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* TunnelKing: Rockford is the only character in the came that can tunnel through dirt, and he's quite the quick digger to boot.

to:

* TunnelKing: Rockford is the only character in the came game that can tunnel through dirt, and he's quite the quick digger to boot.
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Per TRS, this was merged into Unintentionally Unwinnable.


* UnwinnableByMistake: Beyond the ability to ruin your own attempt at finishing a level, some levels are unwinnable.

to:

* UnwinnableByMistake: UnintentionallyUnwinnable: Beyond the ability to ruin your own attempt at finishing a level, some levels are unwinnable.
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Boulder Dash's primary feature is that boulders and diamonds are subject to gravity, [[SelectiveGravity but the player is not]]. A stack of rocks and diamonds will roll off of each other into a pile if there is room to do so. A careless player may find himself crushed or trapped beneath a mountain of rubble. Certain enemies, when killed, explode into diamonds which can either be collected or kill enemies or players beneath them. Other enemies simply explode, like highly mobile ExplodingBarrels, which can be necessary for blasting a hole in a wall.

Boulder Dash was also a technical achievement, with large, freely-scrolling multi-screen levels potentially filled with falling rubble and roaming enemies. It achieved this effect on relatively underpowered hardware by way of its InvisibleGrid; everything moved one "tile" at a time, and enemies were lethal if the player was simply adjacent to them.

to:

Boulder Dash's ''Boulder Dash''[='s=] primary feature is that boulders and diamonds are subject to gravity, [[SelectiveGravity but the player is not]]. A stack of rocks and diamonds will roll off of each other into a pile if there is room to do so. A careless player may find himself crushed or trapped beneath a mountain of rubble. Certain enemies, when killed, explode into diamonds which can either be collected or kill enemies or players beneath them. Other enemies simply explode, like highly mobile ExplodingBarrels, which can be necessary for blasting a hole in a wall.

Boulder Dash ''Boulder Dash'' was also a technical achievement, with large, freely-scrolling multi-screen levels potentially filled with falling rubble and roaming enemies. It achieved this effect on relatively underpowered hardware by way of its InvisibleGrid; everything moved one "tile" at a time, and enemies were lethal if the player was simply adjacent to them.



* ArcadePerfectPort: ''Inverted'', as bizarre as that may sound. Boulder Dash was the first game to be ported from a home computer system ''to'' the arcade. (There were at least two coin-op versions, ''Rockford'' by Mastertronic and ''Boulder Dash'' by Data East.)

to:

* ArcadePerfectPort: ''Inverted'', as bizarre as that may sound. Boulder Dash ''Boulder Dash'' was the first game to be ported from a home computer system ''to'' the arcade. (There were at least two coin-op versions, ''Rockford'' by Mastertronic and ''Boulder Dash'' by Data East.)



* FanSequel: Visit sites that offer ROM files of C-64 games and you will find literally ''hundreds'' of home-grown Boulder Dash sequels. ''Megablasters'' for the UsefulNotes/AmstradCPC was also massive.

to:

* FanSequel: Visit sites that offer ROM files of C-64 games and you will find literally ''hundreds'' of home-grown Boulder Dash ''Boulder Dash'' sequels. ''Megablasters'' for the UsefulNotes/AmstradCPC was also massive.
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Replaced with PNG.


[[quoteright:300:https://static.tvtropes.org/pmwiki/pub/images/BD_TitleScreen_7746.JPG]]
[[caption-width-right:300: Do-do-do-do-do-do-do-do-do-do-do-do-doooh-dooooooooh...]]

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[[quoteright:300:https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/BD_TitleScreen_7746.JPG]]
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org/pmwiki/pub/images/boulder_dash_option.png]]
[[caption-width-right:350:Do-do-do-do-do-do-do-do-do-do-do-do-doooh-dooooooooh...
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* MoneySpider: If killed, the butterfly enemies explode into diamonds.



* TunnelKing: Rockford

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* TunnelKing: RockfordRockford is the only character in the came that can tunnel through dirt, and he's quite the quick digger to boot.
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Added DiffLines:

* LevelEditor: The ''Boulder Dash Construction Kit'' is a very robust editor, allowing full modification of everything in the original game. Full level sets can be constructed with their own title screens and distributed as self-contained games.
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[[caption-width-right:300: [[EarWorm Do-do-do-do-do-do-do-do-do-do-do-do-doooh-dooooooooh]]...]]

