History VideoGame / BlasterMaster

19th May '17 12:15:30 AM SonicGamer07
Is there an issue? Send a Message

Added DiffLines:

* PlayingTennisWithTheBoss: In Destroyer Mode, Venom Master is actually '''immune''' to everything you can possibly throw at it, except Energy Shield. This means you spend the entire fight deflecting projectiles at the boss to kill it.
19th May '17 12:09:45 AM SonicGamer07
Is there an issue? Send a Message


** ''Zero'' added Destroyer Mode in Version 1.2, unlocked after completing the game, which greatly increases difficulty: Energy Guard is useless, Life Ups are functionally redundant and only refill you to max health, enemies are overall tankier, overworld enemies fire [[LastDitchMove death bullets]] at you when you kill them, and dungeon enemies can only be destroyed with specific Guns.

to:

** ''Zero'' added Destroyer Mode in Version 1.2, unlocked after completing the game, which greatly increases difficulty: Energy Guard is useless, Life Ups are functionally redundant and only refill you to max health, enemies are overall tankier, overworld enemies fire [[LastDitchMove death bullets]] at you when you kill them, and dungeon enemies can only be destroyed with specific Guns.Guns or with Subweapons. As an added bonus, dungeon enemies with projectile attacks can now shoot through walls.
19th May '17 12:07:28 AM SonicGamer07
Is there an issue? Send a Message


** In certain sections of [[spoiler:Area 9]], Gunvolt is still allowed to use Flashfield despite technically having underwater controls to prevent total helplessness.

to:

** In certain sections of [[spoiler:Area 9]], Gunvolt Destroyer Mode, almost every enemy is at least vulnerable to your standard Gun, the Blaster, so you aren't totally screwed if you happen to lose all your Gun Levels. There are a select few that aren't, but they can still allowed to use Flashfield despite technically having underwater controls to prevent total helplessness.be destroyed with Subweapons.



* BossSubtitles: In ''Zero'', the appearance of a boss is prefixed with some descriptor title before showing the proper name of the boss.



* BubbleGun: The crab boss from the original game spits bubbles, and fires more as it gets low on health.

to:

* BubbleGun: The crab boss from Hard Shell in both the original game and ''Zero'' spits bubbles, and fires more as it gets low on health.health.
* CallingYourAttacks: In ''Zero'', using the Acceleration Blast on the Skeleton Boss will prompt a special line of dialogue where Jason screams "ACCELERATION BLAST!" before unleashing it on the Skeleton Boss for a OneHitKill.



* SequelDifficultyDrop: ''Zero'' is oft considered the easiest game in the series. Autosaves and Retry Points are scattered almost everywhere, and DeathIsASlapOnTheWrist, since you are no longer bound to a life count. In spite of this, [[NintendoHard Destroyer Mode]] is still aggravatingly difficult.



* SoundOfNoDamage: Hit an invulnerable (part of) enemy? That sound is heard in that case.

to:

* SoundOfNoDamage: Hit an invulnerable (part of) enemy? That Certain enemies have parts that negate damage, in which case you hear a sharp "ping" sound. In ''Zero''[='=]s Destroyer Mode, this sound is heard in that case.also plays when you hit an enemy with a Gun it's immune to.



* TacticalRockPaperScissors: While it's certainly tempting to mow down every boss you see with the Wave Gun, bosses also run on a ''Franchise/MegaMan''-style weakness system (which Inti Creates is quite fond of using) in which a specific Gun type will deal super effective damage against a boss, signified by a "stagger" effect when you attack it with that Gun. For example, Striker destroys all Photophage and Ancient Freeze units in a single hit, and Flamethrower quite literally burns up Spark Salamander's health like a match to a tinderbox.

to:

* TacticalRockPaperScissors: While it's certainly tempting to mow down every boss you see with the Wave Gun, bosses also run on a ''Franchise/MegaMan''-style weakness system (which Inti Creates is quite fond of using) in which a specific Gun type will deal super effective damage against a boss, signified by a "stagger" effect when you attack it with that Gun. For example, Striker destroys all Photophage and Ancient Freeze units in a single hit, and Flamethrower quite literally burns up Mother Brain and Spark Salamander's health like a match to a tinderbox.
17th May '17 6:41:30 PM SonicGamer07
Is there an issue? Send a Message


