History VideoGame / Axelay

15th Mar '16 8:42:06 AM AnotherGamer
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* SubsystemDamage: Getting hit will only damage whatever weapon module you currently have equipped, disabling it until you lose a life or finish the stage. Your ship will only be destroyed if you receive CollisionDamage or if you only have the damaged subweapon selected.

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* SubsystemDamage: Getting hit by enemy fire will only damage whatever weapon module you currently have equipped, disabling it until you lose a life or finish the stage. Your ship will only be destroyed if you receive CollisionDamage or if you only have the a damaged subweapon selected. selected when you get hit by enemy fire.
15th Mar '16 8:39:47 AM AnotherGamer
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Second, there are no power-ups. Before the level begins, you pick three weapons from a list of weapons that grows with each level. These weapons are either upgrades for your main gun, or for your missiles (of which you have infinite). The weapon that is not enhanced is comparatively weak. You can switch between the three at will, however, if you get hit by enemy fire, you [[BreakableWeapons lose the weapon]] you are using for the rest of the life, replaced by the regular weapon. In theory, you have four HitPoints, though it is debatable how far you could go with only the weak weapon.

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Second, there are no power-ups. Before the level begins, you pick three weapons from a list of weapons that grows with each level. These weapons are either upgrades for your main gun, or an upgrade or a replacement for your missiles (of which you have infinite). The weapon that is not enhanced is comparatively weak. You can switch between the three at will, however, if you get hit by enemy fire, you [[BreakableWeapons lose the weapon]] you are using for the rest of the life, replaced by the regular weapon. In theory, you have four HitPoints, though it is debatable how far you could go with only the weak weapon.



* EleventhHourSuperpower: The Wind Laser. [[BreakableWeapons If you manage to keep it]], that is.

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* EleventhHourSuperpower: The Wind Laser.Laser, which shoots out 4 red laser beams above and below your ship that can either fly straight, spread apart or cross each other in front of your ship depending on its horizonal movement and which pierce all enemies and obstacles. [[BreakableWeapons If you manage to keep it]], that is.
18th Dec '15 2:47:14 AM Morgenthaler
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* LikeABadassOutOfHell: Espically in the last stage.
8th May '15 9:45:12 AM Gecko3
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Added DiffLines:

* ItsUpToYou: Justified. In-Universe, your ship is the last surviving craft capable of attacking the enemy.
23rd Mar '15 5:11:31 PM Quanyails
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Axelay is a [[ShootEmUps Shoot Em Up]] for the UsefulNotes/{{SNES}}, made by Creator/{{Konami}} and released in the US in 1993. It has also been released onto the UsefulNotes/{{Wii}}'s Virtual Console service. It pushed the limits of what was capable for the SNES's graphics and sound capabilities

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Axelay is a [[ShootEmUps Shoot Em Up]] ShootEmUp for the UsefulNotes/{{SNES}}, made by Creator/{{Konami}} and released in the US in 1993. It has also been released onto the UsefulNotes/{{Wii}}'s Virtual Console service. It pushed the limits of what was capable for the SNES's graphics and sound capabilities
12th Aug '14 12:15:27 PM rexpensive
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Axelay is a [[ShootEmUps Shoot Em Up]] for the {{SNES}}, made by {{Konami}} and released in the US in 1993. It has also been released onto the {{Wii}}'s Virtual Console service. It pushed the limits of what was capable for the SNES's graphics and sound capabilities

Several elements make this shooter stand out from the pack. First, the perspective alternates between a behind-the-back perspective (which plays like the more conventional top-looking-down perspective) and a side view (a la ''VideoGame/{{Gradius}}'' or ''VideoGame/RType''). The closest comparision to the behind-the-back look might be the original ''VideoGame/{{F-Zero}}''.

Second, there are no powerups. Before the level begins, you pick three weapons from a list of weapons that grows with each level. These weapons are either upgrades for your main gun, or for your missiles (of which you have infinite). The weapon that is not enhanced is comparatively weak. You can switch between the three at will, however, if you get hit by enemy fire, you [[BreakableWeapons lose the weapon]] you are using for the rest of the life, replaced by the regular weapon. In theory, you have four HitPoints, though it is debatable how far you could go with only the weak weapon.

to:

Axelay is a [[ShootEmUps Shoot Em Up]] for the {{SNES}}, UsefulNotes/{{SNES}}, made by {{Konami}} Creator/{{Konami}} and released in the US in 1993. It has also been released onto the {{Wii}}'s UsefulNotes/{{Wii}}'s Virtual Console service. It pushed the limits of what was capable for the SNES's graphics and sound capabilities

Several elements make this shooter stand out from the pack. First, the perspective alternates between a behind-the-back perspective (which plays like the more conventional top-looking-down perspective) and a side view (a la ''VideoGame/{{Gradius}}'' or ''VideoGame/RType''). The closest comparision comparison to the behind-the-back look might be the original ''VideoGame/{{F-Zero}}''.