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[[caption-width-right:300: [[EarWorm Do-do-do-do-do-do-do-do-do-do-do-do-doooh-dooooooooh]]...Do-do-do-do-do-do-do-do-do-do-do-do-doooh-dooooooooh...]]
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* SequelDifficultySpike: It can be argued that the less-known "Boulder Dash 2", both for the Commodore64 and designed by Peter Liepa, [[MissionPackSequel requires the player to have played the first one before the second]], given that ''the very first level of the second'' [[http://www.youtube.com/watch?v=o4Iv6WZ63XM requires the player to blast a hole in a wall by killing a dragonfly (the square-shaped enemy)]]. This game mechanic, alongside the Magic Wall that ''also'' shows up in the aforementioned first level, doesn't show up until halfway through the first game, and it's usually exclusive to advanced players [[ItMakesSenseInContext (trust us on this one)]].

to:

* SequelDifficultySpike: It can be argued that the less-known "Boulder Dash 2", both for the Commodore64 UsefulNotes/Commodore64 and designed by Peter Liepa, [[MissionPackSequel requires the player to have played the first one before the second]], given that ''the very first level of the second'' [[http://www.youtube.com/watch?v=o4Iv6WZ63XM requires the player to blast a hole in a wall by killing a dragonfly (the square-shaped enemy)]]. This game mechanic, alongside the Magic Wall that ''also'' shows up in the aforementioned first level, doesn't show up until halfway through the first game, and it's usually exclusive to advanced players [[ItMakesSenseInContext (trust us on this one)]].
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None


* CameraScrew: While the camera tries to keep the plater in-view, it's possible to outrun the camera if the speed is high enough. Even without outrunning the camera, you have to be dangerously close to the edge to cause it to pan.

to:

* CameraScrew: While the camera tries to keep the plater player in-view, it's possible to outrun the camera if the speed is high enough. Even without outrunning the camera, you have to be dangerously close to the edge to cause it to pan.



* RemixedLevel: Each base layout is remixed five times, with a random sprinkling of boulders and the like. The random sprinkle somtimes forces you to use different tactics, especially in crowded levels. Other levels remain dientical, changing only in time or gems needed.

to:

* RemixedLevel: Each base layout is remixed five times, with a random sprinkling of boulders and the like. The random sprinkle somtimes sometimes forces you to use different tactics, especially in crowded levels. Other levels remain dientical, identical, changing only in time or gems needed.
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Added NES tropes

Added DiffLines:

* EenieMeenieMinyMoai: In the NES port, moai heads replace boulders in Ocean World.


Added DiffLines:

* SuperNotDrowningSkills: Rockford doesn't seem to have any more trouble than usual breathing in Ocean World in the NES port. In fact, despite appearing to take place underwater, it doesn't play any fundamentally different from the other worlds.
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None


* BrutalBonusLevel: the V-shaped (and thankfully optional) bonus round, depicted [[http://static.tvtropes.org/pmwiki/pub/images/BD_BrutalBonusLevel_2125.JPG here]].

to:

* BrutalBonusLevel: the The V-shaped (and thankfully optional) bonus round, depicted [[http://static.tvtropes.org/pmwiki/pub/images/BD_BrutalBonusLevel_2125.JPG here]].



* NothingIsScarier: the only music outside the title theme is heard [[SongsInTheKeyOfPanic when the clock is ticking out]]. Imagine if the last ten seconds were represented by ascending notes, coming in the same number. As one Website/YouTube user commented on the above link (see "Ear Worm"):

to:

* NothingIsScarier: the The only music outside besides the title theme is heard [[SongsInTheKeyOfPanic when the clock is ticking out]]. Imagine if the last ten seconds were represented by ascending notes, coming in the same number. As one Website/YouTube user commented on the above link (see "Ear Worm"):



* SelectiveGravity: An inversion of most video game examples: Everything is subject to gravity ''but you''.
* SequelDifficultySpike: it can be argued that the less-known "Boulder Dash 2", both for the Commodore64 and designed by Peter Liepa, [[MissionPackSequel requires the player to have played the first one before the second]], given that ''the very first level of the second'' [[http://www.youtube.com/watch?v=o4Iv6WZ63XM requires the player to blast a hole in a wall by killing a dragonfly (the square-shaped enemy)]]. This game mechanic, alongside the Magic Wall that ''also'' shows up in the aforementioned first level, doesn't show up until halfway through the first game, and it's usually exclusive to advanced players [[ItMakesSenseInContext (trust us on this one)]].

to:

