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** Averted in the ''Zero'' trilogy, which has a detailed plot that spans the three games and a relatively large cast.



* PointOfNoReturn: The ''Zero'' games don't let you leave TheVeryDefinitelyFinalDungeon once you enter it. Not too much of an issue in the first game since HundredPercentCompletion is required for reaching it anyway and there's a NewGamePlus mode, but for the second and third games, well, you better hope you copied your save file beforehand.



* MultipleEndings: The ''Zero'' games all have a DownerEnding if you miss certain requirements, and a good ending that unlocks when you meet them and beat TheVeryDefinitelyFinalDungeon.



* SequelHook: ''Overdrive'' ends with the image of a comet approaching Earth, followed by the phrase "...the battle has just begun...".

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* SequelHook: SequelHook:
**
''Overdrive'' ends with the image of a comet approaching Earth, followed by the phrase "...the battle has just begun...".".
** TheStinger in ''Zero II'' has Leibniz realizing that mutants started attacking Earth while Jason and Eve were distracted by the plot. [[spoiler: In the good ending, they decide to save it by themself.]]
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#''Chou Wakusei Senki -- Metafight/Blaster Master'' (UsefulNotes/{{NES}}, UsefulNotes/{{Wii}}/[[UsefulNotes/Nintendo3DS 3DS]]/UsefulNotes/WiiU UsefulNotes/VirtualConsole, and [[UsefulNotes/NintendoSwitch NSO]])

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#''Chou Wakusei Senki -- Metafight/Blaster Master'' (UsefulNotes/{{NES}}, UsefulNotes/{{Wii}}/[[UsefulNotes/Nintendo3DS 3DS]]/UsefulNotes/WiiU UsefulNotes/VirtualConsole, and [[UsefulNotes/NintendoSwitch NSO]])Nintendo Switch Online]])



#''VideoGame/BlasterMasterZero'' (2017, UsefulNotes/Nintendo3DS / UsefulNotes/NintendoSwitch / PC)
#''VideoGame/BlasterMasterZeroII'' (2019, UsefulNotes/NintendoSwitch / PC)
#''VideoGame/BlasterMasterZeroIII'' (2021, UsefulNotes/NintendoSwitch / UsefulNotes/PlayStation4 / PC)

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#''VideoGame/BlasterMasterZero'' (2017, UsefulNotes/Nintendo3DS / UsefulNotes/NintendoSwitch / PC)
UsefulNotes/XboxOne / UsefulNotes/PC)
#''VideoGame/BlasterMasterZeroII'' (2019, UsefulNotes/NintendoSwitch / UsefulNotes/XboxOne / PC)
#''VideoGame/BlasterMasterZeroIII'' (2021, UsefulNotes/NintendoSwitch / UsefulNotes/PlayStation4 / UsefulNotes/XboxOne / PC)
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* GlassCannon: Jason, in the original and especially ''Zero''. While he's much more vulnerable when he exits SOPHIA III in the side-scrolling sections, as he takes more damage from hazards and loses a lot of mobility (as well as being [[NotTheFallThatKillsYou unable to descend safely]]), his shots can still deal somewhat respectable damage to enemies. Downplayed in the top-down sections, as the enemies there are designed to be exclusively fought by him (or the other DLC pilot characters in "Zero"), and as such he becomes an (potentially) unstoppable OneManArmy.

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* GlassCannon: Jason, in the original and especially ''Zero''. While he's much more vulnerable when he exits SOPHIA III in the side-scrolling sections, as he takes more damage from hazards and loses a lot of mobility (as well as being [[NotTheFallThatKillsYou unable to descend safely]]), his shots can still deal somewhat respectable damage to enemies. Downplayed in the top-down sections, as the enemies there are designed to be exclusively fought by him (or the other DLC pilot characters in "Zero"), ''Zero''), and as such he becomes an (potentially) unstoppable OneManArmy.



* LightningBruiser: SOPHIA III, at least in the original and "Zero". From the get-go, it's already very mobile, tough, and packs impressive firepower. Exaggerated when fully upgraded.

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* LightningBruiser: SOPHIA III, at least in the original and "Zero".''Zero''. From the get-go, it's already very mobile, tough, and packs impressive firepower. Exaggerated when fully upgraded.
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* EquipmentBasedProgression: Each level other than the first is blocked in some way (an enemy you can't damage, a ledge you can't jump to, etc.). Defeating the level's boss will grant you an upgrade to your tank (a more powerful cannon, hover mode, etc.) that allows you to get past this obstacle and reach the next level. A few things are often thrown into that level that makes you have to use the upgrade once in a while, so that you get used to it (as well as helping throw off people trying to use exploits to commit SequenceBreaking).

