History VideoGame / N

15th May '18 5:01:27 PM out-of-usernames
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-->-- [[ExcusePlot The story]]

''N'' is a {{platformer}} made in Flash. You control a tiny ninja who has the gift of speed but unfortunately this causes him age faster, ''much'' faster, but the joy of collecting gold makes him so giddy he lives longer. The goal is to get to the exit door which you must flip some switches to open. You can collect little gold squares which add time to your lifespan. Baddies of every sort frequent the levels.

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 ''[[VideoGame/NPlus 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.

After more than five years, the original ''N'' has been updated to version 2.0! Obtain it from [[http://www.thewayoftheninja.org/n.html here]].

to:

-->-- [[ExcusePlot The story]]

in-game story description]]

''N'' is a {{platformer}} made in Flash. You control a tiny tiny, practically weightless ninja who has with the gift of godlike speed but unfortunately and agility. Unfortunately, this causes him to age faster, ''much'' faster, but the joy of collecting gold makes him so giddy he lives longer. The goal is to get to the exit door door, which you must first flip some switches to open. You can collect little gold squares which add time to of gold that increase your lifespan. Baddies of every sort frequent the levels.

Somewhat recently, Four years after its initial release, the game saw a revitalization as three separate {{Mission Pack Sequel}}s for the UsefulNotes/NintendoDS, [[UsefulNotes/PlayStationPortable PSP]], and UsefulNotes/XboxLiveArcade all titled ''[[VideoGame/NPlus 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.

After more than five years,
features. In 2011, the original ''N'' has been was updated to version 2.0! Obtain 0. Play it from [[http://www.thewayoftheninja.org/n.html here]].



* AdvancingWallOfDoom: 5 zap drones in a level in N 2.0 form this, as you're [[spoiler: locked in a room by one-way platforms and need to run back and forth across mines to unlock the door terminal before reaching the exit]].
* AllLowercaseLetters: All the levels in the series are titled this way, save for the occasional [[CapsLock ALLCAPS]] title.
* AndYourRewardIsClothes: If you complete all the 500 levels, all you get is [[spoiler: to select a custom color for your ninja]]. [[BraggingRightsReward It's worth it anyway]]. ''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 episode unlocks a new color scheme for you to use, too!

to:

* AdvancingWallOfDoom: 5 zap drones in a level few levels (appropriately titled "T Minus _") in N 2.0 form this, as you're [[spoiler: locked in a room by one-way platforms and need to run back and forth across mines a minefield to unlock the door terminal before reaching the exit]].
* AllLowercaseLetters: All the levels in the series are titled this way, save for the occasional [[CapsLock ALLCAPS]] ALL-CAPS]] title.
** Level 35-3 "Sakurajima", stylized exactly as shown, is a rare exception; as is a co-op level in ''N+'' called [[spoiler:I knew this was a one-way trip."]]
* AndYourRewardIsClothes: If you complete all the 500 levels, all you get is [[spoiler: to select a custom color for your ninja]]. [[BraggingRightsReward It's worth it anyway]]. ''N++'' on the other hand, discards changing colors just for the ninjas, and now does so [[spoiler: for the '''entire''' game. ''entire game'', enemies, UI and all]]. Beating every fifth non-intro episode in the fifth row unlocks a new color scheme for you to use, too!



* 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 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]]
* AttractMode: The original's main menu cycles through prerecorded plays, showing typical mistakes that players make during the game. By the third installment, it has become guaranteed that the ninja will ''never'' finish a level on the title screen. 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.
* BadassBack: Zap drones have fields of lethally high-voltage electricity constantly surrounding them, allowing them to zap you from behind, below or above, as well as in front. This trope applies especially to the seeking version (indicated with an antenna on the back), which chases you at double its normal speed when it detects you, but acts like its normal counterpart if it can't see you.

to:

* AscendedGlitch: The later columns, columns in ''N'', especially the pre-2.0 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 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]]
* AttractMode: The original's main menu cycles through prerecorded plays, showing typical mistakes that players make during the game. By the third installment, it has become guaranteed that the ninja will ''never'' finish a level on the title screen. Made more embarassing by the fact that, as long as you play at least a small portion of ''N++'', the replays are are, in fact fact, recorded from ''your'' attempts to beat the level. Even a This also applies to custom or a co-op one.
levels.
* BadassBack: Zap drones have fields of lethally high-voltage electricity constantly surrounding them, allowing them to zap you from behind, below or above, as well as in front. This trope applies especially to the seeking version (indicated with an antenna on the back), back[[note]] - absent in N++, where seekers are differentiated from regular zap drones in that the dark portion at the front is enlarged[[/note]]), which chases you at double its normal speed when it detects you, but acts like its normal counterpart if it can't see you.



