History VideoGame / FlashBack

15th Apr '18 5:49:15 PM Zuxtron
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* PistolWhipping: Replaces the standard gun attack when an enemy stands too close to Conrad. Can also be used to [[WindowPain smash out windows]]… too bad there's only one breakable window in the game.

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* PistolWhipping: Replaces the standard gun attack when an enemy stands too close to Conrad. Can also be used to [[WindowPain smash out windows]]… windows… too bad there's only one breakable window in the game.
22nd Mar '18 10:21:34 PM Sabrewing
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An [[UpdatedRerelease HD Remake]] for [=PS3=], 360, and PC was released in 2013.

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An [[UpdatedRerelease HD Remake]] for [=PS3=], 360, and PC was released in 2013. In 2018, a 25th Anniversary version was announced for the UsefulNotes/NintendoSwitch.
19th Mar '18 8:45:05 AM Sabrewing
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Added DiffLines:

* CostumeEvolution: Depending on the version you're playing, Conrad's shirt will be either red or white during gameplay, though it's universally white in cutscenes. The 2013 version splits the difference and makes it black.
24th Jan '18 3:35:26 AM jormis29
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''Flashback'' (also titled ''Flashback: The Quest For Identity'' [[MarketBasedTitle in America]]) is a CinematicPlatformGame by Creator/DelphineSoftwareInternational. It was first released in 1992 on the UsefulNotes/{{Amiga}}, and then ported [[PortOverdosed pretty much everywhere]]. The story is minimalist, but the game's aesthetic is full of nods to {{Cyberpunk}} films such as ''{{Film/Alien}}'', ''[[Film/TotalRecall1990 Total Recall]]'', ''Film/TheRunningMan'', ''Film/BladeRunner'', and ''Film/TheyLive''

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''Flashback'' (also titled ''Flashback: The Quest For Identity'' [[MarketBasedTitle in America]]) is a CinematicPlatformGame by Creator/DelphineSoftwareInternational. It was first released in 1992 on the UsefulNotes/{{Amiga}}, and then ported [[PortOverdosed pretty much everywhere]]. The story is minimalist, but the game's aesthetic is full of nods to {{Cyberpunk}} films such as ''{{Film/Alien}}'', ''[[Film/TotalRecall1990 Total Recall]]'', ''Film/{{Total Recall|1990}}'', ''Film/TheRunningMan'', ''Film/BladeRunner'', and ''Film/TheyLive''



** Conrad's backstory is a blend of ''Film/TheyLive'' and Arnie's lost identity in ''Film/TotalRecall''.

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** Conrad's backstory is a blend of ''Film/TheyLive'' and Arnie's lost identity in ''Film/TotalRecall''.''Film/{{Total Recall|1990}}''.
14th Jan '18 11:44:40 PM PaulA
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* AIIsACrapshoot: Conrad's second mission in New Washington is to track down a Death Tower android which has gone berserk and escaped.
* AirVentPassageway: Conrad overhears the aliens' plot from a ceiling grate - which promptly collapses under his weight. To the dungeon with you!



* AlienInvasion: The Morphs are hunting for new real estate.
* AliensSpeakingEnglish: The aliens converse in perfect English, even in private.



* AIIsACrapshoot: Conrad's second mission in New Washington is to track down a Death Tower android which has gone berserk and escaped.
* AirVentPassageway: Conrad overhears the aliens' plot from a ceiling grate - which promptly collapses under his weight. To the dungeon with you!
* AlienInvasion: The Morphs are hunting for new real estate.
* AliensSpeakingEnglish: The aliens converse in perfect English, even in private.



* TheGreatestStoryNeverTold: Not only Conrad is stranded in space in the end, no one knows of his feat of saving humanity (Ian might figure this out, but he has no proof).



* GunKata: A key element of the original ''Flashback'' involves getting the drop on enemies before they can open fire. To that end, Conrad has an UnnecessaryCombatRoll which can be initiated while coming out of crawlspace or falling from above, and is essential in many spots. Originally, Delphine had the license to produce a game based on ''TheGodfather'', which was presumably dropped early in the development phase; however, the realistic movements and gun mechanics wouldn't be out of place in a Prohibition-era shooter.