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* EquipmentBasedProgression: Each level other than the first is blocked in some way (an enemy you can't damage, a ledge you can't jump to, etc.). Defeating the level's boss will grant you an upgrade to your tank (a more powerful cannon, hover mode, etc.) that allows you to get past this obstacle and reach the next level. A few things are often thrown into that the new level that makes you have continue to use the upgrade once in a while, so that you get used to some practice at using it (as well as helping throw off people trying to use exploits to commit SequenceBreaking).
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* EquipmentBasedProgression: Each level other than the first is blocked in some way (an enemy you can't damage, a ledge you can't jump to, etc.). Defeating the level's boss will grant you an upgrade to your tank (a more powerful cannon, hover mode, etc.) that allows you to get past this obstacle and reach the next level. A few things are often thrown into that level that makes you have to use the upgrade once in a while, so that you get used to it (as well as helping throw off people trying to use exploits to commit SequenceBreaking).
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* CheckpointStarvation: ''Overdrive'' suffers heavily from this. Save points can only be found in specific dungeons and they are very sporadically spread out across the entire map. Dying also boots you back to the title screen, forcing you to reload your most recent save, and depending on where you died the last save can be ''very'' far away. For further insult to injury, not every dungeon with a boss has a save point in it.
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#''Chou Wakusei Senki -- Metafight/Blaster Master'' (UsefulNotes/{{NES}}, UsefulNotes/{{Wii}} & [[UsefulNotes/Nintendo3DS 3DS]] UsefulNotes/VirtualConsole), and [[UsefulNotes/NintendoSwitch NSO]])

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#''Chou Wakusei Senki -- Metafight/Blaster Master'' (UsefulNotes/{{NES}}, UsefulNotes/{{Wii}} & [[UsefulNotes/Nintendo3DS 3DS]] UsefulNotes/VirtualConsole), UsefulNotes/{{Wii}}/[[UsefulNotes/Nintendo3DS 3DS]]/UsefulNotes/WiiU UsefulNotes/VirtualConsole, and [[UsefulNotes/NintendoSwitch NSO]])
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#''Chou Wakusei Senki -- Metafight/Blaster Master'' (UsefulNotes/{{NES}}, and UsefulNotes/{{Wii}} and [[UsefulNotes/Nintendo3DS 3DS]] UsefulNotes/VirtualConsole)

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#''Chou Wakusei Senki -- Metafight/Blaster Master'' (UsefulNotes/{{NES}}, and UsefulNotes/{{Wii}} and & [[UsefulNotes/Nintendo3DS 3DS]] UsefulNotes/VirtualConsole)UsefulNotes/VirtualConsole), and [[UsefulNotes/NintendoSwitch NSO]])



#''Metafight EX/Blaster Master: Enemy Below'' (UsefulNotes/GameBoyColor, and 3DS UsefulNotes/VirtualConsole)

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#''Metafight EX/Blaster Master: Enemy Below'' (UsefulNotes/GameBoyColor, 3DS UsefulNotes/VirtualConsole, and 3DS UsefulNotes/VirtualConsole)[[UsefulNotes/NintendoSwitch NSO]])
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By TRS decision Whip It Good is now a disambiguation page. Moving entries to appropriate tropes when possible.


** The FinalBoss battle in the first game. After you defeat the Plutonium Boss, your true final opponent is... some armored knight with a [[WhipItGood plasma whip]]. This is Goez, who is renamed as the "Master Boss" in the manual, and is only barely mentioned in one location as a boss that cannot be shown in the manual's boss gallery as seen in page 16 of https://www.retrogames.cz/manualy/NES/Blaster_Master_-_NES_-_Manual.pdf .

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** The FinalBoss battle in the first game. After you defeat the Plutonium Boss, your true final opponent is... some armored knight with a [[WhipItGood plasma whip]].whip. This is Goez, who is renamed as the "Master Boss" in the manual, and is only barely mentioned in one location as a boss that cannot be shown in the manual's boss gallery as seen in page 16 of https://www.retrogames.cz/manualy/NES/Blaster_Master_-_NES_-_Manual.pdf .
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** The Metal Attacker/SOPHIA-III has the Thunder Breaker, which shoots a bolt of lightning from below the tank's undercarriage. However, the lightning fires at a randomized angle, neutering its effectiveness.