* SelectiveGravity: An inversion of most video game examples: examples- Everything is subject to gravity ''but you''.
* SequelDifficultySpike: it It can be argued that the less-known "Boulder Dash 2", both for the Commodore64 and designed by Peter Liepa, [[MissionPackSequel requires the player to have played the first one before the second]], given that ''the very first level of the second'' [[http://www.youtube.com/watch?v=o4Iv6WZ63XM requires the player to blast a hole in a wall by killing a dragonfly (the square-shaped enemy)]]. This game mechanic, alongside the Magic Wall that ''also'' shows up in the aforementioned first level, doesn't show up until halfway through the first game, and it's usually exclusive to advanced players [[ItMakesSenseInContext (trust us on this one)]].
Is there an issue? Send a MessageReason:
None


* FollowTheLeader: Clones of this game eventually emerged. Many, like ''{{VideoGame/Supaplex}}'' and ''VideoGame/SubTerra'', were considered an improvement to the formula.
Is there an issue? Send a MessageReason:
None


* FollowTheLeader: Clones of this game eventually emerged. Many, like ''{{VideoGame/Supaplex}}'' and ''SubTerra'', were considered an improvement to the formula.

to:

* FollowTheLeader: Clones of this game eventually emerged. Many, like ''{{VideoGame/Supaplex}}'' and ''SubTerra'', ''VideoGame/SubTerra'', were considered an improvement to the formula.
Is there an issue? Send a MessageReason:
None


http://static.tvtropes.org/pmwiki/pub/images/BD_TitleScreen_7746.JPG
[[caption-width:645: [[EarWorm Do-do-do-do-do-do-do-do-do-do-do-do-doooh-dooooooooh]]...]]

''Boulder Dash'' was one of the more popular action-puzzle games of the 8-bit era, and remains the archetypal DiggingGame. First released for UsefulNotes/Atari8BitComputers in 1984 and [[MultiPlatform endlessly ported]], including to the [[UsefulNotes/NintendoEntertainmentSystem NES]] and UsefulNotes/VirtualConsole. In it, the hero Rockford must explore a series of caves/levels, collect a certain quota of diamonds, and reach the exit without dying. Depending on how a level is designed, it could be evocative of {{Block Puzzle}}s like ''VideoGame/{{Sokoban}}'' or a hectic arcade game similar to ''VideoGame/DigDug'', minus the player's capacity to directly defend himself.

to:

http://static.[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/BD_TitleScreen_7746.JPG
[[caption-width:645:
JPG]]
[[caption-width-right:300:
[[EarWorm Do-do-do-do-do-do-do-do-do-do-do-do-doooh-dooooooooh]]...]]

]]
''Boulder Dash'' was is one of the more popular action-puzzle games of the 8-bit era, and remains the archetypal DiggingGame. First released for UsefulNotes/Atari8BitComputers in 1984 and [[MultiPlatform endlessly ported]], including to the [[UsefulNotes/NintendoEntertainmentSystem NES]] and UsefulNotes/VirtualConsole. In it, the hero Rockford must explore a series of caves/levels, collect a certain quota of diamonds, and reach the exit without dying. Depending on how a level is designed, it could be evocative of {{Block Puzzle}}s like ''VideoGame/{{Sokoban}}'' or a hectic arcade game similar to ''VideoGame/DigDug'', minus the player's capacity to directly defend himself.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


''Boulder Dash'' was one of the more popular action-puzzle games of the 8-bit era, and remains the archetypal DiggingGame. First released for UsefulNotes/Atari8BitComputers in 1984 and [[MultiPlatform endlessly ported]], including to the [[UsefulNotes/NintendoEntertainmentSystem NES]] and UsefulNotes/VirtualConsole. In it, the hero Rockford must explore a series of caves/levels, collect a certain quota of diamonds, and reach the exit without dying. Depending on how a level is designed, it could be evocative of {{Block Puzzle}}s like {{Sokoban}} or a hectic arcade game similar to DigDug, minus the player's capacity to directly defend himself.

to:

''Boulder Dash'' was one of the more popular action-puzzle games of the 8-bit era, and remains the archetypal DiggingGame. First released for UsefulNotes/Atari8BitComputers in 1984 and [[MultiPlatform endlessly ported]], including to the [[UsefulNotes/NintendoEntertainmentSystem NES]] and UsefulNotes/VirtualConsole. In it, the hero Rockford must explore a series of caves/levels, collect a certain quota of diamonds, and reach the exit without dying. Depending on how a level is designed, it could be evocative of {{Block Puzzle}}s like {{Sokoban}} ''VideoGame/{{Sokoban}}'' or a hectic arcade game similar to DigDug, ''VideoGame/DigDug'', minus the player's capacity to directly defend himself.
Is there an issue? Send a MessageReason:
None


