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Moving page to Fire And Ice The Daring Adventures Of Cool Coyote, redirecting to the disambig to prep for another video game with a similar name whose page I will make when I'm finished here.


[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/fire_and_ice_game.png]]

''Fire & Ice: The Daring Adventures of Cool Coyote'' is a PlatformGame released in 1992 for the UsefulNotes/{{Amiga}} and later ported to the UsefulNotes/AtariST, [[UsefulNotes/IBMPersonalComputer MS-DOS]], and the UsefulNotes/SegaMasterSystem. It was developed by Graftgold, and the lead programmer was Andrew Braybrook of ''VideoGame/{{Paradroid}}'' fame.

Not to be confused with the NES puzzle-platformer ''Fire 'n Ice'' (a.k.a. ''VideoGame/SolomonsKey 2'') or ''VideoGame/SonicBoom: Fire & Ice''.

!!This game provides examples of:
* BambooTechnology: The boss at the end of the level "The Mechanical Wonder" (the last jungle level).
* {{Bigfoot|SasquatchAndYeti}}: Probably what the first boss is supposed to be.
* BonusLevel: The whole sixth group of levels, which serves as a reward for making it through the extremely-difficult previous group of levels (the temple area).
* BrownNote: One special weapon lets Cool Coyote bark, dealing damage to all enemies in front of him.
* BuildLikeAnEgyptian: The seventh "group" of levels in the game, which actually only has one level (which is where you encounter the final boss).
* CollisionDamage: Both you and the enemies can deal collision damage. If you touch a frozen enemy, it kills them and you are unharmed; if you touch an unfrozen enemy, you lose a life and the enemy takes some damage (which might freeze it depending on how tough it is).
* CopyProtection: In the retail PC version (at least), between levels, it prompts you for copy protection codes that you must find from cross-referencing the game manual with a codesheet. If you get it wrong, there will be no key pieces in the next level, which prevents you from progressing any further.
* DiegeticSoundtrackUsage: The title screen features Cool Coyote playing the theme song on a piano and singing (well, barking) along.
* DirectionallySolidPlatforms: There are some of these, including the [[InvisibleBlock invisible ones]].
* EverythingsPreciousWithPuppies: Guide them to the LevelGoal for extra lives.
* FloatingContinent: The bonus levels consist of lots of floating pieces of land, with several trees and waterfalls. (It looks suspiciously similar to something from a Roger Dean painting.)
* FunnyAnimal: The player character, the puppy [=NPCs=] that you rescue, and some types of enemies are depicted as cartoon animals that walk upright on their hind legs.
* GreenHillZone: The second group of levels qualifies as such; it follows a [[UsefulNotes/{{Scotland}} Scottish highlands]] theme, with bagpipe-style background music[[note]]in the [[SoundTest "jukebox"]] in the PC version, this music is titled "Haggis for Tea"[[/note]] to match the theme. The first level in this group takes place in a green hilly area; in subsequent levels in this group, you proceed across a castle's moat; and the last levels in this group take place within the castle itself.
* InvisibleBlock: There are invisible ice blocks which when shot will become visible and emit special weapon powerups (similar to how power-ups are obtained in the VideoGame/{{Turrican}} games). They're {{directionally solid platforms}}, so that you can't hit your head on them while jumping. Sometimes it's necessary to stand on them in order to reach some places. There are also some platforms which will only appear when certain conditions are met.
* JungleJapes: The fourth group of levels.
* KillItWithIce: Your standard attack is to shoot ice spheres that freeze the enemies, then [[CollisionDamage touch them]].
* LevelGoal: It's a locked door that requires all the parts of a key to open, which you must get from enemies.
* MadeOfExplodium: The skier enemies can explode upon hitting the ground or the sides of the level.
* MercyInvincibility: As a consequence of the usual collision-damage mechanics of this game, you can defeat enemies by touching them while mercy invincibility is in effect.
* MookMaker: The magician enemies conjure up blowdart-shooter enemies every few seconds while they're onscreen; you can be totally swarmed with the conjured enemies if you don't beat the magician quickly. The "mechanical wonder" boss also spawns blowdart-shooters during its final attack pattern.
* NintendoHard: The Amiga version features no ability to continue or save at all, and has somewhat unresponsive controls (specifically, a slow rate of left/right acceleration). The PC port has more responsive controls, and the shareware PC version by Streetwise Interactive has a save-game system (although there is another PC version which does not).