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** The SOPHIA-III in ''Zero'' gets the same Thunder Breaker as in the original ''Blaster Master'', but this time the bolt shoots straight down and shooting it into water causes the bolt to spread and inflict damage to all on-screen enemies in water. [[spoiler:The SOPHIA-Zero gets a vastly upgraded variant that causes it to shoot five bolts in a cone, multiplying its effectiveness.]]
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* SuddenSequelDeathSyndrome: Jason perished offscreen between the events of ''Blaster Master'' and ''Blasting Again'' while fighting the Lightning Beings. [[spoiler:Elfie is linked to the incident that killed him since she blames her lack of expertise as MissionControl in his death, although exactly how he died is never addressed.]]
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* ArtShift: In conjunction with the ''Blaster Master'' continuity being adopted by Sunsoft, Jason, who had the comic book-esque appearance of an average American teen in the original game, was given an anime overhaul in ''Blasting Again'', appearing as a blonde 90's anime action hero with a chiseled young-20's look.
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* VideoGame3DLeap: ''Blasting Again'' was the series attempt at replicating the ''Blaster Master'' action in 3D. The attempt was not especially well-received, however, and all subsequent installments went back to 2D.
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* ThisLooksLikeAJobForAquaman: The Napalm in ''Blasting Again'' is an infinite use grenade that drops three flaming pillars in triangular formation where the O button was pressed, racking up heavy damage to anything touching it. Its rather awkward design limits its practicality when your gun can do just as good of a job if not better in the majority of situations. However, it does happen to cheese certain tough enemies and boss fights extraordinarily well, especially the ones that either sit still for an extended period of time or chase Roddy around the map.
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* ArtifactOfDoom: [[spoiler:Apparently, the SOPHIA model battle tanks are these according to ''Blasting Again'', where Eve claims that the power of SOPHIA may drive their users to submit to the darkness in their hearts. How or why this is the case is never addressed.]]
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* AGodAmI: [[spoiler:Kaiser claims as such when confronted by Roddy and Eve. This is promptly followed by Roddy blowing him to smithereens.]]
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* ArrangeMode: Beating ''Blasting Again'' unlocks [[spoiler:SOPHIA III Mode, which lets you replay the game using the classic tank from the original ''Blaster Master'']].
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* ShockAndAwe:
** One of the Extra Shots for the SOPHIA J-7 is the Thunder shot, which sprays out lightning in front of the tank. It's lacking in range but makes up for it in raw power, having high enough DPS to rapidly fry anything that gets close to you.
** The G-SOPHIA SV [[spoiler:and the SOPHIA-J1]] gets the Ignition Spark, which deploys an electric mine that shoots lightning upon touching the ground while turning into a barrier that repels enemy attacks. Activating it immediately after landing with the Gaia System causes the lightning to power up and travel significantly faster.
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* MissionControl: Elfie plays this role in ''Blasting Again'', giving guidance to Roddy from a remote location and sending him upgrades after he defeats certain bosses. [[spoiler:Two-thirds of the way into the game, Elfie is attacked and kidnapped by the Lightning Beings, who mistake her for her mother Eve. Eve's spirit, who resides within Roddy's pendant, takes over the role of mission control for the remainder of the game.]]
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** The SOPHIA J-7 has distinct SP gauges for each of its four Extra Shot modes. You start with the default Blaster shot, and after the first boss you obtain the Homing, Guard, and Thunder shots. Max capacity for each Extra Shot can be upgraded by finding Memory upgrades, although you can only choose to upgrade one Extra Shot gauge per Memory.
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* CallBack: The CAVE biome in ''Blasting Again'' opens with the room where Jason destroyed the Plutonium Boss in the original ''Blaster Master'', with the Plutonium Boss's corpse visible on the back wall. The right wall has been blown off to open up to the rest of the biome.

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* UnderTheSea: The fifth areas in the first and second games, as well as the 'Water' area in ''Blasting Again''.

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* UnderTheSea: The fifth areas UnderTheSea:
** Area 5
in the first and second games, original as well as the 'Water' area ''Blaster Master 2''.
** The WATER biome
in ''Blasting Again''.Again'' is fairly self-explanatory. The dungeon in WATER Area 2 adds in a little bit of SlippySlideyIceWorld, as Roddy must activate a console to freeze the running water in the dungeon to progress.
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* EscapeSequence: After getting to the end of the dungeon in LAVA Area 2 in ''Blasting Again'', blowing up the central console will cause the dungeon to begin spontaneously collapsing. Roddy must hoof it out of the dungeon within 5 minutes or else he goes down with it.
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* PermanentlyMissableContent: In the ''Zero'' trilogy, you have the option to talk to your co-pilot, which has them (or Jason) give a small chat about the current situation or equipped weapon. Doing so is always optional and is never required to progress, but the series has a pretty bad habit of tucking away important story context, character interactions and world-building in these conversations. What makes them missable is that the triggers for certain conversations are always context-sensitive and the game will never tell you when unseen conversations are available, meaning that if you pass certain points in the game without checking in with your co-pilot you can no longer get those conversations on the same playthrough.
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* HubLevel: While not officially so, the GROUND biome in ''Blasting Again'' serves this purpose. It connects to every other major biome in the game, is generally safer and smaller with fewer rooms and easier enemies, and the area contains several maintenance centers in front of each warp portal that can be used to heal the SOPHIA J-7 and save your game. Elfie also requires you to contact maintenance centers in this biome at certain points to pick up upgrades after defeating certain bosses.
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* WaveMotionGun: The recurring Acceleration Blast subweapon, which debuted in ''Blasting Again'' (via NewPowersAsThePlotDemands in a [[CutscenePowerToTheMax cutscene]]). It is only actually usable for standard gameplay in one game it appears in, where it is the epitome of AwesomeButImpractical, but damn, if it doesn't make for good {{Cutscene Boss}}es.