Second, there are no powerups.power-ups. Before the level begins, you pick three weapons from a list of weapons that grows with each level. These weapons are either upgrades for your main gun, or for your missiles (of which you have infinite). The weapon that is not enhanced is comparatively weak. You can switch between the three at will, however, if you get hit by enemy fire, you [[BreakableWeapons lose the weapon]] you are using for the rest of the life, replaced by the regular weapon. In theory, you have four HitPoints, though it is debatable how far you could go with only the weak weapon.
9th Jun '14 9:10:19 AM Willbyr
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Several elements make this shooter stand out from the pack. First, the perspective alternates between a behind-the-back perspective (which plays like the more conventional top-looking-down perspective) and a side view (a la {{Gradius}} or [[RType R-Type]]). The closest comparision to the behind-the-back look might be the original VideoGame/{{F-Zero}}.

to:

Several elements make this shooter stand out from the pack. First, the perspective alternates between a behind-the-back perspective (which plays like the more conventional top-looking-down perspective) and a side view (a la {{Gradius}} ''VideoGame/{{Gradius}}'' or [[RType R-Type]]). ''VideoGame/RType''). The closest comparision to the behind-the-back look might be the original VideoGame/{{F-Zero}}.
''VideoGame/{{F-Zero}}''.



* ShoutOut - Stage 2 has a definite [[MobileSuitGundam Gundam]] influence, and stage 4 looks a bit like NausicaaOfTheValleyOfTheWind.

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* ShoutOut - Stage 2 has a definite [[MobileSuitGundam [[Anime/MobileSuitGundam Gundam]] influence, and stage 4 looks a bit like NausicaaOfTheValleyOfTheWind.''Manga/NausicaaOfTheValleyOfTheWind''.
4th Jun '14 4:29:28 PM craigj
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* AllThereInTheManual: While it's known as Corliss in the English version, the homeworld you see destroyed in the intro was named Mother. Only knowable through the soundtrack, the third level's song is titled "Mother" suggesting it is the same planet being being colonized by enemy machines after the holocaust. The credits song that wraps up the conflict is "Return to Mother," suggesting it will one day recover.

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* AllThereInTheManual: While it's known as renamed to Corliss in the English version, the homeworld you see destroyed in the intro was originally named Mother. Only knowable through the soundtrack, the third level's song is titled "Mother" suggesting it is the same planet being being colonized by enemy machines after following the holocaust. The credits song that wraps up the conflict is "Return to Mother," suggesting Mother" implying it will one day recover.
11th Feb '14 9:07:37 PM DelShiftB
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* BattleshipRaid - The first part of stage 6.
* BeamSpam - the Needle Cracker weapon
* BossRemix - The boss themes are darker, remixed versions of their stage themes.

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* BattleshipRaid - BattleshipRaid: The first part of stage 6.
* BeamSpam - BeamSpam: the Needle Cracker weapon
* BossRemix - BossRemix: The boss themes are darker, remixed versions of their stage themes.



* BreakableWeapons - Every time you get hit, you lose a weapon! If you are hit without any weapon equipped, you die.

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* BreakableWeapons - BreakableWeapons: Every time you get hit, you lose a weapon! If you are hit without any weapon equipped, you die.



* CollisionDamage - Hitting anything "solid," i.e., not a bullet, results in instant death.

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* CollisionDamage - CollisionDamage: Hitting anything "solid," i.e., not a bullet, results in instant death.



* ContinuingIsPainful - Averted. When you die, you get all your weapons back.
* ContinuousDecompression - The MiniBoss of the final stage uses this on you- its CombatTentacles rip apart the spaceship walls, causing a vacuum to '''quickly''' suck you to the walls where you meet your doom via CollisionDamage.

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* ContinuingIsPainful - ContinuingIsPainful: Averted. When you die, you get all your weapons back.
* ContinuousDecompression - ContinuousDecompression: The MiniBoss of the final stage uses this on you- its CombatTentacles rip apart the spaceship walls, causing a vacuum to '''quickly''' suck you to the walls where you meet your doom via CollisionDamage.