* NonLethalBottomlessPits: Some pits lead to secret areas, or are secret exits leading to the next level.
* NostalgiaLevel: The bonus levels are an homage to Andrew Braybrook's earlier game ''Gribbly's Day Out'' (for the UsefulNotes/{{Commodore 64}}, released in 1985), having similarites in their overall level designs, music, [=NPCs=], etc.
* OneHitPointWonder: Although you respawn at the last place where you were touching the ground (not including moving/temporary platforms), so effectively "lives" in this game are much like hit points.
* OneWingedAngel: The final boss starts out as [[spoiler:a hooded and cloaked figure that throws fireball-chains and teleports between the two thrones in the boss room]], and then becomes [[spoiler:a scary face made out of flames with a tail of fireballs that chases you around]].
* PersonalRainCloud: The game has three different types of these:
** The first type floats around randomly (though never going too far away from its starting point), and will drop snowflakes (which can be collected and used as smartbombs) and then lightning (which is a hazard) after being shot enough times. (A few of these even have key pieces hidden in them, which will be released along with the snowflakes when the cloud is snowing.)
** The second type acts like the first, except that it is permanently in lightning-mode (shooting it has no effect).
** The third type isn't an environmental feature of levels, but rather is one of the special weapons available to the player. When this special weapon is used, a stationary cloud will appear and begin to rain, and the raindrops deal damage to any enemies they hit.
* PlayableEpilogue: After defeating the final boss, you then proceed through an enemy-less "level" with eye-catching brightly-colored background graphics and upbeat [=1990s=]-style rave/techno background music[[note]]the Amiga [=CD32=] version replaced the graphics and music here with something that had a different "theme / style", though[[/note]] as part of the ending-credits sequence.
* ReformulatedGame: The UsefulNotes/SegaMasterSystem version has '''major''' differences from the original Amiga version, such as different level maps and different game mechanics[[note]]for example, the power-up-dispenser ice blocks behave much differently[[/note]], to the point where it hardly even qualifies as being a port.
* SequentialBoss: Other than the final boss (see above), both the "mechanical wonder" boss in the jungle area and the dragon/eyeball boss in the temple area require you to first hit specific parts of them until they fall off, at which point they change their attack patterns and you can then hit them anywhere that remains.
* SlippySlideyIceWorld: The first group of levels. (The levels progress from cold to hot, explained by Cool Coyote having an elemental affinity to ice.)
* SmartBomb: The snowflakes.
* SpreadShot: One of the special weapons.
* StalkedByTheBell: When the level timer (represented by a slowly-melting snowflake) runs out, fireballs will constantly appear and fly at you.
* StockNessMonster: It's present in the last one of the "Scottish castle" levels, and acts basically as a group of moving platforms and hazards rather than as an enemy.
* TempleOfDoom: The fifth group of levels.
* TurnsRed: Similar to in ''VideoGame/RainbowIslands'' / ''VideoGame/BubbleBobble'', if an enemy remains frozen for long enough, it will thaw out, and re-freezing it requires hitting it more times than it took to freeze it the previous time.
* UnderTheSea: The third group of levels.
* UpdatedRerelease: The Amiga [=CD32=] version of the game featured slightly more detailed graphics in places, some additional visual effects (such as a giant snowflake appearing in the background when you use a bomb), and a redbook soundtrack consisting partly of arrangements of the original music and partly of completely different music (the [[UsefulNotes/{{MOD}} tracker music]] soundtrack from the original version is still present and can be enabled from a menu).
----

to:

[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/fire_and_ice_game.png]]

''Fire & Ice: The Daring Adventures of Cool Coyote'' is a PlatformGame released in 1992 for the UsefulNotes/{{Amiga}} and later ported to the UsefulNotes/AtariST, [[UsefulNotes/IBMPersonalComputer MS-DOS]], and the UsefulNotes/SegaMasterSystem. It was developed by Graftgold, and the lead programmer was Andrew Braybrook of ''VideoGame/{{Paradroid}}'' fame.

Not to be confused with the NES puzzle-platformer ''Fire 'n Ice'' (a.k.a. ''VideoGame/SolomonsKey 2'') or ''VideoGame/SonicBoom: Fire & Ice''.

