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* BigBad: The Master Robot. [[ThisIsGonnaSuck And you can encounter multiple of them in a single mission.]]
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* CrueltyIsTheOnlyOption: Some missions involve you having to build protection towers, walls, or both, which instantly kill the Blupis that work on it after doing so, thanks to them spending the entire LifeMeter to build those buildings.

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* CrueltyIsTheOnlyOption: Some missions involve you having to build protection towers, walls, or both, which instantly kill the Blupis that work on it them after doing so, thanks to them spending the entire LifeMeter to build those buildings.

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* {{Cephalothorax}}: The Blupis.



* {{Cephalothorax}}: The Blupis.
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* {{Cephalothorax}}: The Blupis.
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* [[MagnetHands Magnet Head]]: Blupis will always hold "small" objects on their head. Even when they're jumping across the water, the item remains intact.

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* [[MagnetHands Magnet Head]]: Blupis will always hold "small" objects on their head. Even when they're jumping across The items will never be dropped no matter what unless you command the water, the item remains intact.Blupis to drop them.
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** The same can be said if a mission requires you to manually detonate dynamites, either due to the lack of time bombs or lack of enemies capable of running over them. Keep in mind that doing so means that you have to sacrifice a Blupi.


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* ScareChord: The very short tune when you fail a mission. It doesn't help that the failure screen looks [[NightmareFuel unnerving]].
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A sequel in the form of PlatformGame ''VideoGame/SpeedyEggbert'' was later made a year later.

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A sequel in the form of PlatformGame ''VideoGame/SpeedyEggbert'' was later made released a year later.
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* TheFoodPoisoningIncident: If a [[MooksAteMyEquipment Spider]] eats some poison, it'll stay in place for a while before spinning and making low-pitched vomiting sounds. Afterwards, it lays down while twitching its legs before dying.


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* NoPunctuationPeriod: Some of the text in the Training/Mission info have this problem.


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* SoreLoser: In the last mission, [[spoiler:Master Robot got so fed up after losing the battle against Blupis that he refuses to move from his spot until you clear out the path for him.]]


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* StickySituation: Sticky traps make ground-bound enemies suffer from this, which causes them to be immediately frozen in place if they step on those traps.


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* TamperingWithFoodAndDrink: Turning your tomatoes into poison in laboratories is actually a recommended tactic against [[MooksAteMyEquipment Spiders]].
* TeleportersAndTransporters: Using planks of wood, Blupis can build teleporters, a 2x2 floor which are [[PaletteSwap the blue version]] of incubators. At least two teleporters should be built in order for them to work.
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** The Blupis can be this too, if some missions' descriptions are an indication. For example, one mission's description mentions one Blupi observing Master Robot so much that he ended up stuck in the latter's base. Obviously, it's up to you to avert his horrible fate.

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** The Blupis can be this too, if some missions' descriptions are an indication. For example, one mission's description mentions one background has a Blupi observing Master Robot so much that he ended up stuck in the latter's base. Obviously, it's up to you to avert his horrible fate.
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** The Blupis can be this too, if some missions' descriptions are an indication. For example, one mission's description mentions one Blupi observing Master Robot so much that he ended up stuck in the latter's base. Obviously, it's up to you to avert his horrible fate.
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* OneGenderRace: All Blupis are male according to the game. Where those eggs came from still remains a mystery...


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* [[RealMenWearPink Real Men Live In Flower-Patterned Pink Houses]]: All Blupis' houses are pink with a flower pattern.
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''Planet Blupi'' is an isometric RealTimeStrategy PuzzleGame released in 1997 by EPSITEC.

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''Planet Blupi'' is an isometric RealTimeStrategy PuzzleGame for Windows released in 1997 by EPSITEC.
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* LifeMeter: Marked by a blue gauge/ring on a selected Blupi. Turns into red if the Blupi in question is low on energy.
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* FrictionlessIce: The icy ground is this. Any Blupi that steps on it immediately slides across it, costing a lot of energy in the process.
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** If you have a Blupi who is doing a repetitive chain of tasks, you can set him to repeat those actions by picking the "Repeat" option from the drop-down menu (don't right-click on this case). This makes managing Blupis' specific tasks less tedious.