* ArcadePerfectPort: ''Inverted'', as bizarre as that may sound. Boulder Dash was the first game to be ported from a home computer system ''to'' the arcade.

to:

* ArcadePerfectPort: ''Inverted'', as bizarre as that may sound. Boulder Dash was the first game to be ported from a home computer system ''to'' the arcade. (There were at least two coin-op versions, ''Rockford'' by Mastertronic and ''Boulder Dash'' by Data East.)



* FanSequel: Visit sites that offer ROM files of C-64 games and you will find literally ''hundreds'' of home-grown Boulder Dash sequels.

to:

* FanSequel: Visit sites that offer ROM files of C-64 games and you will find literally ''hundreds'' of home-grown Boulder Dash sequels. ''Megablasters'' for the UsefulNotes/AmstradCPC was also massive.
Is there an issue? Send a MessageReason:
None


''Boulder Dash'' was one of the more popular action-puzzle games of the 8-bit era, and remains the archetypal DiggingGame. First released for Atari8BitComputers in 1984 and [[MultiPlatform endlessly ported]], including to the [[NintendoEntertainmentSystem NES]] and VirtualConsole. In it, the hero Rockford must explore a series of caves/levels, collect a certain quota of diamonds, and reach the exit without dying. Depending on how a level is designed, it could be evocative of {{Block Puzzle}}s like {{Sokoban}} or a hectic arcade game similar to DigDug, minus the player's capacity to directly defend himself.

to:

''Boulder Dash'' was one of the more popular action-puzzle games of the 8-bit era, and remains the archetypal DiggingGame. First released for Atari8BitComputers UsefulNotes/Atari8BitComputers in 1984 and [[MultiPlatform endlessly ported]], including to the [[NintendoEntertainmentSystem [[UsefulNotes/NintendoEntertainmentSystem NES]] and VirtualConsole.UsefulNotes/VirtualConsole. In it, the hero Rockford must explore a series of caves/levels, collect a certain quota of diamonds, and reach the exit without dying. Depending on how a level is designed, it could be evocative of {{Block Puzzle}}s like {{Sokoban}} or a hectic arcade game similar to DigDug, minus the player's capacity to directly defend himself.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* TunnelKing: Rockford
Is there an issue? Send a MessageReason:
None


Boulder Dash's primary feature is that boulders and diamonds are subject to gravity, but the player is not. A stack of rocks and diamonds will roll off of each other into a pile if there is room to do so. A careless player may find himself crushed or trapped beneath a mountain of rubble. Certain enemies, when killed, explode into diamonds which can either be collected or kill enemies or players beneath them. Other enemies simply explode, like highly mobile ExplodingBarrels, which can be necessary for blasting a hole in a wall.

to:

Boulder Dash's primary feature is that boulders and diamonds are subject to gravity, [[SelectiveGravity but the player is not.not]]. A stack of rocks and diamonds will roll off of each other into a pile if there is room to do so. A careless player may find himself crushed or trapped beneath a mountain of rubble. Certain enemies, when killed, explode into diamonds which can either be collected or kill enemies or players beneath them. Other enemies simply explode, like highly mobile ExplodingBarrels, which can be necessary for blasting a hole in a wall.
Is there an issue? Send a MessageReason:
None


''Boulder Dash'' was one of the more popular action-puzzle games of the 8-bit era. First released for Atari8BitComputers in 1984 and [[MultiPlatform endlessly ported]], including to the [[NintendoEntertainmentSystem NES]] and VirtualConsole. In it, the hero Rockford must explore a series of caves/levels, collect a certain quota of diamonds, and reach the exit without dying. Depending on how a level is designed, it could be evocative of {{Block Puzzle}}s like {{Sokoban}} or a hectic arcade game similar to DigDug, minus the player's capacity to directly defend himself.

to:

''Boulder Dash'' was one of the more popular action-puzzle games of the 8-bit era.era, and remains the archetypal DiggingGame. First released for Atari8BitComputers in 1984 and [[MultiPlatform endlessly ported]], including to the [[NintendoEntertainmentSystem NES]] and VirtualConsole. In it, the hero Rockford must explore a series of caves/levels, collect a certain quota of diamonds, and reach the exit without dying. Depending on how a level is designed, it could be evocative of {{Block Puzzle}}s like {{Sokoban}} or a hectic arcade game similar to DigDug, minus the player's capacity to directly defend himself.
Is there an issue? Send a MessageReason:
None