!!This game provides examples of:
* BambooTechnology: The boss at the end of the level "The Mechanical Wonder" (the last jungle level).
* {{Bigfoot|SasquatchAndYeti}}: Probably what the first boss is supposed to be.
* BonusLevel: The whole sixth group of levels, which serves as a reward for making it through the extremely-difficult previous group of levels (the temple area).
* BrownNote: One special weapon lets Cool Coyote bark, dealing damage to all enemies in front of him.
* BuildLikeAnEgyptian: The seventh "group" of levels in the game, which actually only has one level (which is where you encounter the final boss).
* CollisionDamage: Both you and the enemies can deal collision damage. If you touch a frozen enemy, it kills them and you are unharmed; if you touch an unfrozen enemy, you lose a life and the enemy takes some damage (which might freeze it depending on how tough it is).
* CopyProtection: In the retail PC version (at least), between levels, it prompts you for copy protection codes that you must find from cross-referencing the game manual with a codesheet. If you get it wrong, there will be no key pieces in the next level, which prevents you from progressing any further.
* DiegeticSoundtrackUsage: The title screen features Cool Coyote playing the theme song on a piano and singing (well, barking) along.
* DirectionallySolidPlatforms: There are some of these, including the [[InvisibleBlock invisible ones]].
* EverythingsPreciousWithPuppies: Guide them to the LevelGoal for extra lives.
* FloatingContinent: The bonus levels consist of lots of floating pieces of land, with several trees and waterfalls. (It looks suspiciously similar to something from a Roger Dean painting.)
* FunnyAnimal: The player character, the puppy [=NPCs=] that you rescue, and some types of enemies are depicted as cartoon animals that walk upright on their hind legs.
* GreenHillZone: The second group of levels qualifies as such; it follows a [[UsefulNotes/{{Scotland}} Scottish highlands]] theme, with bagpipe-style background music[[note]]in the [[SoundTest "jukebox"]] in the PC version, this music is titled "Haggis for Tea"[[/note]] to match the theme. The first level in this group takes place in a green hilly area; in subsequent levels in this group, you proceed across a castle's moat; and the last levels in this group take place within the castle itself.
* InvisibleBlock: There are invisible ice blocks which when shot will become visible and emit special weapon powerups (similar to how power-ups are obtained in the VideoGame/{{Turrican}} games). They're {{directionally solid platforms}}, so that you can't hit your head on them while jumping. Sometimes it's necessary to stand on them in order to reach some places. There are also some platforms which will only appear when certain conditions are met.
* JungleJapes: The fourth group of levels.
* KillItWithIce: Your standard attack is to shoot ice spheres that freeze the enemies, then [[CollisionDamage touch them]].
* LevelGoal: It's a locked door that requires all the parts of a key to open, which you must get from enemies.
* MadeOfExplodium: The skier enemies can explode upon hitting the ground or the sides of the level.
* MercyInvincibility: As a consequence of the usual collision-damage mechanics of this game, you can defeat enemies by touching them while mercy invincibility is in effect.
* MookMaker: The magician enemies conjure up blowdart-shooter enemies every few seconds while they're onscreen; you can be totally swarmed with the conjured enemies if you don't beat the magician quickly. The "mechanical wonder" boss also spawns blowdart-shooters during its final attack pattern.
* NintendoHard: The Amiga version features no ability to continue or save at all, and has somewhat unresponsive controls (specifically, a slow rate of left/right acceleration). The PC port has more responsive controls, and the shareware PC version by Streetwise Interactive has a save-game system (although there is another PC version which does not).
* NonLethalBottomlessPits: Some pits lead to secret areas, or are secret exits leading to the next level.