* DeflectorShields: In ''Zero'', Gun Level 5 is Energy Shield, which generates a green barrier that deflects shots. Enemy projectiles that come into contact with it will turn green and be fired back at the enemy for some damage, but if you press the Shoot button right before the shot hits, the incoming projectile will turn into a stronger wave projectile that deals massive damage.

to:

* DeflectorShields: In ''Zero'', Gun Level 5 is Energy Shield, which generates a green barrier that deflects shots. Enemy projectiles that come into contact with it will turn green and be fired back at the enemy for some damage, but if you press the Shoot button right before the shot hits, the incoming projectile will turn into be deflected as a stronger wave projectile that deals massive damage.
17th May '17 6:38:37 PM SonicGamer07
Is there an issue? Send a Message

Added DiffLines:

* BarrierChangeBoss: The FinalBoss of ''Zero'', the Multidimensional Overlord, will change colors; the color of the boss indicates what Gun he is weak to.


Added DiffLines:

* DeflectorShields: In ''Zero'', Gun Level 5 is Energy Shield, which generates a green barrier that deflects shots. Enemy projectiles that come into contact with it will turn green and be fired back at the enemy for some damage, but if you press the Shoot button right before the shot hits, the incoming projectile will turn into a stronger wave projectile that deals massive damage.
17th May '17 4:50:02 PM SonicGamer07
Is there an issue? Send a Message


** ''Zero'' added Destroyer Mode in Version 1.2, unlocked after completing the game, which greatly increases difficulty: there's no Gun Guard which prevents your weapon from leveling down when you take a hit, the health upgrades don't add any health and only fill it to the maximum default amount, some of the powerups are moved around which can be a good or a bad thing, all enemies take much more damage to kill, platforming segment enemies fire [[LastDitchMove death bullets]] at you when you kill them and the enemies in overhead segments can only be damaged with specific weapons.

to:

** ''Zero'' added Destroyer Mode in Version 1.2, unlocked after completing the game, which greatly increases difficulty: there's no Gun Energy Guard which prevents your weapon from leveling down when you take a hit, the health upgrades don't add any health is useless, Life Ups are functionally redundant and only fill it refill you to the maximum default amount, some of the powerups are moved around which can be a good or a bad thing, all max health, enemies take much more damage to kill, platforming segment are overall tankier, overworld enemies fire [[LastDitchMove death bullets]] at you when you kill them them, and the dungeon enemies in overhead segments can only be damaged destroyed with specific weapons.Guns.
17th May '17 4:46:55 PM SonicGamer07
Is there an issue? Send a Message


** In ''Zero'', as of Version 1.2, exiting specific dungeons will cause the SOPHIA III to automatically respawn at the dungeon entrance. This is to ensure the player does not accidentally run into a UnwinnableByMistake scenario in which the player left the SOPHIA III behind a barrier that requires the Crusher upgrade to break or inside a gel cube that can't be destroyed with the Blaster Rifle, only to find out that they inadvertently trapped themselves when the blocks respawn.
** In EX Character Mode, some puzzles that require specific Pilot and SOPHIA III abilities are changed to be solvable by the EX Character's inherent abilities. For example, in a Gunvolt playthrough, Dragonsphere can light up unlit dungeons, and Cerberus and Flashfield have built-in Crusher functionality, which allows you to do some SequenceBreaking early on.

to:

** In ''Zero'', as of Version 1.2, exiting specific dungeons will cause the SOPHIA III to automatically respawn at the dungeon entrance. This is to ensure the player does not accidentally run into a UnwinnableByMistake scenario in which the player left the SOPHIA III behind (or inside) a barrier block that requires the Crusher upgrade to break or inside a gel cube that can't be destroyed with the Blaster Rifle, break, only to find out that they inadvertently trapped themselves when the blocks respawn.
** In EX Character Mode, some puzzles that require specific Pilot and SOPHIA III abilities are changed to be solvable by the EX Character's inherent abilities. For example, in a Gunvolt playthrough, Dragonsphere can light up unlit dungeons, dungeons and break walls, and Cerberus and Flashfield have built-in Crusher functionality, which allows you to do some SequenceBreaking early on.