* DifficultySpike - The first five stages are a mere harm-up. Just wait until you get to the last one...

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* DifficultySpike - DifficultySpike: The first five stages are a mere harm-up. Just wait until you get to the last one...



* DoingItForTheArt - The ''VideoGame/ChronoTrigger'' of shooters, though not nearly as well-known.
* DownTheDrain - Stage 4.
* EleventhHourSuperpower - The Wind Laser. [[BreakableWeapons If you manage to keep it]], that is.
* EternalEngine - Last part of stage 6, arguably stage 2.

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* DoingItForTheArt - DoingItForTheArt: The ''VideoGame/ChronoTrigger'' of shooters, though not nearly as well-known.
* DownTheDrain - DownTheDrain: Stage 4.
* EleventhHourSuperpower - EleventhHourSuperpower: The Wind Laser. [[BreakableWeapons If you manage to keep it]], that is.
* EternalEngine - EternalEngine: Last part of stage 6, arguably stage 2.



* FatalFamilyPhoto - If the player fails to complete the game, then the locket with the photo would be this.
* FloatingContinent - Stage 1.
* GatlingGood - The Round Vulcan. Probably one of the most original weapons in any ShootEmUp, it fires two rapid streams of initial backward shots that rotate and aim forward as the player holds the fire button.
* [[GiantSpider Giant]] SpiderMech - Arachnatron, The boss of stage 1.
* HarderThanHard - The difficulty levels are "Easy," "Normal," "Hard," and "Hardest/Expert."

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* FatalFamilyPhoto - FatalFamilyPhoto: If the player fails to complete the game, then the locket with the photo would be this.
* FloatingContinent - FloatingContinent: Stage 1.
* GatlingGood - GatlingGood: The Round Vulcan. Probably one of the most original weapons in any ShootEmUp, it fires two rapid streams of initial backward shots that rotate and aim forward as the player holds the fire button.
* [[GiantSpider Giant]] SpiderMech - SpiderMech: Arachnatron, The boss of stage 1.
* HarderThanHard - HarderThanHard: The difficulty levels are "Easy," "Normal," "Hard," and "Hardest/Expert."



* HumongousMecha - The boss for stage 2. It's got a Franchise/{{Robocop}}-ish look to it, too.
* JustifiedTutorial - The start of stage 1. Very early on, you'll fight a group of ships that encircle the character, then close in, forcing you to learn how to use the Round Vulcan. Immediately after a few waves of those ships, you'll be faced off with a big one that has invulnerable shields in front, which the explosions from your Macro Missiles can bypass...
* LethalLavaLand - Stage 5.
* LightningCanDoAnything - The boss in stage 4 uses it to change your weapons involuntarily.
* LikeABadassOutOfHell - Espically in the last stage.
* MacrossMissileMassacre - the Macro Missiles, in a way. The ClusterBomb would count if it didn't fire straight down.
* MementoMacGuffin - Seen in the beginning and end of the game, carried by the pilot.
* MirrorBoss - Sort of, the FinalBoss will scan your ship and send out [[AIIsACrapShoot evil clones]] of your character. These enemy Axelays will move vertically with you, as well as shoot their primary/secondary weapon whenever you do. It would be quite a big problem to come out unscathed, if not for the fact that [[spoiler: the evil clones ''won't'' attack if you do not fire at all]].

to:

* HumongousMecha - HumongousMecha: The boss for stage 2. It's got a Franchise/{{Robocop}}-ish look to it, too.
* JustifiedTutorial - JustifiedTutorial: The start of stage 1. Very early on, you'll fight a group of ships that encircle the character, then close in, forcing you to learn how to use the Round Vulcan. Immediately after a few waves of those ships, you'll be faced off with a big one that has invulnerable shields in front, which the explosions from your Macro Missiles can bypass...
* LethalLavaLand - LethalLavaLand: Stage 5.
* LightningCanDoAnything - LightningCanDoAnything: The boss in stage 4 uses it to change your weapons involuntarily.
* LikeABadassOutOfHell - LikeABadassOutOfHell: Espically in the last stage.
* MacrossMissileMassacre - MacrossMissileMassacre: the Macro Missiles, in a way. The ClusterBomb would count if it didn't fire straight down.
* MementoMacGuffin - MementoMacGuffin: Seen in the beginning and end of the game, carried by the pilot.
* MirrorBoss - MirrorBoss: Sort of, the FinalBoss will scan your ship and send out [[AIIsACrapShoot evil clones]] of your character. These enemy Axelays will move vertically with you, as well as shoot their primary/secondary weapon whenever you do. It would be quite a big problem to come out unscathed, if not for the fact that [[spoiler: the evil clones ''won't'' attack if you do not fire at all]].