* GunKata: A key element of the original ''Flashback'' involves getting the drop on enemies before they can open fire. To that end, Conrad has an UnnecessaryCombatRoll which can be initiated while coming out of crawlspace or falling from above, and is essential in many spots. Originally, Delphine had the license to produce a game based on ''Film/TheGodfather'', which was presumably dropped early in the development phase; however, the realistic movements and gun mechanics wouldn't be out of place in a Prohibition-era shooter.



* NothingIsScarier: The floppy versions have no music, only brief leitmotifs.



* NothingIsScarier: The floppy versions have no music, only brief leitmotifs.



* TheGreatestStoryNeverTold: Not only Conrad is stranded in space in the end, no one knows of his feat of saving the humanity (Ian might figure this out, but he has no proof).
14th Jan '18 11:36:59 PM PaulA
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* AdvancingWallOfDoom: The end of the fourth level. Conrad has to sprint, jump, and roll into a small cavity before the green death catches up with you. There are several mines littering the floor, plus a shutter door which won't open until the nearby flybot is destroyed. Flybots are very resilient, and they can't be harmed in melee range. All told, there is zero room for error if you want to clear the mines, skid to a stop, plug the flybot from a safe range, get the door open and escape.
* TheAlcatraz: Level 5, aka the "Paradise Club", is something of a misnomer, as Conrad gives the club a thorough doing-over in Level 4. He breaches the alien stronghold, by which time he's tossed into jail and the fifth level begins.



* BadassLongcoat / JetPack: The cops. They also wear [[CoolShades Terminator-like sunglasses]] in the Genesis and Amiga versions.

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* BadassLongcoat / JetPack: BadassLongcoat: The cops. They also wear [[CoolShades Terminator-like sunglasses]] in the Genesis and Amiga versions.cops.



* BossCorridor: Right before the brain.



* {{Bowdlerise}} / NeverSayDie: "Death Tower" becomes "Cyber Tower" in the SNES version. The bar has also been renamed "Cafe" -- the kind where they serve coffee in longneck bottles and shot glasses. (Ah, Nintendo.) This was kept in the HD Remake, with the "Starlight Cafe" expanded into a sort of airport restaurant.
* BrainInAJar / StationaryBoss: The Auxiliary Brain and Master Brain. The former hides behind a rotating shield which deflects fire; the latter is protected by organic sacs that spit goo.

to:

* {{Bowdlerise}} / NeverSayDie: {{Bowdlerise}}: "Death Tower" becomes "Cyber Tower" in the SNES version. The bar has also been renamed "Cafe" -- the kind where they serve coffee in longneck bottles and shot glasses. (Ah, Nintendo.) This was kept in the HD Remake, with the "Starlight Cafe" expanded into a sort of airport restaurant.
)
* BrainInAJar / StationaryBoss: BrainInAJar: The Auxiliary Brain and Master Brain. The former hides behind a rotating shield which deflects fire; the latter is protected by organic sacs that spit goo.Brain.



* ContainerMaze: In the secret area under the Paradise Club, where the aliens' forklifts and cargo containers are.
* CoolShades: The cops wear Terminator-like sunglasses in the Genesis and Amiga versions.



* ElaborateUndergroundBase: In the rear room of the Paradise Club, hanging onto the ceiling lamp activates a hidden elevator shaft. This lift descends into the bowels of the club where the aliens' forklifts and cargo containers are.



* GraffitiTown: New Washington.
* GreenHillZone: The jungles of Titan, which serve as your tutorial to all things Conrad. The enemies are easy, but the obstacles are not.



* HubLevel: New Washington flits in and out. The majority of the action is concentrated in sub-basements and "Restricted Areas" that are numbered and won't open until the Job Center sends you there. The surface world will not protect you: the police have free reign, and a mutant barges his way into the cafe.



* ItsAllUpstairsFromHere: Level 3, which is set in a tower.



* JetPack: The cops.
* JungleJapes: The jungles of Titan.



* MarathonLevel: New Washington is particularly obnoxious with its sheer size, tedious subway travel… and a surprise TimedMission which will likely reduce the city to an irradiated crater on the first attempt. Clear your calendar for this one.
* MeatMoss: Planet Morph (though it looks more like bubble gum).



* NeverSayDie: "Death Tower" becomes "Cyber Tower" in the SNES version.



* PortTown: The only flight out of New Washington must be won by competing in the Death Tower game show. Worse yet, Conrad needs a fake ID to enter, and forgeries don't come cheap.