* 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.

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* BoobyTrap: Some levels contain traps like this, like from mines hidden behind bouncy blocks or bounceblocks to switches that shut the player in / or release enemies hidden behind gold.



** ''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.]]

to:

** ''N++'' has [[spoiler:the X column, row, which appears out of nowhere, should only you spend several weeks trying to beat every single episode in the grid.]]



* ButtMonkey: The demo player on the title screen is always killed by a stupid mistake.
* ConservationOfNinjitsu: Averted, despite being the only ninja the PC is fragile as a newborn. Alternatively, you could argue it is played completely straight - the PC is exactly one ninja, on a mission, and is able to get through hundreds of devious and deadly rooms and steal large amounts of gold, without so much as a scratch.

to:

* ButtMonkey: The demo player on the title screen is always killed by a stupid mistake.
mistake. As mentioned earlier, [[spoiler:it might be you]].
* ConservationOfNinjitsu: Averted, despite being the only ninja ninja, the PC player character is nearly as fragile as a newborn.newborn baby. Alternatively, you could argue it is played completely straight - the PC is exactly one ninja, on a mission, and is able to get through hundreds of devious and deadly rooms and steal large amounts of gold, without so much as a scratch.



* CrosshairAware: Watch out for the targeting reticules of the Gauss turret. Unlike other examples, the targeting reticule actually indicates the ''angle'' at which the turret will shoot - if the ninja is anywhere on a straight line with the turret and crosshairs when the turret decides to fire, the ninja will still get shot with extreme prejudice. The turrets know this, too; if the ninja is in such a straight line as mentioned above, the turret ''will shoot'', regardless of whether or not the ninja is actually in the crosshair.
* DeathByMaterialism: Some levels allow you to choose between going the easy way with no gold, and going the hard way with lots of gold. Sometimes there is a switch hidden behind a gold piece that traps you behind a door when you touch it.
* DeathCourse
* DeathIsASlapOnTheWrist
* DirectionallySolidPlatforms: In every single direction, no less.

to:

* CrosshairAware: Watch out for the targeting reticules of the Gauss gauss turret. Unlike other examples, the targeting reticule actually indicates the ''angle'' at which the turret will shoot - if the ninja is anywhere on a straight along the turret's targeting line with the turret and crosshairs when the turret decides to fire, it shoots, the ninja will still get shot with extreme prejudice. The turrets ''turrets'' know this, too; if the ninja is in such a straight line as mentioned above, the turret ''will shoot'', regardless of whether or not the ninja is actually in the crosshair.
* DeathByMaterialism: Some levels allow you to choose between going the easy way with little to no gold, and going the hard way with lots of gold. Sometimes there is a switch hidden behind a gold piece that traps you behind a door when you touch it. \n Most commonly, there are rooms of gold that contain particularly tricky enemies.
* DeathCourse
DeathCourse: Pretty self-explanatory.
* DeathIsASlapOnTheWrist
DeathIsASlapOnTheWrist: The only penalty for death is that you have to start at the beginning of the level in which you died. [[spoiler:In-game material for ''N+'' states that while the player has infinite lives, they may not have infinite patience.]]
* DirectionallySolidPlatforms: In every single direction, no less.Oneway platforms.



* EverythingTryingToKillYou
* FrickinLaserBeams: Averted with the Laser Drones, as their beams [[HitScan go the distance immediately]]. Fortunately for the ninja, there's a second to react before they actually fire, including a convenient harmless LaserSight beforehand.
* HarderThanHard: Getting through the fifth/sixth column unlocks Overclock Mode, which speeds up everything in the game by a ridiculous degree. Some levels, in fact, may be impossible to defeat with human reflexes.
* HaveANiceDeath: In the DS version of N+. ''NICE ONE''

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* EverythingTryingToKillYou
EverythingTryingToKillYou: Mines, drones, missiles, fall damage [[spoiler:(and omnidirectional impact trauma in ''N+'' and ''N++'')]]...the list goes on.
* FrickinLaserBeams: Averted with the Laser Drones, as their beams [[HitScan go the distance immediately]]. Fortunately for the ninja, there's a second to react before they actually fire, including marked by a convenient and harmless LaserSight beforehand.
* HarderThanHard: Getting through the fifth/sixth column in ''N'' unlocks Overclock Mode, which speeds up everything in the game by a ridiculous degree. Some levels, in fact, may be impossible to defeat with human reflexes.
reflexes. It's useful for excessively long replays, however.
* HaveANiceDeath: In the DS version of N+. ''NICE ONE''''N+''.
-->"NICE ONE"