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** If you have a Blupi who is doing a repetitive chain of tasks, you can set him to repeat those actions by picking the "Repeat" option from the drop-down menu (don't right-click on this case). This makes managing Blupis' specific tasks less tedious. However, not all missions support this though.
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Despite the simple gameplay, the game consists of 30 missions in the main campaign, which gets increasingly harder (except for the last one) and requires more thinking and puzzle-solving.

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Despite the simple gameplay, the game consists of 30 missions in the main campaign, which gets increasingly harder (except for the last one) and requires more thinking and puzzle-solving.
puzzle-solving, as well as strategy-building and quick reflexes when it comes to anticipating incoming enemies.
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** The same can be said for the Bouncing Bomb, which spends most of its time standing still. When you suddenly hear that "boink" sound, '''flee!''' (note that it won't stop even if no Blupis are nearby, as it [[OhCrap also targets the Blupis' items/tools/vehicles!]])

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* HellIsThatNoise: An incoming Bulldozer (or worse, an Electrocutor about to attack) pretty much signifies you to '''RUN''', especially if you're completely defenseless.

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* HellIsThatNoise: An incoming Bulldozer Bulldozer's noise (or worse, noises caused by an Electrocutor about to attack) pretty much signifies you to '''RUN''', especially if you're completely defenseless.



* UnwinnableByInsanity: It's possible to do this in various missions (provided that it won't trigger a "mission failure" condition), though you'd really have to go out of your way to do so, like getting all your Blupis stuck on a distant island with no resources to take advantage of.
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* HellIsThatNoise: An incoming Bulldozer (or worse, an Electrocutor about to attack) pretty much signifies you to '''RUN''', especially if you're completely defenseless.
** The noise that a dead Blupi makes before disappearing from view (not the ones that are caused [[CrueltyIsTheOnlyOption voluntarily]]). You know ''you're screwed'' if you happen to hear them, especially if you've lost track of your other Blupis or your own defense. Worse if the mission requires you to avoid having less than the required Blupis. In that case, say hello to [[GameOver the depressed Blupi]]!


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* HyperactiveSprite: The Spider and Viruses are the only ones whose sprites are constantly in motion even when they stay in one place.


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* JumpScare: The "mission failure" screen can be this, especially if you're not expecting it.


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* UnwinnableByInsanity: It's possible to do this in various missions (provided that it won't trigger a "mission failure" condition), though you'd really have to go out of your way to do so, like getting all your Blupis stuck on a distant island with no resources to take advantage of.
* UnwinnableByMistake: Trust me, your own mistakes can lead you to getting stuck in a mission (especially if you've saved often in the middle of such mistakes), if it decided to not outright end the mission by failure, that is.

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* AntiFrustrationFeatures: If you're stuck in a mission, the Hint button (marked with a question mark) becomes available, allowing you view those hints. It still has a possibility of not being too clear of when and where your task should take place, but at least you won't scream GuideDangIt too much.

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* AntiFrustrationFeatures: If you're stuck in a mission, the Hint Help button (marked with a question mark) becomes available, allowing you view those hints. It still has a possibility of not being too clear of when and where your task should take place, but at least you won't scream GuideDangIt too much.much.
** If you have a Blupi who is doing a repetitive chain of tasks, you can set him to repeat those actions by picking the "Repeat" option from the drop-down menu (don't right-click on this case). This makes managing Blupis' specific tasks less tedious.


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* StuffBlowingUp: The items dynamite and time bomb, the latter of which can reach a bigger blast radius.
** The enemy variant is the aptly-named Bouncing Bomb.
* TooDumbToLive: Certain enemies are attracted to your traps and are more likely to step on them.
** Viruses, being AirborneMook, pretty much ignore the ground-bound traps, but are still willing to float around when explosives are going off or go through the [[ShockAndAwe electric barrier]] created by the protection towers.
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* FastForwardMechanic: You can fast-forward twice the in-game time by either manually setting the game speed to x2 in the settings or pressing F6. F7 will make everything go in ''quadruple speed''. F8 will make everything go '''eight times faster'''.

