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* ItemGet: Different fanfare for different items, even!
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* ItemGet: Different fanfare for different items, even!items.
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* MercyInvincibility -- barely. Like, half a second. Don't rely on it.
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* MercyInvincibility -- barely. Like, MercyInvincibility: Being hit grants you half a second. Don't rely on it.very brief period of this.
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* MindScrew: a mild but pervasive case, although the author himself states that a good deal of the game [[http://blog.mattmakesgames.com/2009/07/lets-play.html was designed to confuse/intrigue the player (hopefully in a good way)]].
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* MindScrew: a mild but pervasive case, although the The author himself herself states that a good deal of the game [[http://blog.mattmakesgames.com/2009/07/lets-play.html was designed to confuse/intrigue the player (hopefully in a good way)]].
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* NobleDemon: The [[spoiler: RecurringBoss]] is one of these [[spoiler: refusing trying to kill you till much later than he should, and even wishing you good luck right before he dies from the fight with you]]
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* NobleDemon: The [[spoiler: RecurringBoss]] The Ninja]] is one of these [[spoiler: refusing trying to kill you till much later than he should, and even wishing you good luck right before he dies from the fight with you]]
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* OxygenMeter: You have a rather short drowning timer underwater. Fortunately, there is only one real water level in the game; a few other areas contain water but not enough for drowning to be a realistic concern. The timer can be lengthened, though.
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* OxygenMeter: You have a rather short drowning timer underwater.underwater that starts out rather short. Fortunately, there is only one real water level in the game; a few other areas contain water but not enough for drowning to be a realistic concern. The timer can be lengthened, though.
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* PatchworkMap
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* PatchworkMapPatchworkMap: The grassy starting area is right next to a snowy mountain and on top of a lava cave, for example.
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* TheUnreveal: May have been unintentional. [[spoiler:The game makes it look like you're going to find out where the ghosts are coming from, what they're trying to do, and why. When you finally meet the primary antagonist you learn the proximate reason why he needs to keep the birds in [=SkyTown=] (his ghosts need darkness to operate, and the sun follows the birds), but you never learn what his actual goals are, nor do you ever learn anything about who he is. This would be standard ExcusePlot fare if the game didn't keep leaving StoryBreadCrumbs that made it look like there was more to the plot.]]
* UntitledTitle
* UntitledTitle
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* TheUnreveal: May have been unintentional. [[spoiler:The game makes it look like you're going to find out where the ghosts are coming from, what they're trying to do, and why. When you finally meet the primary antagonist you learn the proximate reason why he needs to keep the birds in [=SkyTown=] (his ghosts need darkness to operate, and the sun follows the birds), but you never learn what his actual goals are, nor do you ever learn anything about who he is. This would be standard ExcusePlot fare if the game didn't keep leaving StoryBreadCrumbs that made it look like there was more to the plot.]]
* %%* UntitledTitle
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* TeleportersVisualizationClause: You gain the ability to teleport between save points, and completing the game depends on the player [[GuideDangIt realizing their initial assumption about the teleportation mechanics is wrong]]. You can warp to any save points you've seen, [[spoiler:and not just the ones you've ''visited''. Meaning you can warp to a save point as soon as you've been on the same screen as it, even if you haven't reached the save point itself by normal traversal. Players who assume the usual video game teleportation restrictions apply, inevitably get stuck at [=SkySand=], where one of the necessary power-ups is in a chamber that's ''only'' accessible by save point teleportation.]]
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* PortalEndpointResemblance: The final dungeon, Black Castle, is reached through a portal surrounded by black architecture similar to the one inside the castle itself.
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Oops, forgot to swap this one
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* MoodDissonance: [=CloudRun=] is a pink BubblyClouds level with no real combat and serene music. But at the same time it contains some difficult platforming shenanigans, is kind of a preview of [[BrutalBonusLevel the NightWalk sky parkour segments]] (which in turn is set in a place with calm music playing and [[GreenHillZone generic peaceful landscape]], the rest of which is the first area of the game), and contains a very difficult boss.
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* MoodDissonance: [=CloudRun=] is a pink BubblyClouds level LevelInTheClouds with no real combat and serene music. But at the same time it contains some difficult platforming shenanigans, is kind of a preview of [[BrutalBonusLevel the NightWalk sky parkour segments]] (which in turn is set in a place with calm music playing and [[GreenHillZone generic peaceful landscape]], the rest of which is the first area of the game), and contains a very difficult boss.
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Bubbly Clouds has been renamed into Level In The Clouds. Swapping wicks for fitting examples, removing wicks for misuse, and adding context whenever necessary
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* BlackoutBasement: Dark Grotto, which is so dark that you and the torches only reveal a very small circle. Many monsters that you can't possibly see or expect will hit you, and for huge damage too. And of course, they don't emit light. Thankfully, at least the boss does.
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* BlackoutBasement: BlackoutBasement:
** Dark Grotto, which is so dark that you and the torches only reveal a very small circle. Many monsters that you can't possibly see or expect will hit you, and for huge damage too. And of course, they don't emit light. Thankfully, at least the boss does.
** Dark Grotto, which is so dark that you and the torches only reveal a very small circle. Many monsters that you can't possibly see or expect will hit you, and for huge damage too. And of course, they don't emit light. Thankfully, at least the boss does.
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* BubblyClouds: [=CloudRun=].
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** Killer grapes. They are killer grapes. Just ask LetsPlay/{{Raocow}}.
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* LevelInTheClouds: [=CloudRun=] is a dense sky stage where clouds not only act as platforms, but also as tall walls that make progression harder. It is unusual in that this location is actually one of the ''lowest'' lying areas in the game world. It is also pink instead of blue.