History VideoGame / N

18th Oct '16 5:43:48 AM DelShiftB
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* DeathByMaterialism: Some levels allow you to choose between going the easy way with no gold, and going the hard way with lots of gold.

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* DeathByMaterialism: Some levels allow you to choose between going the easy way with no gold, and going the hard way with lots of gold. In one case, there is a switch hidden behind gold that locks you in a jail.
17th Oct '16 2:48:19 PM BountyBeast
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* DeathByMaterialism: Some levels allow you to choose between going the easy way with no gold, and going the hard way with lots of gold.
12th Oct '16 3:37:33 AM brightentayle
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* BrutalBonusLevel:
** ''N++'' has [[spoiler:the X column, which appears out of nowhere, should only you spend several weeks trying to beat every single episode in the grid.]]
** And then there are [[spoiler:sixth levels in each and every N++ grid episode, unlocked (in part) by replaying the existing levels under certain conditions, such as not touching the gold or by toggling all the mines on the stage. After completing rows from A to E, not only you will get the X row, but you ''might'' acquire the access to the sixth stages as well. Oh, and you've got to have Mysteriousness set to high as well.]]
** Then there's the [[spoiler:++u unlockable option.]]



* MultiplayerDifficultySpike: ''N++'' introduces the surprisingly huge co-op campaign, intended for two players. Got a friend to play? Great. Now have fun trying to do in [=sync/tandem=] with each other and pulling off [[HeroicSacrifice suicidal maneuvers]] every second level or so.

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* MultiplayerDifficultySpike: ''N++'' introduces the surprisingly huge co-op campaign, intended for two players. Got a friend to play? play with? Great. Now have fun trying to do go in [=sync/tandem=] with each other and pulling off [[HeroicSacrifice suicidal maneuvers]] every second level or so.
12th Oct '16 3:17:55 AM brightentayle
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** ''N++'' on the other hand, discards changing colors just for the ninjas, and now does so for the '''entire''' game. Beating every fifth non-intro episodes unlocks a new color scheme for you to use, too!

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** ''N++'' on the other hand, discards changing colors just for the ninjas, and now does so for the '''entire''' game. Beating every fifth non-intro episodes episode unlocks a new color scheme for you to use, too!
12th Oct '16 3:17:11 AM brightentayle
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** ''N++'' on the other hand, discards changing colors just for the ninjas, and now does so for the '''entire''' game. Beating every fifth non-intro episodes unlocks a new color scheme for you to use, too!



** Made more embarassing by the fact that, as long as you play at least a small portion of ''N++'', the replays are in fact recorded from ''your'' attempts to beat the level. Even a custom or a co-op one.



* DifficultySpike: Starts with a few [[NoobCave easy, training-oriented levels]] to get you acquainted with the controls and mechanics. After that, it's [[NintendoHard game on]].

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* DifficultySpike: EarnYourFun: Starts with a few [[NoobCave easy, training-oriented levels]] to get you acquainted with the controls and mechanics. After that, it's [[NintendoHard the game is on]].



* LevelEditor
* LockedDoor

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* LevelEditor
LevelEditor: A staple of every game in the series - complete with multiplatform level sharing. SturgeonsLaw is in full effect, obviously.
* LockedDoorLockedDoor: Used either as a way to actually barricade the path to the exit or as a MonsterCloset. Can be unlocked with the flick of a switch.
** An opposute of this stage element exists, too: as soon as you flick a (much more stealthy) switch, doing so makes a series of doors to appear in thin air.



* MadeOfPlasticine - The ninja will spew blood pretty much whatever hits him, and often explodes if blown up or simply crushed.

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* MadeOfPlasticine - MadeOfPlasticine: The ninja will spew blood pretty much whatever hits him, and often explodes if blown up or simply crushed.



* {{Minimalism}}: Generally ''the'' artstyle and level design approach. ''N++'' uses a more stylish brand of minimalism, partially provided by a Venezuelan graphic designer [=MASA=].
* MultiplayerDifficultySpike: ''N++'' introduces the surprisingly huge co-op campaign, intended for two players. Got a friend to play? Great. Now have fun trying to do in [=sync/tandem=] with each other and pulling off [[HeroicSacrifice suicidal maneuvers]] every second level or so.



* NoFairCheating: You're actually allowed to use any number of players in every level of ''N++'', even if you're going to play Solo stages with your buddy. Or three buddies. Doing that, however, not only makes the playthrough ineligible for leaderboards, but also doesn't give you the all-gold badges, in case if you do collect all the gold. Playing the Race mode alone to unlock new color schemes or just bump up the completion percentage, however, is totally fine.



* NostalgiaLevel: ''N++'' has them. A whole set of them, in fact, which is just as enourmous as the N++ grid. Some levels have been re-adopted for multiplayer and thus have much smaller grids in Co-op and Race.



* PressXToDie: "k" is a suicide command for when you've hopelessly screwed up the screen.
** This becomes ''literal'' in the DS version of ''N+ '', as pressing the X button commits suicide. Once dead, it also becomes the "Press X to return to main menu immediately" button. So, be very careful when you press it otherwise you may lose your progress.

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* PressXToDie: "k" "K" is a suicide command for when you've hopelessly screwed up the screen.
screen. Same goes for "V" in ''N++'''s Steam release.
** This becomes ''literal'' in the DS version of ''N+ '', ''N+'', as pressing the X button commits suicide. Once dead, it also becomes the "Press X to return to main menu immediately" button. So, be very careful when you press it otherwise you may lose your progress.