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* FastForwardMechanic: You can fast-forward twice the in-game time by either manually setting the game speed to x2 in the settings or pressing F6. F7 will make everything go in ''quadruple speed''. F8 will make everything go '''eight times faster'''. (note that the latter two speeds can only be accessed if you've typed [[ClassicCheatCode "QUICK"]] to enable them)
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* GiantSpider: The "Spider" enemy, which are nearly as large as a Blupi. They only eat tomatoes, not Blupis, but they're still really annoying.

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* GiantSpider: The "Spider" enemy, which are is nearly as large as a Blupi. They only eat tomatoes, not Blupis, but they're still really annoying.
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* GiantSpider: The "Spider" enemy, which are nearly as large as a Blupi. They only eat tomatoes, not Blupis, but they're still really annoying.


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* [[FourLeggedInsect Six-Legged Spider]]: The Spiders in this game have six legs. Somewhat justified that they're created using some sort of alien technology.
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* TrademarkFavoriteFood: Those Blupis ''really'' like tomatoes.

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* HyperactiveMetabolism: Tomatoes revitalize tired Blupis, restoring their energy by a large amount.



* PowerUpFood: Tomatoes revitalize tired Blupis.
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* OneHitKill: Many things: Explosions (including the enemy variant, Bouncing Bomb), sticky traps (for enemies that can run over them), poisoned tomatoes (for Spiders), Bulldozers and Electrocutor's sparks (for Blupis), fire (for organic creatures, including Blupis) and protection towers' electric barrier (for Spiders and Viruses).

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* OneHitKill: Many things: Explosions Explosives (including the enemy variant, Bouncing Bomb), sticky traps (for enemies that can run over them), poisoned tomatoes (for Spiders), Bulldozers and Electrocutor's sparks (for Blupis), fire (for organic creatures, including Blupis) and protection towers' electric barrier (for Spiders and Viruses).
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* ItemCrafting: Done in either the workshop or the laboratory, depending on the ingredient you're going to use. Pieces of iron and platinium go into the former, while stuff like flowers and tomatoes go into the latter.

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* ItemCrafting: Done in either the workshop or the laboratory, depending on the ingredient you're going to use. Pieces of iron and platinium go into the former, while stuff like flowers and tomatoes go into the latter. Only one of each is required to make a single item, and each ingredient aside from iron (which can be made into one of three items) can result in a unique item exclusive to that ingredient.
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* ForebodingArchitecture: If you see some gray blue floor, you know for sure that you're nearing the enemy's territory.

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* ForebodingArchitecture: If you see some gray grayish blue floor, you know for sure that you're nearing the enemy's territory.
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[[caption-width-right:350:Our yellow egg-like hero versus the baddies.]]

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[[caption-width-right:350:Our yellow egg-like egg-shaped hero versus the baddies.]]
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[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/title7.png]]
[[caption-width-right:350:Our yellow egg-like hero versus the baddies.]]
''Planet Blupi'' is an isometric RealTimeStrategy PuzzleGame released in 1997 by EPSITEC.

The plot is as follows: A spaceship has crashed into the titular planet, causing a brief fire and alerting the Blupis. A blue robot comes out of it and begins building his own factory complex and tries to wipe out the entire Blupi population to claim the entire planet.

The gameplay involves you, the player, giving commands to Blupis to perform various tasks, from simply walking to building things. A Blupi has his own LifeMeter, signified by the blue ring around his feet and the usual blue (red if low) gauge on the HUD, both if he's selected. The LifeMeter depletes whenever he performs a task, and if it gets low (red), the Blupi will turn into a Tired Blupi, who moves really slowly and is unable to perform most tasks until being fed with [[TrademarkFavoriteFood tomatoes]]. If it gets too low, the poor Tired Blupi will immediately stop moving after walking a single tile regardless of the distance you want him to travel, and he'll keep doing this until he runs out of energy and dies.

