History VideoGame / OsuTatakaeOuendan

3rd Aug '16 7:03:50 AM Gadjiltron
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* EarlyInstallmentWeirdness: The second game has a lot more in common with EliteBeatAgents than the original engine-wise. No single-cart multiplayer or saving replays, for one.

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* EarlyInstallmentWeirdness: The second game has a lot more in common with EliteBeatAgents than the original engine-wise. No single-cart multiplayer or saving replays, for one.one, and more inconsistent spacing between notes.
30th Jul '16 1:08:49 AM Gadjiltron
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* CherryBlossoms: At the end of every stage in OTO 2, and the end of the teacher's stage in OTO 1.

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* CherryBlossoms: At the end of every stage in OTO 2, 2 (if you preformed very well), and the end of the teacher's stage in OTO 1.


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** The dead tree at the top of the map in Ouendan 2 blossoms at the end of the final level, and retains this appearance if you revisit that difficulty.
30th Jul '16 1:01:48 AM Gadjiltron
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Added DiffLines:

* CouchGag: Two types - the SkywardScream of the people in trouble, and the Ouendan arriving on-scene.
29th Jul '16 9:55:38 PM Gadjiltron
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** Played straight out-of-universe with the song used in the final level of the first game, "Ready Steady Go". It was the second opening to the original ''[[Anime/FullmetalAlchemist Fullmetal Alchemist]]'' anime!

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** Played straight out-of-universe with the song used in the final level of the first game, "Ready Steady Go". It was the second opening to the original ''[[Anime/FullmetalAlchemist Fullmetal Alchemist]]'' anime!''Anime/FullmetalAlchemist'' anime!
** Appears again in the second game, with a cover of "Shonen Heart", the opening to ''Anime/EurekaSeven''.



* DamnYouMuscleMemory: Players going to Ouendan 2 after having played the first Ouendan or Elite Beat Agents expect Insane difficulty's beatmaps to be exactly like Hard's, only rotated, shrunk and faster. Ouendan 2 subverts these expectations by slightly changing Insane's beat maps, in addition to the above changes.

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* DamnYouMuscleMemory: Players going to Ouendan 2 after having played the first Ouendan or Elite Beat Agents expect Insane difficulty's beatmaps to be exactly like Hard's, only rotated, shrunk and faster. Ouendan 2 subverts these expectations by slightly changing Insane's beat maps, in addition to the above changes.changes... sometimes.



* DoWellButNotPerfect: If you don't succeed in a mission completely, but still survive, you get unique cinemas. More is explained on the other page.

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* DoWellButNotPerfect: If you don't succeed in a mission completely, Carried over from the Elite Beat Agents - getting X's all the mid-song scenes but still survive, you get unique cinemas. More is explained on managing to reach the other page.end of the song will result in a slightly different ending than normal. The cheerleaders even look unsatisfied at the results screen. However, accomplishing this is rather difficult, especially at higher levels, due to the speed at which the life bar drains and the fact that filling out a good string of notes near the end of a segment can push it back into the upper half.


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* SingleStrokeBattle: The end of the "Julia no Shoushin" stage in the second game. With hairdressing tools.
29th Jul '16 5:26:47 AM Gadjiltron
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* DestructiveSavior: Passing the "Zoku" stage (Giant Robot vs. Giant Cat) while failing all the scenes still ends in the robot defeating the cat... but the next scene in the ending reveals that the clients now have to work off the debt incurred for repairs.



** Ouendan 2 adds Hidden Mode, unlocked after reaching the second-highest rank. Activating it gives a 1.5x multiplier to your score... but now the shrinking circles are missing and the notes disappear shortly before you are expected to tap them too.



* NonIndicativeDifficulty: In Ouendan 2, switching back to Easy to replay the stages with the Hidden modifier (which adds a 1.5x score multiplier) can result in more slip-ups due to how differently Easy handles Hidden mode. Unlike the other three difficulties, the notes do not disappear on Hidden but the shrinking rings are still removed, making it more difficult to judge when to hit without memorizing the notes.

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* NonIndicativeDifficulty: In Ouendan 2, switching back to Easy to replay the stages with the Hidden modifier (which adds a 1.5x score multiplier) can result in more slip-ups due to how differently Easy handles Hidden mode. Unlike the other three difficulties, the notes do not disappear on Hidden but the shrinking rings are still removed, making it more difficult to judge when to hit without memorizing the notes.
29th Jul '16 4:57:59 AM Gadjiltron
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Added DiffLines:

** The usual features in the game over screen (PoseOfSupplication and a haiku on the failure) are also absent, instead giving the player silence as the defeated client walks into the distance.
29th Jul '16 3:11:59 AM Gadjiltron
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* DamnYouMuscleMemory: Players going to Ouendan 2 after having played the first Ouendan or Elite Beat Agents expect Insane difficulty's beatmaps to be exactly like Hard's, only rotated, shrunk and faster. Ouendan 2 subverts these expectations by slightly changing Insane's beat maps, in addition to the above changes.



* NonIndicativeDifficulty: In Ouendan 2, switching back to Easy to replay the stages with the Hidden modifier (which adds a 1.5x score multiplier) can result in more slip-ups due to how differently Easy handles Hidden mode. Unlike the other three difficulties, the notes do not disappear on Hidden but the shrinking rings are still removed, making it more difficult to judge when to hit without memorizing the notes.



* ThePowerOfLove: The last level of the second game is literally set to a song called "That's What the World Calls Love!" The ending even has a guy yelling "LOVE AND PEACE" like crazy.

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* ThePowerOfLove: The last level of the second game is literally set to a song called "That's What the World Calls Love!" The ending even has a guy the singer yelling "LOVE AND PEACE" like crazy.
13th Jul '16 1:16:34 AM Morgenthaler
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* RedHeadedHero / FieryRedhead: Ippongi Ryuuta.
12th Jun '16 12:52:17 AM LucaEarlgrey
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* FakeDifficulty: Unlike in most other rhythm games, the LifeMeter drains ''constantly''. For one, it's possible to fail a song ''in mid-combo''. Also, it is possible to be wedged into an UnwinnableByDesign situation: you survive a marker-dense section, but play so badly that you go into a comparatively sparse section where there's so few notes that getting all 300's only serves to delay your [[TimeDelayedDeath inevitable failure]].

to:

* FakeDifficulty: Unlike in most other rhythm games, the LifeMeter drains ''constantly''. For one, it's possible to fail a song ''in mid-combo''. Also, it is possible to be wedged into an UnwinnableByDesign situation: you survive a marker-dense section, but play flub so badly that you go into a comparatively sparse don't make it through the next, comparatively-easy section where there's so few notes that and even getting all 300's at that point only serves to delay delays your [[TimeDelayedDeath inevitable failure]].
12th Jun '16 12:49:12 AM LucaEarlgrey
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Added DiffLines:

* FakeDifficulty: Unlike in most other rhythm games, the LifeMeter drains ''constantly''. For one, it's possible to fail a song ''in mid-combo''. Also, it is possible to be wedged into an UnwinnableByDesign situation: you survive a marker-dense section, but play so badly that you go into a comparatively sparse section where there's so few notes that getting all 300's only serves to delay your [[TimeDelayedDeath inevitable failure]].
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.OsuTatakaeOuendan