* MoreDakka - The boss in stage 3 does this.

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* MoreDakka - MoreDakka: The boss in stage 3 does this.



* NinjaPirateZombieRobot - The boss for stage 5 is a giant cyborg lava ogre. [[CrowningMomentofAwesome AWESOME]]. So awesome, in fact, it was featured on the cover art.
* OneBulletAtATime - The threshold is high and varies per weapon.
* OneHitPointWonder - Averted. You get four hit points, in theory, unless your ship hits something like the walls or an enemy, in which case you die instantly.
* OutrunTheFireball - After you destroy the final boss, you must escape from the [[LoadBearingBoss self-destructing]] base! But [[NotQuiteDead if you think you're just gonna fly out of there]]...

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* NinjaPirateZombieRobot - NinjaPirateZombieRobot: The boss for stage 5 is a giant cyborg lava ogre. [[CrowningMomentofAwesome AWESOME]]. So awesome, in fact, it was featured on the cover art.
* OneBulletAtATime - OneBulletAtATime: The threshold is high and varies per weapon.
* OneHitPointWonder - OneHitPointWonder: Averted. You get four hit points, in theory, unless your ship hits something like the walls or an enemy, in which case you die instantly.
* OutrunTheFireball - OutrunTheFireball: After you destroy the final boss, you must escape from the [[LoadBearingBoss self-destructing]] base! But [[NotQuiteDead if you think you're just gonna fly out of there]]...



* RammingAlwaysWorks - If you have the lives to spare, and you're all out of special weapons, go for it. See CollisionDamage above.
* SequelHook - Beating the game on its hardest difficulty level gives you this. But [[MemeticMutation the miracle never happen]].

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* RammingAlwaysWorks - RammingAlwaysWorks: If you have the lives to spare, and you're all out of special weapons, go for it. See CollisionDamage above.
* SequelHook - SequelHook: Beating the game on its hardest difficulty level gives you this. But [[MemeticMutation the miracle never happen]].



* SubsystemDamage - Getting hit will only damage whatever weapon module you currently have equipped, disabling it until you lose a life or finish the stage. Your ship will only be destroyed if you receive CollisionDamage or if you only have the damaged subweapon selected.
* TriumphantReprise - The opening of the game depicts the invading armada laying waste to planets in the system while set to a somber, hopeless dirge before moving on to the main theme tune. The opening half of Stage 6 (the final stage) reprises the dirge and remixes it into a "heroic comeback" theme.
* TurnsRed - Stage 3 boss ("Regenertoid") first appears to be very small. When its {{Attack Drone}}s are wasted, it becomes a much larger and fires a lot of flak. When that it damaged, it increases size again to become a battleship. The manual calls it "an ominous machine that grows when attacked".
* WallMaster - Stage 4 has a few enemies hiding in a pod, who spring out when you get too close. It's not a good idea to kill them, though, as they'll spawn the amoeba-things (see PersonalSpaceInvader) when destroyed.

to:

* SubsystemDamage - SubsystemDamage: Getting hit will only damage whatever weapon module you currently have equipped, disabling it until you lose a life or finish the stage. Your ship will only be destroyed if you receive CollisionDamage or if you only have the damaged subweapon selected.
* TriumphantReprise - TriumphantReprise: The opening of the game depicts the invading armada laying waste to planets in the system while set to a somber, hopeless dirge before moving on to the main theme tune. The opening half of Stage 6 (the final stage) reprises the dirge and remixes it into a "heroic comeback" theme.
* TurnsRed - TurnsRed: Stage 3 boss ("Regenertoid") first appears to be very small. When its {{Attack Drone}}s are wasted, it becomes a much larger and fires a lot of flak. When that it damaged, it increases size again to become a battleship. The manual calls it "an ominous machine that grows when attacked".
* WallMaster - WallMaster: Stage 4 has a few enemies hiding in a pod, who spring out when you get too close. It's not a good idea to kill them, though, as they'll spawn the amoeba-things (see PersonalSpaceInvader) when destroyed.
11th Feb '14 5:40:56 PM craigj
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* ChickenWalker: The second boss, "Towbar".

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* ChickenWalker: The second boss, "Towbar"."Towbar," and the invincible walker inside the final battleship..
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