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Tropes applying to Steam Workshop remixes of main menu content are found [[Chippy/WorkshopRemixTropes here]].

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This game has Platform/{{Steam}} Workshop support. Due to the sheer amount of content produced by fans, and its ease of accessibility in the game, additional tropes were split into several pages:
[[index]]
* [[Characters/{{Chippy}} Official characters]]
* [[Characters/ChippyWorkshop Steam Workshop characters]]
* [[Chippy/WorkshopRemixTropes
Tropes applying to Steam Workshop remixes of main menu content are found [[Chippy/WorkshopRemixTropes here]].
remixes]]
[[/index]]
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Spelling/grammar fix(es)


* BrutalBonusLevel: The Nightmare versions of the main campaigns are ridiculously tough extra stages, with attacks being faster[[note]]Which doesn't mix nicely with how strategy-oriented the game is![[/note]] and more varied, you having no Shield to start with, and your gun dealing slightly less damage.

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* BrutalBonusLevel: The Nightmare versions of the main campaigns are house ridiculously tough extra stages, with attacks being faster[[note]]Which doesn't mix nicely with how strategy-oriented the game is![[/note]] and more varied, you having no Shield to start with, and your gun dealing slightly less damage.

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Trope was cut/disambiguated due to cleanup


* BulletHell: ''Lots'' of bullets are fires by the bosses.

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* BrutalBonusLevel: The Nightmare versions of the main campaigns are ridiculously tough extra stages, with attacks being faster[[note]]Which doesn't mix nicely with how strategy-oriented the game is![[/note]] and more varied, you having no Shield to start with, and your gun dealing slightly less damage.
* BulletHell: ''Lots'' of bullets are fires fired by the bosses.



* NintendoHard: The Nightmare versions of the main campaigns are ridiculously tough, with attacks being faster[[note]]Which doesn't mix nicely with how strategy-oriented the game is![[/note]] and more varied, you having no Shield to start with, and your gun dealing slightly less damage.
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** Shield pickups massively augment your survivability; they function as HitPoints.
** Damage pickups are helpful even if you're not going for fast times — they '''permanently increase''' the amount of damage your gun deals, allowing you to spend less time fighting a boss and struggle through fewer enemy attacks. They're virtually always ''the only'' powerup that cannot be expended or lost until death.

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** Shield pickups massively augment your survivability; they function as HitPoints.
HitPoints. You start normal-difficulty stages with only one, so eschewing more varied attack items for more Shields will prevent you from dying in a measly two hits.
** Damage pickups are helpful even if you're not going for fast times — they '''permanently increase''' the amount of damage your gun deals, allowing you to spend less time fighting a boss and struggle through fewer enemy attacks. They're virtually always also ''the only'' powerup powerup[[note]]apart from the Factory pickup, which [[AwesomeButImpractical has an equally indefinite drawback]][[/note]] that cannot be expended or lost until death.
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[[folder:Examples from the main menu stages]]

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[[folder:Examples from [[folder:Tropes applying to the main menu stages]]



[[folder:Examples from the Ball Pit]]

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[[folder:Examples from [[folder:Tropes applying to the Ball Pit]]

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[[folder:Examples from the main menu stages]]



[[AC:Ball Pit]]

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[[AC:Ball Pit]]
[[/folder]]

[[folder:Examples from the Ball Pit]]


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[[/folder]]

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* AntiHoarding:
** Most single-use attack and defense powerups are {{cap}}ped at 3 or 9, to prevent you from saving them all for blasting the last boss form's core, or spamming a forcefield around yourself.
** Shield containers spawn less frequently if you have more Shields on you, making it inefficient to shy away from the boss to farm them.



* {{Cap}}: Each player cannot have more than three [[BodyArmorAsHitPoints Shield pickups]] at a time. All offensive and many defensive powerups also have noticeable limits on how high they can be stacked; and many passive effects are impossible to stack.

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* {{Cap}}: Each player cannot have more than three [[BodyArmorAsHitPoints Shield pickups]] at a time. All offensive and many defensive powerups also have noticeable limits on how high they can be stacked; stacked, and many passive effects rare pickups are impossible to stack.

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Insurance isn't boring to the extent of the standard shooter's Damage and Shield, yet it's more cost-effective than Shield and any other Money Multiplier.