* StationaryBoss: The Auxiliary Brain and Master Brain. The former hides behind a rotating shield which deflects fire; the latter is protected by organic sacs that spit goo.



* VideoGameSettings:
** AdvancingWallOfDoom: The end of the fourth level. Conrad has to sprint, jump, and roll into a small cavity before the green death catches up with you. There are several mines littering the floor, plus a shutter door which won't open until the nearby flybot is destroyed. Flybots are very resilient, and they can't be harmed in melee range. All told, there is zero room for error if you want to clear the mines, skid to a stop, plug the flybot from a safe range, get the door open and escape.
** TheAlcatraz: Level 5, aka the "Paradise Club" is something of a misnomer, as Conrad gives the club a thorough doing-over in Level 4. He breaches the alien stronghold, by which time he's tossed into jail and the fifth level begins.
** BossCorridor: Right before the brain.
** ContainerMaze & ElaborateUndergroundBase: In the rear room of the Paradise Club, hanging onto the ceiling lamp activates a hidden elevator shaft. This lift descends into the bowels of the club where the aliens' forklifts and cargo containers are.
** GraffitiTown: New Washington. The place was cleaned up for the hi-def remake, resembling more of an airport terminal.
** GreenHillZone & JungleJapes: The jungles of Titan, which serve as your tutorial to all things Conrad. The enemies are easy, but the obstacles are not.
** HubLevel: New Washington flits in and out. The majority of the action is concentrated in sub-basements and "Restricted Areas" that are numbered and won't open until the Job Center sends you there. The surface world will not protect you: the police have free reign, and a mutant barges his way into the cafe.
** ItsAllUpstairsFromHere & WrapAround: Level 3. Justified because it's a cylindrical tower.
** MarathonLevel: New Washington is particularly obnoxious with its sheer size, tedious subway travel… and a surprise TimedMission which will likely reduce the city to an irradiated crater on the first attempt. Clear your calendar for this one.
** MeatMoss: Planet Morph (though it looks more like bubble gum).
** PortTown: The only flight out of New Washington must be won by competing in the Death Tower game show. Worse yet, Conrad needs a fake ID to enter, and forgeries don't come cheap.


Added DiffLines:

* WrapAround: Level 3. Justified because it's a cylindrical tower.
14th Jan '18 11:25:56 PM PaulA
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* RealMenWearPink: In post-Amiga versions Conrad wears a magenta shirt, but it reverts turns white for cutscenes. Except in the Genesis and original Amiga versions, where it's white all along.
** Averted in the HD remake, Conrad's shirt is always white.

to:

* RealMenWearPink: In post-Amiga versions (except the Genesis port and the HD remake), Conrad wears a magenta shirt, shirt instead of a white one, but it reverts turns to white for cutscenes. Except in the Genesis and original Amiga versions, where it's white all along.
** Averted in the HD remake, Conrad's shirt is always white.
cutscenes.
14th Jan '18 11:22:44 PM PaulA
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* TheGuardsMustBeCrazy: "A SPY… Throw the wretch into the dungeons. We'll interrogate him later."

to:

* TheGuardsMustBeCrazy: TheGuardsMustBeCrazy:
**
"A SPY… Throw the wretch into the dungeons. We'll interrogate him later."



* GuideDangIt: There's a jump at the beginning of the second level that requires a maneuver you won't use often. The obscure move was deliberately included as a form of CopyProtection. Unless you had the manual, you were unlikely to progress past the second screen of level 2.

to:

* GuideDangIt: GuideDangIt:
**
There's a jump at the beginning of the second level that requires a maneuver you won't use often. The obscure move was deliberately included as a form of CopyProtection. Unless you had the manual, you were unlikely to progress past the second screen of level 2.



* ImDyingPleaseTakeMyMacGuffin: The human survivor Conrad meets on planet Morph dies almost immediately, but at least he's nice enough to hand over all the info you need to [[spoiler:blow up the planet]] before he croaks.



** ImDyingPleaseTakeMyMacGuffin: At least he's nice enough to hand over all the info you need to [[spoiler:blow up the planet]] before he croaks.
* NoBodyLeftBehind: Flashmen (quite rightly) explode once defeated. Fallen cops, on the other hand, vanish into a purple flash of light. It could be that they carry teleportation devices to warp them out of danger -- or maybe the dev team just didn't want dead cops' bodies littered around.

to:

* NoBodyLeftBehind:
** ImDyingPleaseTakeMyMacGuffin: At least he's nice enough to hand over all the info you need to [[spoiler:blow up the planet]] before he croaks.
* NoBodyLeftBehind:
Flashmen (quite rightly) explode once defeated. defeated.
**
Fallen cops, on the other hand, vanish into a purple flash of light. It could be that they carry teleportation devices to warp them out of danger -- or maybe the dev team just didn't want dead cops' bodies littered around.