* FollowTheLeader: Clones of this game eventually emerged. Many, like ''SupaPlex'' and ''SubTerra'', were considered an improvement to the formula.

to:

* FollowTheLeader: Clones of this game eventually emerged. Many, like ''SupaPlex'' ''{{VideoGame/Supaplex}}'' and ''SubTerra'', were considered an improvement to the formula.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CameraScrew: While the camera tries to keep the plater in-view, it's possible to outrun the camera if the speed is high enough. Even without outrunning the camera, you have to be dangerously close to the edge to cause it to pan.

Added: 275

Changed: 250

Is there an issue? Send a MessageReason:
None


* RemixedLevel: Each base layout is remixed five times, with a random sprinkling of boulders and the like. The random sprinkle somtimes forces you to use different tactics, especially in crowded levels. Other levels remain dientical, changing only in time or gems needed.



** ''Boulder Dash'' Intermission 3 is reported to be unwinnable on PAL systems. This optional level is not required to complete the game.
** ''Boulder Dash 3'' Cave A-5 is unwinnable, with a boulder blocking the entrance. Caves I-4 and I-5 also suffer from unwinnability.

to:

** ''Boulder Dash'' Intermission 3 is reported to be unwinnable on PAL systems. This optional level is not required to complete systems, with the game.
player being spawn-killed. At worst, you don't get the extra life.
** ''Boulder Dash 3'' Cave A-5 is unwinnable, with a boulder blocking the entrance. Caves I-4 and I-5 are also suffer from unwinnability.unwinnable. Note that these are checkpoint levels, and you can't complete levels that can only be reached by them.
Is there an issue? Send a MessageReason:
None


* FollowTheLeader: Clones of this game eventually emerged. Many, like ''SupaPlex'', were considered an improvement to the formula.

to:

* FollowTheLeader: Clones of this game eventually emerged. Many, like ''SupaPlex'', ''SupaPlex'' and ''SubTerra'', were considered an improvement to the formula.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SelectiveGravity: An inversion of most video game examples: Everything is subject to gravity ''but you''.
Is there an issue? Send a MessageReason:
None


* CrowningMusicOfAwesome: the GameBoyAdvance title, Boulder Dash EX, is an AdaptationExpansion of sorts, since it adds an enhanced single-player mode (with a JRPG-like plot and VideoGame/{{Bomberman}}-like items thrown in the mix) to a VideoGameRemake (with the same enhanced interface) of the original hit; but the fact the whole soundtrack [[http://www.youtube.com/watch?v=Y4RToNusfHE&feature=related can be found on Youtube ONLY in a single video]] pretty much ''defines'' the "NeedsMoreLove" trope.
* EarWorm: the title screen may be the only music in the game (not quite: see "Nothing Is Scarier" below), but you know it uses ''well'' the limited powers of the Commodore64 when it gets stuck in your head like that. [[http://www.youtube.com/watch?v=14CAO72_pJw Listen for yourself.]]
Is there an issue? Send a MessageReason:
Namespace


* NothingIsScarier: the only music outside the title theme is heard [[SongsInTheKeyOfPanic when the clock is ticking out]]. Imagine if the last ten seconds were represented by ascending notes, coming in the same number. As one YouTube user commented on the above link (see "Ear Worm"):

to:

* NothingIsScarier: the only music outside the title theme is heard [[SongsInTheKeyOfPanic when the clock is ticking out]]. Imagine if the last ten seconds were represented by ascending notes, coming in the same number. As one YouTube Website/YouTube user commented on the above link (see "Ear Worm"):



* {{UnwinnableByMistake}}: Beyond the ability to ruin your own attempt at finishing a level, some levels are unwinnable.
** ''Boulder Dash'' Intermission 3 is reported to be unwinnable on PAL systems. This optional level is not required to complete the game.

to:

* {{UnwinnableByMistake}}: UnwinnableByMistake: Beyond the ability to ruin your own attempt at finishing a level, some levels are unwinnable.
unwinnable.
** ''Boulder Dash'' Intermission 3 is reported to be unwinnable on PAL systems. This optional level is not required to complete the game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

http://static.tvtropes.org/pmwiki/pub/images/BD_TitleScreen_7746.JPG
[[caption-width:645: [[EarWorm Do-do-do-do-do-do-do-do-do-do-do-do-doooh-dooooooooh]]...]]