* KineticWeaponsAreJustBetter: Played with. [[SentryGun Turrets]]/[[MechaMooks Drones]] use [[MagneticWeapons Gauss Cannons]], [[MoreDakka machine guns]], [[FrickinLaserBeams lasers]]... Pretty much everything what is on stock.
* LaserHallway: The Laser Turret in ''N++'' offers many examples of such in many levels, firing a permanent deadly laser as it travels along a wall or rotates in place. Often, you'd have to wait until the laser is obstructed by a solid before you can make a break for it.

to:

* KineticWeaponsAreJustBetter: Played with. [[SentryGun Turrets]]/[[MechaMooks Drones]] use Turrets]], [[MechaMooks drones]], [[MagneticWeapons Gauss Cannons]], gauss turrets]], [[MoreDakka machine guns]], chaingun drones]], [[FrickinLaserBeams lasers]]... Pretty lasers]]...pretty much everything what is on in stock.
* LaserHallway: The Laser Turret laser turret in ''N++'' offers many examples of such this in many levels, firing a permanent deadly laser as it travels along a wall or rotates in place. Often, you'd you have to wait until the laser is obstructed by a solid surface before you can make a break for it.



* LockedDoor: 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 opposite 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.
* LudicrousGibs: You don't just die - depending on how much is going on the screen, you could get dismembered, bounced around repeatedly, burned, shocked, sliced in half, thrown, smashed, and blown up. All at the same time. Also, the gibs themselves can trigger further mines or get shocked by enemies.

to:

* LockedDoor: 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 opposite of this stage element exists, too: as soon as you flick a (much more stealthy) switch, doing so makes causes a series of doors door to appear in thin air.
* LudicrousGibs: You don't just die - depending on how much is going on the screen, you could get dismembered, bounced around repeatedly, burned, shocked, sliced in half, thrown, smashed, and blown up. All at the same time. Also, the gibs themselves can trigger further mines or and get shocked by enemies.



* {{Minimalism}}: Generally ''the'' art style and level design approach. There's little to no unnecessary detail whatsoever - the walls and background are completely plain and monochromatic (though ''N+'' adds a subtle pattern to the background), and the objects consist of mostly simple abstract shapes. ''N++'' adds multiple color schemes in addition to the standard grey and gray, and uses a more stylish brand of minimalism as well, partially provided by a Venezuelan graphic designer [=MASA=].
* MiniMook: Micro Drones in ''N++''. Zap Drones that are half the size but are a little bit faster.

to:

* {{Minimalism}}: Generally ''the'' Generally, the art style and level design approach. There's little to no unnecessary detail whatsoever - the walls and background are completely plain and monochromatic (though ''N+'' adds a subtle pattern to the background), and the objects consist of mostly simple abstract shapes. ''N++'' adds multiple color schemes in addition to the standard grey light and gray, dark grey, and uses a more stylish brand of minimalism as well, partially provided by a Venezuelan graphic designer designer, [=MASA=].
* MiniMook: Micro Drones drones in ''N++''. Zap Drones drones that are half the size but are a little bit faster.subsequently twice as fast.



* NeverTheSelvesShallMeet: One of the obstacles in ''N++'' is a circle that creates a clone of your character who follows your every move. You get gibbed if you come into contact with the clone.
* NintendoHard: ''Personifies'' this once you get past the [[DifficultySpike first dozen or so levels]]. The trailer for ''N 2.0'' takes it further with the slogan "We put the N in FUN, you'll add the [[ClusterFBomb FU]]"
* 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.

to:

* NeverTheSelvesShallMeet: One of the obstacles in ''N++'' is a circle spawn that creates a holographic clone of your character who follows your every move.move with a two-second delay. You get gibbed if you come into contact with the clone.
* NintendoHard: ''Personifies'' this once you get past the [[DifficultySpike first dozen or so levels]]. The trailer for ''N 2.0'' takes it further with the slogan "We trailer's slogan:
-->"We
put the N in FUN, you'll add the [[ClusterFBomb FU]]"
* NoFairCheating: You're actually allowed to use any number of players in every level of ''N++'', even if you're going being able 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. gold.
**
Playing the Race mode alone to unlock new color schemes or just bump up the completion percentage, however, is totally fine.



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

to:

* OneHitPointWonder: Any injury from collision hard-enough collisions or being shot, zapped, or crushed will kill you.
* OneLetterTitleOneLetterTitle:



* RagdollPhysics: Watching the poor ninja get tossed and thrashed around the room makes dying repeatedly a lot less frustrating.

to:

* RagdollPhysics: Watching the poor ninja ninja's body get tossed and thrashed around the room makes dying repeatedly a lot less frustrating.