* NintendoHard: The ''Blaster Master'' games are quite challenging, even if you've gotten used to playing them and can get to the later levels with ease.
** As of the 1.2 patch, ''Zero'' adds Destroyer Mode, unlocked after completing the game, which greatly increases difficulty: there's no Gun Guard which prevents your weapon from leveling down when you take a hit, the health upgrades don't add any health and only fill it to the maximum default amount, some of the powerups are moved around which can be a good or a bad thing, all enemies take much more damage to kill, platforming segment enemies fire [[LastDitchMove death bullets]] at you when you kill them and the enemies in overhead segments can only be damaged with specific weapons.

to:

* NintendoHard: NintendoHard:
**
The ''Blaster Master'' games are quite challenging, even if you've gotten used to playing them and can get to the later levels original NES game is ''notoriously'' difficult. Nine lives max, with ease.
** As of
no passwords or save points. If you get a game over, have fun starting ''from the 1.2 patch, very beginning'' in a {{Metroidvania}}.
**
''Zero'' adds added Destroyer Mode, Mode in Version 1.2, unlocked after completing the game, which greatly increases difficulty: there's no Gun Guard which prevents your weapon from leveling down when you take a hit, the health upgrades don't add any health and only fill it to the maximum default amount, some of the powerups are moved around which can be a good or a bad thing, all enemies take much more damage to kill, platforming segment enemies fire [[LastDitchMove death bullets]] at you when you kill them and the enemies in overhead segments can only be damaged with specific weapons.
17th May '17 4:36:21 PM SonicGamer07
Is there an issue? Send a Message


* PurposefullyOverpowered: Compared to SOPHIA III, [[spoiler:SOPHIA Zero is most definitely this: it starts with all of SOPHIA III's upgrades and all of them are vastly superior to III's weaponry. To list a few examples, it can shoot 5 regular shots at a time instead of 3, none of its weapons other than Acceleration Cannon need to be charged up first, all of its weapons and abilities other than AC consume less SP to use and most of its weapons are superior in some way in ways other than the lack of need to charge them first, such as Cannon Shot's lack of FriendlyFire and a much larger explosion, Laser acting like an actual piercing beam with hitscan properties, Thunder Breaker having a much larger area of effect below Zero and Shield Mine functioning more like an actual shield instead of DeployableCover.]]

to:

* PurposefullyOverpowered: Compared to The InfinityPlusOneSword in ''Zero''. [[spoiler:The SOPHIA III, [[spoiler:SOPHIA Zero Zero, which is most definitely this: it starts with all of SOPHIA III's upgrades and all of them are obtained [[EleventhHourSuperpower right before the final level]], is vastly superior to III's weaponry. To list a few examples, it can shoot 5 regular shots at a time instead the SOPHIA III in terms of 3, none of its capabilities, possessing amped-up weapons other than and subweapons, reduced SP costs, and all charge times have been removed except for the Acceleration Cannon need Blast. Jason infers that this is because Fred was feeding back data about their adventure to be charged up first, all of its weapons and abilities other than AC consume less SP to use and most of its weapons are superior in some way in ways other than home planet, which allowed the lack original creators of need the SOPHIA III to charge them first, such as Cannon Shot's lack of FriendlyFire and a much larger explosion, Laser acting like develop an actual piercing beam with hitscan properties, Thunder Breaker having a much larger area of effect below Zero and Shield Mine functioning more like an actual shield instead of DeployableCover.even stronger successor to eliminate the mutants.]]
17th May '17 4:27:24 PM SonicGamer07
Is there an issue? Send a Message

Added DiffLines:

* ChekhovsGun: The opening of ''Zero'' makes a rather unusual side note about a comet coming in contact with Earth around the time humanity began to rebuild on the surface, which is never brought up again. [[spoiler:Later on, Jason deduces that since the mutants have been around for hundreds of years, it is possible that the comet that struck the Earth carried the mutants to the planet.]]
16th May '17 10:04:15 PM SonicGamer07
Is there an issue? Send a Message

Added DiffLines:

* TacticalRockPaperScissors: While it's certainly tempting to mow down every boss you see with the Wave Gun, bosses also run on a ''Franchise/MegaMan''-style weakness system (which Inti Creates is quite fond of using) in which a specific Gun type will deal super effective damage against a boss, signified by a "stagger" effect when you attack it with that Gun. For example, Striker destroys all Photophage and Ancient Freeze units in a single hit, and Flamethrower quite literally burns up Spark Salamander's health like a match to a tinderbox.
This list shows the last 10 events of 185. Show all.
http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.BlasterMaster