* NostalgiaLevel: The bonus levels are an homage to Andrew Braybrook's earlier game ''Gribbly's Day Out'' (for the UsefulNotes/{{Commodore 64}}, released in 1985), having similarites in their overall level designs, music, [=NPCs=], etc.
* OneHitPointWonder: Although you respawn at the last place where you were touching the ground (not including moving/temporary platforms), so effectively "lives" in this game are much like hit points.
* OneWingedAngel: The final boss starts out as [[spoiler:a hooded and cloaked figure that throws fireball-chains and teleports between the two thrones in the boss room]], and then becomes [[spoiler:a scary face made out of flames with a tail of fireballs that chases you around]].
* PersonalRainCloud: The game has three different types of these:
** The first type floats around randomly (though never going too far away from its starting point), and will drop snowflakes (which can be collected and used as smartbombs) and then lightning (which is a hazard) after being shot enough times. (A few of these even have key pieces hidden in them, which will be released along with the snowflakes when the cloud is snowing.)
** The second type acts like the first, except that it is permanently in lightning-mode (shooting it has no effect).
** The third type isn't an environmental feature of levels, but rather is one of the special weapons available to the player. When this special weapon is used, a stationary cloud will appear and begin to rain, and the raindrops deal damage to any enemies they hit.
* PlayableEpilogue: After defeating the final boss, you then proceed through an enemy-less "level" with eye-catching brightly-colored background graphics and upbeat [=1990s=]-style rave/techno background music[[note]]the Amiga [=CD32=] version replaced the graphics and music here with something that had a different "theme / style", though[[/note]] as part of the ending-credits sequence.
* ReformulatedGame: The UsefulNotes/SegaMasterSystem version has '''major''' differences from the original Amiga version, such as different level maps and different game mechanics[[note]]for example, the power-up-dispenser ice blocks behave much differently[[/note]], to the point where it hardly even qualifies as being a port.
* SequentialBoss: Other than the final boss (see above), both the "mechanical wonder" boss in the jungle area and the dragon/eyeball boss in the temple area require you to first hit specific parts of them until they fall off, at which point they change their attack patterns and you can then hit them anywhere that remains.
* SlippySlideyIceWorld: The first group of levels. (The levels progress from cold to hot, explained by Cool Coyote having an elemental affinity to ice.)
* SmartBomb: The snowflakes.
* SpreadShot: One of the special weapons.
* StalkedByTheBell: When the level timer (represented by a slowly-melting snowflake) runs out, fireballs will constantly appear and fly at you.
* StockNessMonster: It's present in the last one of the "Scottish castle" levels, and acts basically as a group of moving platforms and hazards rather than as an enemy.
* TempleOfDoom: The fifth group of levels.
* TurnsRed: Similar to in ''VideoGame/RainbowIslands'' / ''VideoGame/BubbleBobble'', if an enemy remains frozen for long enough, it will thaw out, and re-freezing it requires hitting it more times than it took to freeze it the previous time.
* UnderTheSea: The third group of levels.
* UpdatedRerelease: The Amiga [=CD32=] version of the game featured slightly more detailed graphics in places, some additional visual effects (such as a giant snowflake appearing in the background when you use a bomb), and a redbook soundtrack consisting partly of arrangements of the original music and partly of completely different music (the [[UsefulNotes/{{MOD}} tracker music]] soundtrack from the original version is still present and can be enabled from a menu).
----
[[redirect:Main/FireAndIce]]
Is there an issue? Send a MessageReason:
rewrite the Funny Animal example to more precisely match the trope's definition