* ShoutOut: The game is full of little pastiches to 80's sci-fi. Specifically, Conrad's backstory is a blend of ''Film/TheyLive!'' and Arnie's lost identity in ''Film/TotalRecall''. The second stage has Conrad hunting for a loose Replicant, a la [Film/BladeRunner Deckard and Batty]]. The third stage is a nod to ''Film/TheRunningMan''.

to:

* ShoutOut: The game is full of little pastiches to 80's sci-fi. Specifically, sci-fi.
**
Conrad's backstory is a blend of ''Film/TheyLive!'' ''Film/TheyLive'' and Arnie's lost identity in ''Film/TotalRecall''. ''Film/TotalRecall''.
**
The second stage has Conrad hunting for a loose Replicant, a la [Film/BladeRunner [[Film/BladeRunner Deckard and Batty]]. Batty]].
**
The third stage is a nod to ''Film/TheRunningMan''.



** We also get our obligatory ''A New Hope'' reference on the second screen: Conrad's CallToAdventure comes in the form of a hologram imploring him to go somewhere.
* SinisterGeometry:[[invoked]]The floating attack drones have an element of this. Like ''Phantasm''[='s=] floating spheres, they have to get close to inflict damage. Naturally, they love to gang up on you atop of [[GoddamnedBats thin platforms.]]

to:

** We also get our obligatory ''A New Hope'' ''Film/ANewHope'' reference on the second screen: Conrad's CallToAdventure comes in the form of a hologram imploring him to go somewhere.
* SinisterGeometry:[[invoked]]The SinisterGeometry: [[invoked]]The floating attack drones have an element of this. Like ''Phantasm''[='s=] floating spheres, they have to get close to inflict damage. Naturally, they love to gang up on you atop of [[GoddamnedBats thin platforms.]]



* TeleportersAndTransporters: An important tool to master, especially in the last leg of the game. The Telereceiver acts as a portable beacon; Conrad can lob it over great distances, then activate the Telecontrol, which beams him directly to the beacon's location. Nifty.
** Other teleporters exist in the game, such as the one in New Washington's Job Center. This is also the mode of travel by which Conrad journeys to the Morph homeworld.

to:

* TeleportersAndTransporters: TeleportersAndTransporters:
**
An important tool to master, especially in the last leg of the game. The Telereceiver acts as a portable beacon; Conrad can lob it over great distances, then activate the Telecontrol, which beams him directly to the beacon's location. Nifty.
** Other teleporters exist in the game, such as the one The teleporter in New Washington's Job Center. Center.
**
This is also the mode of travel by which Conrad journeys to the Morph homeworld.
14th Jan '18 11:15:37 PM PaulA
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* FranchiseKiller: ''Fade to Black''.



* PortOverdosed: It's been published for UsefulNotes/{{Amiga}}, UsefulNotes/{{IBM PC}}-DOS, UsefulNotes/{{Macintosh}}, UesefulNotes/3DO, UsefulNotes/SegaGenesis (both as a cartridge and a CD), UsefulNotes/SuperNES, UsefulNotes/AtariJaguar, UsefulNotes/AcornArchimedes, UsefulNotes/FMTowns, PC98, UsefulNotes/PhilipsCDi, UsefulNotes/ThreeDO, and [[UsefulNotes/IOSGames iPhone]]. Interestingly, the SNES port was released a year after the Genesis version, yet all of the cutscenes have different music.



* {{Vaporware}}: A sequel titled ''Flashback Legends'' was being made for the UsefulNotes/GameBoyAdvance, but was canceled when Delphine went bankrupt.



* InMemoriam: Dedicated to Christian Robert, a graphic artist for the original game who died in a car accident in October 2010.
3rd Jan '18 1:13:13 AM wolftickets1969
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* ArtificialHuman: Flashmen.

to:

* ArtificialHuman: Flashmen.Flashmen, AKA [[ShoutOut Replicants]].
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.FlashBack