Despite the simple gameplay, the game consists of 30 missions in the main campaign, which gets increasingly harder (except for the last one) and requires more thinking and puzzle-solving.

The game's full version comes with a LevelEditor in the form of the "Construction" mode, which allows you to create up to 20 custom missions.

A sequel in the form of PlatformGame ''VideoGame/SpeedyEggbert'' was later made a year later.

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!!This game provides examples of:
* AirborneMook: The "Virus" enemy, being a group of, well, airborne viruses. This is shown by them [[OhCrap being able to cross watery areas]] to get to the Blupis.
* AntiFrustrationFeatures: If you're stuck in a mission, the Hint button (marked with a question mark) becomes available, allowing you view those hints. It still has a possibility of not being too clear of when and where your task should take place, but at least you won't scream GuideDangIt too much.
* ChainReactionDestruction: You can invoke this by setting off an explosion near several dynamites adjacent to each other. Pretty useful to destroy multiple objects and enemies in a shorter time.
* ClassicCheatCode: By typing a certain word in-game, you can either refill all Blupis' energy and cure the sick ones, make all Blupis' LifeMeter stay full regardless of task, make the Blupis outright invincible, clear out all the black fog that limits your vision, among others.
* ContextSensitiveButton: The right-click allows a Blupi to perform a task related to the object clicked without resorting to picking an option from the drop-down menu. For example, right-clicking the ground gives the "Go" command without needing to pick such option. Certain objects cannot be simply right-clicked on, though.
* ControllableHelplessness: When you're about to fail, you have a second to interact with the on-screen things before the "mission failed" screen [[JumpScare shows up]].
* CrueltyIsTheOnlyOption: Some missions involve you having to build protection towers, walls, or both, which instantly kill the Blupis that work on it after doing so, thanks to them spending the entire LifeMeter to build those buildings.
* DestroyableItems: ''Every item'' can be destroyed in one way or another, usually via explosion.
* DifficultyLevels: The main campaign comes with two difficulty levels, Easy and Difficult.
* EleventhHourSuperpower: [[DownplayedTrope Downplayed]]. Near the endgame, the Blupis managed to gain access to enemy technology in the form of platin(i)um, which is used to build a robot on their own. The robot, aptly-named Helper Robot, can perform tasks without running out of energy (moving faster than Blupis also helps) and is invulnerable to fire, Viruses, Bulldozers and Electrocutor's sparks. However, there's only one in existence (in the main campaign, at least) and can still be easily destroyed by explosives and Bouncing Bombs. Also, it can't do things that Blupis can, like riding boats across a body of water.
* TheEngineer: Both the Blupis and Master Robot fight using technology, with the Blupi side relying only from natural resources while the Master Robot can simply build factories on his own.
* FastForwardMechanic: You can fast-forward twice the in-game time by either manually setting the game speed to x2 in the settings or pressing F6. F7 will make everything go in ''quadruple speed''. F8 will make everything go '''eight times faster'''.
* ForebodingArchitecture: If you see some gray blue floor, you know for sure that you're nearing the enemy's territory.
* FrictionlessIce: The icy ground is this. Any Blupi that steps on it immediately slides across it, costing a lot of energy in the process.
* GameOverMan: The "mission failed" screen features a disappointed Blupi standing in front of his house in a dark and foggy forest. No unnerving-looking BigBad in sight, but still really unnerving to look at.
* HitAndRunTactics: A preferable way of attacking enemies, since you only rely on items to do the job. Basically, you drop the item (optional: you can activate them if they can be activated) then run to safety. Not applied to dynamites if you choose to activate them, though, as it kills the Blupi activating one on the spot.
* IdleAnimation: If a Blupi is left alone for a while, he'll either wave his hand, scratch his head, or playing with his yo-yo.
* InvoluntaryGroupSplit: Certain missions have a group of Blupis separated into two or more smaller groups (the reasons usually mentioned in the mission info), and you have to carefully manage each group to complete the mission.