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* WaveMotionGun: The recurring Acceleration Blast subweapon, which debuted in ''Blasting Again'' (via NewPowersAsThePlotDemands in a [[CutscenePowerToTheMax cutscene]]). It is only actually usable for standard gameplay in one game two games it appears in, where in; in one of them, it is the epitome of AwesomeButImpractical, but and in another it is only obtainable right before the TrueFinalBoss as an optional secret upgrade. But damn, if it doesn't make for good {{Cutscene Boss}}es.

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* WallCrawl: In the first game, you can get two "Wall" upgrades — one that lets you cling to and [[DrivingUpAWall drive up walls]], and another that lets you transfer from walls to ceilings. This makes the Hover powerup almost useless outside of very specific situations where there are no walls nearby to climb. The two upgrades have been merged into a single upgrade in ''Zero''.
* WaveMotionGun: The recurring Acceleration Blast subweapon, which debuted in ''Blasting Again'' (via NewPowersAsThePlotDemands in a [[CutscenePowerToTheMax cutscene]]). It is only actually usable in one game it appears in, where it is the epitome of AwesomeButImpractical, but damn, if it doesn't make for good {{Cutscene Boss}}es.

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* WallCrawl: WallCrawl:
**
In the first game, you can get two "Wall" upgrades — one that lets you cling to and [[DrivingUpAWall drive up walls]], and another that lets you transfer from walls to ceilings. This makes the Hover powerup almost useless outside of very specific situations where there are no walls nearby to climb. The two upgrades have been merged into a single upgrade in ''Zero''.
** In ''Blasting Again'', you get the Crawl upgrade after beating the second boss. This allows the SOPHIA-J7 to sprout SpiderLimbs and climb up designated routes in the overworld, marked by a set of arches that the SOPHIA can squeeze between.
* WaveMotionGun: The recurring Acceleration Blast subweapon, which debuted in ''Blasting Again'' (via NewPowersAsThePlotDemands in a [[CutscenePowerToTheMax cutscene]]). It is only actually usable for standard gameplay in one game it appears in, where it is the epitome of AwesomeButImpractical, but damn, if it doesn't make for good {{Cutscene Boss}}es.
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** In ''Blasting Again'', the Level 5 Gun is a far-ranged explosive bullet that detonates three times on hit and deals massive damage. The Level 6 Gun is a flamethrower like energy spray that has the highest potential DPS of your guns but has less range than your Level 1 peashooter and will more often than not get you hit just for trying to use it.

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** In ''Blasting Again'', the Level 5 Gun is a far-ranged explosive bullet that detonates three times on hit and deals massive damage. The Level 6 Gun is a flamethrower like flamethrower-like energy spray that has the highest potential DPS of your guns but has less range than your Level 1 peashooter and will more often than not get you hit just for trying to use it.

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* VideoGameFlamethrowersSuck: [[PowerUpLetdown Played straight]] in ''Blasting Again'' with Roddy's max gun upgrade. While it is powerful, unfortunately it's also much too short-range to be practical against anything stronger than GoddamnBats. Averted in ''Zero'', where its main flaw is being overshadowed by the Wave Beam, but it's a perfectly usable weapon otherwise and is the only weapon that can destroy specific walls in Area 5 and melt icy floors in Area 6.

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* VideoGameFlamethrowersSuck: [[PowerUpLetdown Played straight]] in VideoGameFlamethrowersSuck:
** In
''Blasting Again'' with Roddy's max gun upgrade. While it Again'', the Level 5 Gun is powerful, unfortunately it's also much too short-range to be practical against anything stronger a far-ranged explosive bullet that detonates three times on hit and deals massive damage. The Level 6 Gun is a flamethrower like energy spray that has the highest potential DPS of your guns but has less range than GoddamnBats. your Level 1 peashooter and will more often than not get you hit just for trying to use it.
**
Averted in ''Zero'', where its main flaw is being overshadowed by the Wave Beam, but it's a perfectly usable weapon otherwise and is the only weapon that can destroy specific walls in Area 5 and melt icy floors in Area 6.
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* PunnyName: The tank in ''Blasting Again'', the SOPHIA J-7, is named after Jason Frudnick.

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