* RecursiveAmmo The Airburst item launches a projectile that shoots shrapnel throughout the surrounding area.

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* RecursiveAmmo RecursiveAmmo: The Airburst item launches a projectile that shoots shrapnel throughout the surrounding area.



* BoringButPractical: Each Insurance pickup grants you one dollar[[note]]This is also the only money-granting powerup whose money pickups are attracted to you and have practically no risk of being stolen[[/note]] every time you lose a Shield with it. For each pickup level, losing a Shield three times after buying it is enough for you to make a profit.


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* SimpleYetAwesome: Each Insurance pickup grants you one dollar[[note]]This is also the only money-granting powerup whose money pickups are attracted to you and have practically no risk of being stolen[[/note]] every time you lose a Shield with it. For each pickup level, losing a Shield three times after buying it is enough for you to make a profit. Also, if you end up behind in the game, at least the extra shields you respawn with will compound this simplistic buff, allowing more cash to roll in without a press of the item use button.
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* UnstableEquilibrium: At the end of each round, the winner earns five more dollars than the loser does, allowing them to buy more and/or better items to aid them further. However, this is tempered by multiple {{Comeback Mechanics}}.

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* UnstableEquilibrium: At the end of each round, the winner earns five more dollars than the loser does, allowing them to buy more and/or better items to aid them further. However, this is tempered by multiple {{Comeback Mechanics}}.Mechanic}}s.

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* ComebackMechanic:
** More Shields are given to the respawning player if they are losing.
** Additional coins as "pity bonuses" are given to any player who loses at least three rounds in a row.
** Mid-round powerups' sinusoidal trajectories are closer to whichever player is losing.



* UnstableEquilibrium: {{Zigzagg|ing Trope}}ed:
** At the end of each round, the winner earns five more dollars than the loser does, allowing them to buy more and/or better items to aid them further.
** However, [[InvertedTrope the above is significantly tempered by]] more Shields being given to respawning players that are losing, as well as "pity bonuses" being given to any player who loses at least three rounds in a row.

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* UnstableEquilibrium: {{Zigzagg|ing Trope}}ed:
**
At the end of each round, the winner earns five more dollars than the loser does, allowing them to buy more and/or better items to aid them further.
**
further. However, [[InvertedTrope the above this is significantly tempered by]] more Shields being given to respawning players that are losing, as well as "pity bonuses" being given to any player who loses at least three rounds in a row.by multiple {{Comeback Mechanics}}.
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T He ball server's speech text isn't a gameplay trope


* {{CAPS LOCK}}: The ball-firing unit's speech consists solely of capital letters.

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* AwesomeButImpractical:
** The Factory pickup causes you to slowly generate an infinite supply of Cannon items and sometimes other offensive powerups, making it ''the game's strongest powerup in the long run''. However, it is {{cursed| item}} in its only official appearance (the Quartet stage), and it will cause a lengthy and damaging trail to be constantly emitted by you.
** Various cursed powerups spawn attacks that just make the stage take longer to beat, and aren't worth such an added risk.

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* AwesomeButImpractical:
**
AwesomeButImpractical: The Factory pickup causes you to slowly generate an infinite supply of Cannon items and sometimes other offensive powerups, making it ''the game's strongest powerup in the long run''. However, it is {{cursed| item}} in its only official appearance (the Quartet stage), and it will cause a lengthy and damaging trail to be constantly emitted by you.
** Various cursed powerups spawn attacks that just make the stage take longer to beat, and aren't worth such an added risk.
you.



* CursedItem: Certain powerups (with red borders) spawn an extra hazard for you to avoid. Some are AwesomeButImpractical to collect, and some others' advantages are well worth the increased difficulty.

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* CursedItem: Certain powerups (with red borders) spawn an extra hazard for you to avoid. Some are AwesomeButImpractical far from practical to collect, and some others' advantages are well worth the increased difficulty.

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Autoball and Bump Spawn are passive and not flashy, and the only reliable cursed powerups aren't exceptionally difficult


** Certain cursed powerups allow for better times, assuming you can handle the added danger.



* AwesomeButImpractical:
** The Gutter Money pickup permanently gives some chance of your balls hitting your gutter to turn into money pickups. The pickup, however, costs so much money to get that making an actual profit off of it is very unlikely to occur. And your opponent may even grab some of the money pickups...
** The Autoball and Bump Spawn pickups allow you to spawn small balls... which will knock you around a bit due to them being bumped upon spawning, making tight maneuvers more dangerous.