** 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.
** One level is called "[[VideoGame/DarkSouls Undead Burg]]". Ironically, unlike its namesake it's ''not'' a NintendoHard DeathCourse, but actually a pretty easy level by ''N++'' standards.
* SuperPersistentMissile: Shaking them off is an exercise in futility--the launchers will just launch another one. However, the launchers only fire if they have a clear shot at the ninja.
* SuperPersistentPredator: ''N++'' has Deathballs--special drones that forever track the ninja down. They're slower than rockets, but stick around forever. They also have the same lack of pathfinding as rockets and will take the shortest route to the ninja regardless of walls, so corralling these things if possible is recommended.
* TimedMission: You have 90 seconds, plus 2 seconds for each gold piece you collect, to complete each group of five levels. It doesn't really matter as much as you'd think - every one of your countless deaths resets the timer.
* TitleDrop: A couple of levels are directly based on the logos for Metanet, ''N+'' and ''N++''.
* WallJump
* WhatTheHellPlayer: [[PressXToDie Pressing K to commit suicide]] causes the game to say "Harsh, guy!".

to:

** The landscape in Slipgate Complex "Slipgate Complex" and Ziggurat Vertigo "Ziggurat Vertigo" is literally the ''[[VideoGame/QuakeI Quake]]'' logo. And then there's [[VideoGame/QuakeIIIArena The "The Longest Yard]], 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. 3]]''. F7200 is also the name of the [=AG=] racing league in the same game.
** One level is called "[[VideoGame/DarkSouls Undead Burg]]"."Undead Burg"]]". Ironically, unlike its namesake it's ''not'' a NintendoHard DeathCourse, but actually a pretty easy level by ''N++'' standards.
* SuperPersistentMissile: Shaking them off is an exercise in futility--the launchers will just launch another one. However, the launchers only fire if they have a clear shot at view of the ninja.
** More experienced players can, however, take advantage of their wide turning radius.
* SuperPersistentPredator: ''N++'' has Deathballs--special drones deathballs that forever track home in on the ninja down. ninja. Despite looking like drones, their movement isn't confined to a grid, instead travelling in a path similar to a rocket's. They're slower than rockets, but stick around forever. cannot be destroyed. They also have the same lack of pathfinding as rockets and will take the shortest route to the ninja regardless of walls, so corralling these things things, if possible possible, is recommended.
* TimedMission: You initially have 90 seconds, plus 2 seconds for each gold piece you collect, to complete each group of five levels. It doesn't really matter as much as you'd think - every one of your countless deaths resets the timer.
timer for that level.
* TitleDrop: A couple of few levels are directly based on the logos for Metanet, ''N+'' ''N'', ''N+'', and ''N++''.
* WallJump
WallJump: A critical game mechanic.
* WhatTheHellPlayer: Prior to 2.0, [[PressXToDie Pressing pressing K to commit suicide]] causes would cause the game to say "Harsh, guy!".



* YetAnotherStupidDeath: Even colliding with a ''wall'' too fast will result in your death. It's that kind of game.

to:

* YetAnotherStupidDeath: Even In ''N+'', colliding with a ''wall'' too fast will result in your death. It's that ''that'' kind of game.
13th Apr '18 8:41:32 PM WanderingTedium
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Added DiffLines:

* AllLowercaseLetters: All the levels in the series are titled this way, save for the occasional [[CapsLock ALLCAPS]] title.
13th Apr '18 10:41:38 AM WanderingTedium
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Added DiffLines:

* FrickinLaserBeams: Averted with the Laser Drones, as their beams [[HitScan go the distance immediately]]. Fortunately for the ninja, there's a second to react before they actually fire, including a convenient harmless LaserSight beforehand.


Added DiffLines:

* LaserHallway: The Laser Turret in ''N++'' offers many examples of such in many levels, firing a permanent deadly laser as it travels along a wall or rotates in place. Often, you'd have to wait until the laser is obstructed by a solid before you can make a break for it.
13th Apr '18 10:25:55 AM WanderingTedium
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Added DiffLines:

* HeroTrackingFailure: Chaingun Drones demonstrate this, making their gunfire easy to dodge in open spaces, but potentially lethal in closed spaces.


Added DiffLines:

* MiniMook: Micro Drones in ''N++''. Zap Drones that are half the size but are a little bit faster.