* FunnyAnimal: The player character, the puppy [=NPCs=] that you rescue, and many of the enemies are drawn in a funny-animal cartoon artstyle.

to:

* FunnyAnimal: The player character, the puppy [=NPCs=] that you rescue, and many some types of the enemies are drawn in a funny-animal depicted as cartoon artstyle.animals that walk upright on their hind legs.
Is there an issue? Send a MessageReason:
add Green Hill Zone example

Added DiffLines:

* GreenHillZone: The second group of levels qualifies as such; it follows a [[UsefulNotes/{{Scotland}} Scottish highlands]] theme, with bagpipe-style background music[[note]]in the [[SoundTest "jukebox"]] in the PC version, this music is titled "Haggis for Tea"[[/note]] to match the theme. The first level in this group takes place in a green hilly area; in subsequent levels in this group, you proceed across a castle's moat; and the last levels in this group take place within the castle itself.

Added: 328

Changed: 2

Is there an issue? Send a MessageReason:
add Reformulated Game mention, and fix a minor capitalization mistake


* PlayableEpilogue: After defeating the final boss, you then proceed through an enemy-less "level" with eye-catching brightly-colored background graphics and upbeat [=1990s=]-style rave/techno background music[[note]]The Amiga [=CD32=] version replaced the graphics and music here with something that had a different "theme / style", though[[/note]] as part of the ending-credits sequence.

to:

* PlayableEpilogue: After defeating the final boss, you then proceed through an enemy-less "level" with eye-catching brightly-colored background graphics and upbeat [=1990s=]-style rave/techno background music[[note]]The music[[note]]the Amiga [=CD32=] version replaced the graphics and music here with something that had a different "theme / style", though[[/note]] as part of the ending-credits sequence.sequence.
* ReformulatedGame: The UsefulNotes/SegaMasterSystem version has '''major''' differences from the original Amiga version, such as different level maps and different game mechanics[[note]]for example, the power-up-dispenser ice blocks behave much differently[[/note]], to the point where it hardly even qualifies as being a port.
Is there an issue? Send a MessageReason:
add context for Funny Animal and Playable Epilogue


%%* FunnyAnimal

to:

%%* FunnyAnimal* FunnyAnimal: The player character, the puppy [=NPCs=] that you rescue, and many of the enemies are drawn in a funny-animal cartoon artstyle.



%%* PlayableEpilogue

to:

%%* PlayableEpilogue* PlayableEpilogue: After defeating the final boss, you then proceed through an enemy-less "level" with eye-catching brightly-colored background graphics and upbeat [=1990s=]-style rave/techno background music[[note]]The Amiga [=CD32=] version replaced the graphics and music here with something that had a different "theme / style", though[[/note]] as part of the ending-credits sequence.
Is there an issue? Send a MessageReason:
link MOD


* UpdatedRerelease: The Amiga [=CD32=] version of the game featured slightly more detailed graphics in places, some additional visual effects (such as a giant snowflake appearing in the background when you use a bomb), and a redbook soundtrack consisting partly of arrangements of the original music and partly of completely different music (the MOD soundtrack from the original version is still present and can be enabled from a menu).

to:

* UpdatedRerelease: The Amiga [=CD32=] version of the game featured slightly more detailed graphics in places, some additional visual effects (such as a giant snowflake appearing in the background when you use a bomb), and a redbook soundtrack consisting partly of arrangements of the original music and partly of completely different music (the MOD [[UsefulNotes/{{MOD}} tracker music]] soundtrack from the original version is still present and can be enabled from a menu).

Changed: 76

Removed: 506

Is there an issue? Send a MessageReason:
mention a similarity to Turrican, and move Spiritual Successor entry to YMMV page


* InvisibleBlock: There are invisible ice blocks which when shot will become visible and emit special weapon powerups. They're {{directionally solid platforms}}, so that you can't hit your head on them while jumping. Sometimes it's necessary to stand on them in order to reach some places. There are also some platforms which will only appear when certain conditions are met.

to:

* InvisibleBlock: There are invisible ice blocks which when shot will become visible and emit special weapon powerups.powerups (similar to how power-ups are obtained in the VideoGame/{{Turrican}} games). They're {{directionally solid platforms}}, so that you can't hit your head on them while jumping. Sometimes it's necessary to stand on them in order to reach some places. There are also some platforms which will only appear when certain conditions are met.



* SpiritualSuccessor: It's worth noting that 2-3 years prior to this game, the developer had released their most commercially successful game(s): ports of ''VideoGame/RainbowIslands'' to European-market home computers (UsefulNotes/{{Amiga}}, UsefulNotes/AtariST, UsefulNotes/{{Commodore 64}}, UsefulNotes/AmstradCPC, and UsefulNotes/ZXSpectrum). This is probably why the front cover of the game's packaging quoted a magazine's review of this game that called it "the best platformer since Rainbow Islands".
Is there an issue? Send a MessageReason:
fix spelling error


* NostalgiaLevel: The bonus levels are an homage to Andrew Braybrook's earlier game ''Gribbly's Day Out'' (for the UsefulNotes/{{Commodore 64}}, releasd in 1985), having similarites in their overall level designs, music, [=NPCs=], etc.

to:

* NostalgiaLevel: The bonus levels are an homage to Andrew Braybrook's earlier game ''Gribbly's Day Out'' (for the UsefulNotes/{{Commodore 64}}, releasd released in 1985), having similarites in their overall level designs, music, [=NPCs=], etc.

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