''Boulder Dash'' was one of the more popular action-puzzle games of the 8-bit era. First released for Atari8BitComputers in 1984 and [[MultiPlatform endlessly ported]], including to the [[NintendoEntertainmentSystem NES]] and VirtualConsole. In it, the hero Rockford must explore a series of caves/levels, collect a certain quota of diamonds, and reach the exit without dying. Depending on how a level is designed, it could be evocative of {{Block Puzzle}}s like {{Sokoban}} or a hectic arcade game similar to DigDug, minus the player's capacity to directly defend himself.

Boulder Dash's primary feature is that boulders and diamonds are subject to gravity, but the player is not. A stack of rocks and diamonds will roll off of each other into a pile if there is room to do so. A careless player may find himself crushed or trapped beneath a mountain of rubble. Certain enemies, when killed, explode into diamonds which can either be collected or kill enemies or players beneath them. Other enemies simply explode, like highly mobile ExplodingBarrels, which can be necessary for blasting a hole in a wall.

Boulder Dash was also a technical achievement, with large, freely-scrolling multi-screen levels potentially filled with falling rubble and roaming enemies. It achieved this effect on relatively underpowered hardware by way of its InvisibleGrid; everything moved one "tile" at a time, and enemies were lethal if the player was simply adjacent to them.

----

!! This work shows examples of:
* ArcadePerfectPort: ''Inverted'', as bizarre as that may sound. Boulder Dash was the first game to be ported from a home computer system ''to'' the arcade.
* BrutalBonusLevel: the V-shaped (and thankfully optional) bonus round, depicted [[http://static.tvtropes.org/pmwiki/pub/images/BD_BrutalBonusLevel_2125.JPG here]].
* CrowningMusicOfAwesome: the GameBoyAdvance title, Boulder Dash EX, is an AdaptationExpansion of sorts, since it adds an enhanced single-player mode (with a JRPG-like plot and VideoGame/{{Bomberman}}-like items thrown in the mix) to a VideoGameRemake (with the same enhanced interface) of the original hit; but the fact the whole soundtrack [[http://www.youtube.com/watch?v=Y4RToNusfHE&feature=related can be found on Youtube ONLY in a single video]] pretty much ''defines'' the "NeedsMoreLove" trope.
* EarWorm: the title screen may be the only music in the game (not quite: see "Nothing Is Scarier" below), but you know it uses ''well'' the limited powers of the Commodore64 when it gets stuck in your head like that. [[http://www.youtube.com/watch?v=14CAO72_pJw Listen for yourself.]]
* FanSequel: Visit sites that offer ROM files of C-64 games and you will find literally ''hundreds'' of home-grown Boulder Dash sequels.
* FollowTheLeader: Clones of this game eventually emerged. Many, like ''SupaPlex'', were considered an improvement to the formula.
* NothingIsScarier: the only music outside the title theme is heard [[SongsInTheKeyOfPanic when the clock is ticking out]]. Imagine if the last ten seconds were represented by ascending notes, coming in the same number. As one YouTube user commented on the above link (see "Ear Worm"):
--> ''The [[HellIsThatNoise "last seconds sound"]] is still making me pee my pants.''
* SequelDifficultySpike: it can be argued that the less-known "Boulder Dash 2", both for the Commodore64 and designed by Peter Liepa, [[MissionPackSequel requires the player to have played the first one before the second]], given that ''the very first level of the second'' [[http://www.youtube.com/watch?v=o4Iv6WZ63XM requires the player to blast a hole in a wall by killing a dragonfly (the square-shaped enemy)]]. This game mechanic, alongside the Magic Wall that ''also'' shows up in the aforementioned first level, doesn't show up until halfway through the first game, and it's usually exclusive to advanced players [[ItMakesSenseInContext (trust us on this one)]].
** It ''is'' AllThereInTheManual, of course. Then again, not every player had access to the manual.
* {{UnwinnableByMistake}}: Beyond the ability to ruin your own attempt at finishing a level, some levels are unwinnable.
** ''Boulder Dash'' Intermission 3 is reported to be unwinnable on PAL systems. This optional level is not required to complete the game.
** ''Boulder Dash 3'' Cave A-5 is unwinnable, with a boulder blocking the entrance. Caves I-4 and I-5 also suffer from unwinnability.

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