* IsometricProjection
* ItemCaddy: While the Blupis can build many stuff to support themselves in survival and combat, these creatures actually rely entirely on using items to fight. An unarmed Blupi is a dead Blupi in battlefield.
* ItemCrafting: Done in either the workshop or the laboratory, depending on the ingredient you're going to use. Pieces of iron and platinium go into the former, while stuff like flowers and tomatoes go into the latter.
* LevelGoal: Usually Blupi's house in most missions. Striped paving stones also count too, if the mission requires putting objects on them.
* LevelMapDisplay: Your map radar. However, not all of the area is visible much like in the actual display, as you have to clear out the black fog to see more of the level.
* [[MagnetHands Magnet Head]]: Blupis will always hold "small" objects on their head. Even when they're jumping across the water, the item remains intact.
* MookMaker: Master Robot's factories produce enemies.
* MooksAteMyEquipment: Spiders are capable of eating your tomatoes. Thankfully, [[TooDumbToLive they also attempt to eat a pile of poisoned tomatoes or hop on sticky traps]].
** The bulldozers, while not really eating so much as actually flattening the items, can be seen as this.
* NotPlayingFairWithResources: In missions featuring Master Robot, it is shown that he's capable of building factories without needing to use any form of resources. Thankfully, it's balanced a bit by having him stop by his own building as a form of cooldown. Also, he moves really slowly, allowing you to take your time in building your strategy.
* OneHitKill: Many things: Explosions (including the enemy variant, Bouncing Bomb), sticky traps (for enemies that can run over them), poisoned tomatoes (for Spiders), Bulldozers and Electrocutor's sparks (for Blupis), fire (for organic creatures, including Blupis) and protection towers' electric barrier (for Spiders and Viruses).
* OneHitPointWonder: All enemies die in one hit.
** While Helper Robot doesn't seem to be this due to having a seemingly never-emptying LifeMeter, he can die as easily as the others from explosions.
* OneManArmy: You can invoke this yourself in missions involving destroying enemy bases by having only a single Blupi actively preparing and launching attacks. Some missions can simply end up as this too.
* PaletteSwap: Helper Robots are simply the gray version of Master Robots but with a round head.
* PlayerMooks: Your Blupis depend on you.
* PowerUpFood: Tomatoes revitalize tired Blupis.
* SandboxMode: The LevelEditor pretty much allows you to enjoy this (unless you decided to kill off all the Blupis or destroy all the houses, that is).
* SaveScumming: You just ''have'' to do this in the more difficult missions. Since you can save at any point in the game, it's best to keep track of whether you're making progress to victory or you're nearing failure.
* SpiritualSuccessor: To ''Blupimania'', the more obscure Blupi game for the Smaky and DOS (though it received a [[VideoGame3DLeap 3D]] sequel), which is also a puzzle-oriented game involving getting Blupis to finish a given mission.
* VictoryPose: The "mission completed" screen features a happy Blupi raising his fist in triumph.
* VideoGameCaringPotential: You can keep the Blupis energized by feeding them tomatoes and cure the sick ones by giving them medicine. Returning lost Blupis to their home also counts.
* VideoGameCrueltyPotential: You can force Blupis to perform many tasks without rewarding them with food, thus starving them and killing them once their energy runs out. You can also kill off Blupis by killing them in an explosion or exposing them to killer enemies.
* VideoGameObjectives: Ranges from having all Blupis go into [[LevelGoal their houses]] to waiting until the fire goes out. The "Construction" mode provides the objective list for you to play with.
* VideoGameSettings: There are four kinds in this game, though the differences are merely cosmetic:
** GreenHillZone: The prairie and forest sceneries.
** ShiftingSandLand: The desert scenery.
** SlippySlideyIceWorld: The snowy forest scenery.
* VideoGameTutorial: The "Training" missions. There are four of them in the demo version, while the full version contains six.
* WarHasNeverBeenSoMuchFun: If a mission involving destroying one or more enemy bases takes place, expect the battle to be like this, thanks to the colorful characters.
* AWinnerIsYou: Finishing all missions, tutorial or main campaign, simply gives you a "victory" screen.

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