* ShoutOut: N++ gives one to ''Series/ThatMitchellAndWebbLook'', of all things. One of the "options" in the corresponding menu is called Numberwang. It can be changed between one of a few arbitrary numbers, though it doesn't actually seem to affect the game.
** The Thwump drone is an obvious reference to the Thwomp enemies from ''Franchise/SuperMarioBros'', right down to their enemy behavior.

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* ShoutOut: N++ ''N++'' gives one to ''Series/ThatMitchellAndWebbLook'', of all things. One of the "options" in the corresponding menu is called Numberwang. It can be changed between one of a few arbitrary numbers, though it doesn't actually seem to affect the game.
** The Thwump drone is an obvious reference to the Thwomp enemies from ''Franchise/SuperMarioBros'', right down to their enemy behavior. In a similar fashion, one level of ''N++'' featuring the homing missile launcher is called Bullet William.
** The landscape in Slipgate Complex and Ziggurat Vertigo is literally the ''[[VideoGame/QuakeI Quake]]'' logo. And then there's [[VideoGame/QuakeIIIArena The Longest Yard]], which is not just named, but also styled after [=Q3DM17=]!
** The F7200 color scheme is a (somewhat) unexpected allusion to ''[[{{VideoGame/Wipeout}} Wipeout 3]]'''s Icaras. F7200 is also the name of the [=AG=] racing league in the same game.


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* TitleDrop: A couple of levels are directly based on the logos for Metanet, ''N+'' and ''N++''.
29th Aug '16 3:47:23 AM Xlsfd
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* BoobyTrap: Some levels contain traps like this, like mines hidden behind bouncy blocks or switches that shut the player in / release enemies hidden behind gold.
28th Aug '16 10:39:07 AM Xlsfd
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** Oh and if you get hit with the right conditions, you can either A)Get blown up and have your gibs pinned halfway through a wall and have it spit blood for all eternity, B)Get your BODY forcibly pinned halfway through a wall and have it spit blood for all eternity or C)Get shot THROUGH the wall and fall out of the game

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** Oh and if you get hit with the right conditions, you can either A)Get blown up and have your gibs pinned halfway through a wall and have it spit blood for all eternity, B)Get your BODY forcibly pinned halfway through a wall and have it spit blood for all eternity or C)Get shot THROUGH the wall and fall out of the gamegame.


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** Also, the gibs themselves can trigger further mines or get shocked by enemies.
28th Aug '16 10:37:15 AM Xlsfd
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* HomingProjectile: The missiles fired by the missile turret will track the player, but they need some room to do a 180° turn. They also try to take the shortest path between themselves and the player, no matter if walls are in the way.


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** However, the launchers only fire if they have a clear shot at the ninja.
28th Aug '16 6:03:33 AM AceOfScarabs
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* OneHitPointWonder

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* OneHitPointWonderOneHitPointWonder: Any injury from collision or being shot, zapped, or crushed will kill you.


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* RealityEnsues: Why yes, you can accelerate to incredible speeds while running and jumping around. Collide with the walls or ceiling when moving fast enough, however, and it will turn out quite deadly for you.
28th Aug '16 2:14:32 AM WanderingTedium
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Somewhat recently, the game saw a revitalization as three separate {{Mission Pack Sequel}}s for the UsefulNotes/NintendoDS, [[UsefulNotes/PlayStationPortable PSP]], and UsefulNotes/XboxLiveArcade all titled ''N+ ''. All of them are still just as tricky as the original. The game soon found revitalization ''again'' on the UsefulNotes/PlayStation4 (and eventually UsefulNotes/Steam) years later as ''[[RankInflation N++]]'', adding even more new features.

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Somewhat recently, the game saw a revitalization as three separate {{Mission Pack Sequel}}s for the UsefulNotes/NintendoDS, [[UsefulNotes/PlayStationPortable PSP]], and UsefulNotes/XboxLiveArcade all titled ''N+ ''. All of them are still just as tricky as the original. The game soon found revitalization ''again'' on the UsefulNotes/PlayStation4 (and eventually UsefulNotes/Steam) UsefulNotes/{{Steam}}) years later as ''[[RankInflation N++]]'', adding even more new features.



* AscendedGlitch: The later columns, especially the 80s column (which contains user-created levels), includes some levels designed to use what were originally bugs, such as 86-3 "[[AdvancingWallOfDoom Pressed for Time]]" and 88-1 "Twisted". And bug-solutions are most certainly not discouraged on the highscores list. The authors were also apologetic that certain bugs couldn't be reproduced for N+ .[[note]]In fact, the need to remain bug-compatible means that version 1.x couldn't be ported to a newer version of Flash, meaning that Mac users were stuck with the [=PowerPC=] version. The Windows version runs fine with WINE, though, and v2 uses a more recent Flash runtime.[[/note]]

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* AscendedGlitch: The later columns, especially the 80s column (which contains user-created levels), includes some levels designed to use what were originally bugs, such as 86-3 "[[AdvancingWallOfDoom Pressed for Time]]" and 88-1 "Twisted". And bug-solutions are most certainly not discouraged on the highscores high scores list. The authors were also apologetic that certain bugs couldn't be reproduced for N+ .[[note]]In fact, the need to remain bug-compatible means that version 1.x couldn't be ported to a newer version of Flash, meaning that Mac users were stuck with the [=PowerPC=] version. The Windows version runs fine with WINE, though, and v2 uses a more recent Flash runtime.[[/note]]
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