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* AwesomeButImpractical:
**
AwesomeButImpractical: The Gutter Money pickup permanently gives some chance of your balls hitting your gutter to turn into money pickups. The pickup, however, costs so much money to get that making an actual profit off of it is very unlikely to occur. And your opponent may even grab some of the money pickups...
** The Autoball and Bump Spawn pickups allow you to spawn small balls... which will knock you around a bit due to them being bumped upon spawning, making tight maneuvers more dangerous.
pickups...

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Manual defense items aren't exceptionally boring


* BoringButPractical:
** Once passive pickups are obtained, their effects occur without player input.
*** Shield pickups massively augment your survivability; they function as HitPoints.
*** Damage pickups are helpful even if you're not going for fast times — they '''permanently increase''' the amount of damage your gun deals, allowing you to spend less time fighting a boss and struggle through fewer enemy attacks. They're virtually always ''the only'' powerup that cannot be expended or lost until death.
** The Repel item generates a burst that shoves bullets away from you. That doesn't seem like much, but a good number of them can be an effective defense from a sudden wave of tough attacks.

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* BoringButPractical:
**
BoringButPractical: Once passive pickups are obtained, their effects occur without player input.
***
input. The two most common ones make it easier to destroy things and avoid getting destroyed, with no drawbacks:
**
Shield pickups massively augment your survivability; they function as HitPoints.
*** ** Damage pickups are helpful even if you're not going for fast times — they '''permanently increase''' the amount of damage your gun deals, allowing you to spend less time fighting a boss and struggle through fewer enemy attacks. They're virtually always ''the only'' powerup that cannot be expended or lost until death.
** The Repel item generates a burst that shoves bullets away from you. That doesn't seem like much, but a good number of them can be an effective defense from a sudden wave of tough attacks.
death.

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* ArbitraryMaximumRange: All kinds of bullets fired by you, turrets, drones, and [[RecursiveAmmo Airburst projectiles]] dissipate upon traveling far enough.
* ArbitraryMinimumRange: Most of said bullets are weaker at point-blank, and they (especially Barrage and Broadside bullets) are stronger when close to, but not bordering on, their maximum range.

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* ArbitraryMaximumRange: ArbitraryWeaponRange:
**
All kinds of bullets fired by you, turrets, drones, and [[RecursiveAmmo Airburst projectiles]] dissipate upon traveling far enough.
* ArbitraryMinimumRange: ** Most of said bullets are weaker at point-blank, and they (especially Barrage and Broadside bullets) are stronger when close to, but not bordering on, their maximum range.
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misuse of syntax


* TimeTrial: Stages can be replayed in order to get a faster time. There's also a mode that accommodates full-campaign [[SpeedRun speedruns]].

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* TimeTrial: Stages can be replayed in order to get a faster time. There's also a mode that accommodates full-campaign [[SpeedRun speedruns]].{{speedrun}}s.
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* CriticalExistenceFailure: {{Justified|Trope}} by you, the player, using [[SingleUseShield Single-Use Shields]] as HitPoints. Most bosses you fight are [[SubsystemDamage another story]].

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* CriticalExistenceFailure: {{Justified|Trope}} Your ship flying and shooiting fully functionally until defeated is {{justified|Trope}} by you, the player, using use of [[SingleUseShield Single-Use Shields]] as HitPoints. Most bosses you fight are [[SubsystemDamage another story]].story]], though.



** Broadside items allow you to fire spreads of bullets from your sides.\

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** Broadside items allow you to fire spreads of bullets from your sides.\
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All campaigns are visible in the main menu, so the deleted inversion doesn't work around all of the trope's requirements.


* DoubleUnlock: {{Inverted| Trope}} with the Nightmare Invasion campaign, which can be unlocked by beating the normal Invasion campaign or, as a much more difficult alternative, beating the Nightmare Crusade campaign.

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Since the Quartet and Crossfire foes are ubiquitous throughout the respective stages, the stages' elements do pertain to the enemies as characters, contrary to what I previously decided.


* BulletHell: Lots of bullets.

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* BulletHell: Lots ''Lots'' of bullets.bullets are fires by the bosses.