Added DiffLines:

* SuperPersistentPredator: ''N++'' has Deathballs--special drones that forever track the ninja down. They're slower than rockets, but stick around forever. They also have the same lack of pathfinding as rockets and will take the shortest route to the ninja regardless of walls, so corralling these things if possible is recommended.
2nd Mar '18 7:08:21 PM Mickoonsley19
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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.

to:

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+ ''.''[[VideoGame/NPlus 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.
9th Jan '18 1:34:02 PM Az0riusG4m3r
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* BadassBack: Zap drones have fields of lethally high-voltage electricity constantly surrounding them, allowing e=both normal and seeker drones to kill you no matter where you hit them.

to:

* BadassBack: Zap drones have fields of lethally high-voltage electricity constantly surrounding them, allowing e=both them to zap you from behind, below or above, as well as in front. This trope applies especially to the seeking version (indicated with an antenna on the back), which chases you at double its normal and seeker drones to kill you no matter where you hit them.speed when it detects you, but acts like its normal counterpart if it can't see you.
9th Jan '18 1:26:13 PM Az0riusG4m3r
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Added DiffLines:

* AdvancingWallOfDoom: 5 zap drones in a level in N 2.0 form this, as you're [[spoiler: locked in a room by one-way platforms and need to run back and forth across mines to unlock the door terminal before reaching the exit]].


Added DiffLines:

* BadassBack: Zap drones have fields of lethally high-voltage electricity constantly surrounding them, allowing e=both normal and seeker drones to kill you no matter where you hit them.
17th Nov '17 5:10:08 PM RisefromYourGrave
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* AmenBreak: ''n+'''s soundtrack contains this.

to:

* AmenBreak: ''n+'''s ''N+'''s soundtrack contains this.



* LockedDoor: 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.

to:

* LockedDoor: 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 opposite 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.



* {{Minimalism}}: Generally ''the'' artstyle and level design approach. There's little to no unnecessary detail whatsoever - the walls and background are completely plain and monochromatic (though ''N+'' adds a subtle pattern to the background), and the objects consist of mostly simple abstract shapes. ''N++'' adds multiple color schemes in addition to the standard grey and gray, and uses a more stylish brand of minimalism as well, partially provided by a Venezuelan graphic designer [=MASA=].

to:

* {{Minimalism}}: Generally ''the'' artstyle art style and level design approach. There's little to no unnecessary detail whatsoever - the walls and background are completely plain and monochromatic (though ''N+'' adds a subtle pattern to the background), and the objects consist of mostly simple abstract shapes. ''N++'' adds multiple color schemes in addition to the standard grey and gray, and uses a more stylish brand of minimalism as well, partially provided by a Venezuelan graphic designer [=MASA=].



* NintendoHard: ''Personifies'' this once you get past the [[DifficultySpike first dozen or so levels]]. The trailer for N 2.0 takes it further with the slogan "We put the N in FUN, you'll add the [[ClusterFBomb FU]]"

to:

* NintendoHard: ''Personifies'' this once you get past the [[DifficultySpike first dozen or so levels]]. The trailer for N ''N 2.0 0'' takes it further with the slogan "We put the N in FUN, you'll add the [[ClusterFBomb FU]]"



* 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.

to:

* NostalgiaLevel: ''N++'' has them. A whole set of them, in fact, which is just as enourmous enormous as the N++ grid. Some levels have been re-adopted for multiplayer and thus have much smaller grids in Co-op and Race.
5th Nov '17 4:38:13 AM malter
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Added DiffLines:

** One level is called "[[VideoGame/DarkSouls Undead Burg]]". Ironically, unlike its namesake it's ''not'' a NintendoHard DeathCourse, but actually a pretty easy level by ''N++'' standards.
28th Oct '17 5:11:43 PM malter
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* {{Minimalism}}: Generally ''the'' artstyle and level design approach. There's little to no unnecessary detail watsoever - the walls and background are completely plain and monochromatic (though ''N+'' adds a subtle pattern to the background), and the objects consist of mostly simple abstract shapes. ''N++'' adds multiple color schemes in addition to the standard grey and gray, and uses a more stylish brand of minimalism as well, partially provided by a Venezuelan graphic designer [=MASA=].

to:

* {{Minimalism}}: Generally ''the'' artstyle and level design approach. There's little to no unnecessary detail watsoever whatsoever - the walls and background are completely plain and monochromatic (though ''N+'' adds a subtle pattern to the background), and the objects consist of mostly simple abstract shapes. ''N++'' adds multiple color schemes in addition to the standard grey and gray, and uses a more stylish brand of minimalism as well, partially provided by a Venezuelan graphic designer [=MASA=].
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