* {{Roboteching}}:
** The bullets that comprise the main threat of the Crossfire stage turn 90 degrees to you and speed up once you're to their sides.
** Large orbs that repeatedly move to your position spawn in the stage as well.



* ShockAndAwe: In Crossfire, [[spoiler:a rotating partial ring of diamonds enclosed by electricity will start spawning once you survive over twenty minutes.]]



* WrapAround: Kite-shaped projectiles that spawn pass through opposite borders of the Crossfire arena this way.
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* WrapAround: Kite-shaped projectiles that spawn pass through opposite borders of the Crossfire arena this way.

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* AllTheWorldsAreAStage: The guns encountered in the Credits stage launch attacks used by various official bosses.



* BreakablePowerUp: The Spawner effect if lost if you take a hit. You can get an achievement for essentially [[NoDamageRun no-hitting]] Medusa's second and third forms.

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* BreakablePowerUp: The Spawner effect if lost if you take a hit. You can get an achievement for essentially [[NoDamageRun no-hitting]] Medusa's second and third forms. The [[MiniGameCredits Credits]]-exclusive LaserSight pickup can also be lost this way.



* FastForwardMechanic: The Fast Forward item, found in Crossfire and the Credits, temporarily ''speeds up'' time.

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* FastForwardMechanic: The Fast Forward item, found in Crossfire and as opposed to the Credits, Slowmo item, temporarily ''speeds up'' time.time.
** They allow impatient players to reach higher Crossfire scores ''faster''.
** Due to the Credits stage's time-attack mode preventing the timer from being affected by the in-arena flow of time, each use of the item will ultimately shave a couple seconds off your stage time there.



* LaserSight: The boss fought at the end of the [[MiniGameCredits Credits]] stage can fire a unique namesake pickup, which causes you to emit a thin beam that deals very light damage and assists in aiming.



* MarathonLevel:
** Getting a gold medal in [[EndlessGame Crossfire]] requires you to survive for ''almost 15 minutes''.
** Getting a gold medal in the Credits stage (a difficult feat which requires the use of Fast Forward items) requires the stage the be beaten in under ''ten minutes''.



* MiniGameCredits: The Credits stage allows you to battle units that contain the names of the Chippy development team and the top 10 players of the latest legacy version.
* MultiDirectionalBarrage: The Credits stage has the Omnislice item, which launches a 360-degree spread of ''nine Slice projectiles''.



* PurposelyOverpowered: The Omnislice item takes a Slice projectile, lengthens its effect, and turns it into a radial burst of ''nine'', rendering an already useful function obscenely strong. However, it is exclusive to the Credits stage, there being just one secluded to an inner gun of one unit. Use it wisely.



* {{Roboteching}}:
** The bullets that comprise the main threat of the Crossfire stage turn 90 degrees to you and speed up once you're to their sides.
** Large orbs that repeatedly move to your position spawn in the stage as well.



* ShockAndAwe: In Crossfire, [[spoiler:a rotating partial ring of diamonds enclosed by electricity will start spawning once you survive over twenty minutes.]]



** Broadside items allow you to fire spreads of bullets from your sides.

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** Broadside items allow you to fire spreads of bullets from your sides.\
** The Triple Cannon, an item exclusive to the Credits stage, fires a spread of three Cannon projectiles.




[[AC:Credits]]

* AllTheWorldsAreAStage: The parts encountered launch various attacks used by official bosses.
* BreakablePowerUp: The Laser Sight pickup, like the Spawner pickup, is lost upon taking a hit.
* {{CAPS LOCK}}: The boss's speech consists solely of capital letters.
* {{Counterspell}}: The boss will Erase at any Slice or Omnislice projectiles you fire.
* FastForwardMechanic: Fast Forward powerups appear, and due to the Credits stage's time-attack mode preventing the timer from being affected by the in-arena flow of time, each use of the item will ultimately shave a couple seconds off your stage time.
* LaserSight: The boss fought at the end can fire this stage's unique namesake pickup, which causes you to emit a thin beam that deals very light damage and assists in aiming.
* MarathonLevel: Getting a gold medal in this stage (a difficult feat which requires the use of Fast Forward items) requires the stage the be beaten in under ''ten minutes''.
* MiniGameCredits: You get to battle units that contain the names of the Chippy development team and the top 10 players of the latest legacy version.
* MultiDirectionalBarrage: The Omnislice item, which launches a 360-degree spread of ''nine Slice projectiles'', does not appear in any official stages besides this one.
* PurposelyOverpowered: The Omnislice item takes a Slice projectile, lengthens its effect, and turns it into a radial burst of ''nine'', rendering an already useful function obscenely strong. However, there is just one secluded to an inner gun of one unit. Use it wisely.
* SpreadShot: The Triple Cannon, also exclusive here, fires a spread of three Cannon projectiles.
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* PurposelyOverpowered: The Omnislice item takes a Slice projectile, lengthens its effect, and turns it into a radial burst of ''nine'', rendering an already useful function obscenely strong. However, there is just one secluded to an inner gun of one unit. Use it wisely.

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* UnstableEquilibrium: The [[CompetitiveMultiplayer Ball Pit]] {{zigzag|ging Trope}}s this:
** At the end of each round, the winner earns five more credits than the loser does, allowing them to buy more and/or better items to aid them further.
** However, [[InvertedTrope the above is significantly tempered by]] more Shields being given to respawning players that are losing, as well as "pity bonuses" being given to any player who loses at least three rounds in a row.



* RedSkyTakeWarning: In the main phases of later rounds, the background will be redder.

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* RedSkyTakeWarning: In The closer the main phases of later rounds, winning player is to victory, the redder the background will be redder.is.

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The Ball Pit and Credits stages aren't sufficiently centered around the living units' characterization to be troped in a character sheet.


Tropes applying to Steam Workshop remixes of main menu content are found [[Chippy/WorkshopRemixTropes here]].



!!''Chippy'' provides examples of:

See Steam Workshop remixes of main menu content [[Chippy/WorkshopRemixTropes here]].

[[AC:Official gameplay]]

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!!''Chippy'' !!''Chippy'''s official gameplay provides examples of:

See Steam Workshop remixes of main menu content [[Chippy/WorkshopRemixTropes here]].

[[AC:Official gameplay]]
of:

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The Airburst projectile gradually shoots bullets, so I shouldn't have removed it as an example of Recursive Ammo.


* CompetitiveMultiplayer: The Ball Pit is the BulletHell equivalent of 1v1 dodgeball combined with air hockey, where you must be the first to score 10 points. Each point is scored and the round won when one's opponent is hit by an enemy ball while they have no Shield or Teleport pickups.



* LaserSight: The boss fought at the end of the [[MiniGameCredits Credits]] stage can fire a unique namesake pickup, which causes you to emit a thin beam that deals very light damage and assists in aiming.



* MultiDirectionalBarrage: The Credits stage has the Omnislice item, which launches a 360-degree spread of ''nine Slice projectiles''.



* RecursiveAmmo The Airburst item launches a projectile that shoots shrapnel throughout the surrounding area.



** The Triple Cannon, an item exclusive to the Credits stage, fires a spread of three Cannon projectiles.


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[[AC:Ball Pit]]

* AllWebbedUp: The reusable Web item allows a player to fire a web that can anchor the two players towards each other.
* AwesomeButImpractical:
** The Gutter Money pickup permanently gives some chance of your balls hitting your gutter to turn into money pickups. The pickup, however, costs so much money to get that making an actual profit off of it is very unlikely to occur. And your opponent may even grab some of the money pickups...
** The Autoball and Bump Spawn pickups allow you to spawn small balls... which will knock you around a bit due to them being bumped upon spawning, making tight maneuvers more dangerous.
* BoringButPractical: Each Insurance pickup grants you one dollar[[note]]This is also the only money-granting powerup whose money pickups are attracted to you and have practically no risk of being stolen[[/note]] every time you lose a Shield with it. For each pickup level, losing a Shield three times after buying it is enough for you to make a profit.
* {{CAPS LOCK}}: The ball-firing unit's speech consists solely of capital letters.
* CompetitiveMultiplayer: This mode is the BulletHell equivalent of 1v1 dodgeball combined with air hockey, where you must be the first to score 10 points. Each point is scored and the round won when one's opponent is hit by an enemy ball while they have no Shield or Teleport pickups.
* CounterAttack: The Revenge pickup causes the bearer to fire balls in all directions upon losing a Shield.
* CrosshairAware: Snipe items allow the player to place a damaging burst at a displayed crosshair that moves with the user.
* DeathOrGloryAttack: {{Downplayed|Trope}} with the Ultimatum item, which stops the user's movement (but not direction) and makes them continuously fire balls forward. While this attack can be extremely powerful, the user becomes more vulnerable to a well-aimed attack from their opponent, and the item's effect will stop if its user gets hit.
* EnergyWeapon:
** The Laser item spawns a temporary laser beam from the player's location at the item's use.
** The Railgun item fires a short-lived blast from the user.
* GrappleMove: The Tether item spawns a circle on the opponent's side that anchors their movement on contact.
* HighlySpecificCounterplay: The Scatter pickup can make ball movement more dangerous for its user just as easily as it can make them safer. Its sole reliable use is to counter the opponent Redirecting their balls in a ''vertical'' direction.
* HomingProjectile: The Homing item sends a homing orb the opponent's way.
* InterfaceScrew: The reusable Confuse item allows a player to launch a projectile that temporarily inverts the opponent's controls.
* LauncherMove: The Bubbles item launches knockback-inflicting bubbles from the user.
* LootBoxes: Using the Booster Pack item spawns several powerups for the user to collect.
* LuckManipulationMechanic:
** The Luck pickup increases the odds of the bearer's pickups' random outcomes being desirable for them.
** The Bigger Shop pickup gives each shop kiosk one more powerup to choose from, increasing the odds of you being able to get a certain powerup you want.
* MoneyMultiplier: The stage has four purchasable items that are solely used to obtain more money. They are, from most to least common: Insurance, Endow, Abundance, and Gutter Money.
* MultiplayerOnlyItem: The majority of this 2-player-exclusive stage's powerups are unique to it.
* ProjectileWebbing: As opposed to the beam used by Phobia and Nightmare Goliath, the Web item shoots a small projectile.
* RedSkyTakeWarning: In the main phases of later rounds, the background will be redder.
* SingleUseShield: The Teleport pickup acts like a higher layer of Shields, but with almost no MercyInvincibility and the player teleporting to a random spot on their side upon getting hit.
* SprintShoes: Downplayed with the Faster Movement pickup, which ever-so-slightly increases the bearer's movement speed for the remainder of the game.
* UnstableEquilibrium: {{Zigzagg|ing Trope}}ed:
** At the end of each round, the winner earns five more dollars than the loser does, allowing them to buy more and/or better items to aid them further.
** However, [[InvertedTrope the above is significantly tempered by]] more Shields being given to respawning players that are losing, as well as "pity bonuses" being given to any player who loses at least three rounds in a row.
* VideoGameStealing: The Steal item allows the user to teleport a powerup from their opponent's side to their own.

[[AC:Credits]]

* AllTheWorldsAreAStage: The parts encountered launch various attacks used by official bosses.
* BreakablePowerUp: The Laser Sight pickup, like the Spawner pickup, is lost upon taking a hit.
* {{CAPS LOCK}}: The boss's speech consists solely of capital letters.
* {{Counterspell}}: The boss will Erase at any Slice or Omnislice projectiles you fire.
* FastForwardMechanic: Fast Forward powerups appear, and due to the Credits stage's time-attack mode preventing the timer from being affected by the in-arena flow of time, each use of the item will ultimately shave a couple seconds off your stage time.
* LaserSight: The boss fought at the end can fire this stage's unique namesake pickup, which causes you to emit a thin beam that deals very light damage and assists in aiming.
* MarathonLevel: Getting a gold medal in this stage (a difficult feat which requires the use of Fast Forward items) requires the stage the be beaten in under ''ten minutes''.
* MiniGameCredits: You get to battle units that contain the names of the Chippy development team and the top 10 players of the latest legacy version.
* MultiDirectionalBarrage: The Omnislice item, which launches a 360-degree spread of ''nine Slice projectiles'', does not appear in any official stages besides this one.
* SpreadShot: The Triple Cannon, also exclusive here, fires a spread of three Cannon projectiles.
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None

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** [[https://store.steampowered.com/news/app/602700/view/3373776723216211800 The 7/20/2022 hotfix]] prevented cancelling loading between stages during a speedrun; such was once known to [[https://youtu.be/ewdAjf3kBFY?t=2977 remove players' entire progress in speedruns]].

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