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Alphabetization


* AsteroidMiners: Somewhat the premise of the game, which is then done literally after each level as you navigate your way to the space-station shop and the next planet/debris cluster.



* DeathIsASlapOnTheWrist: Not at all true. Dying makes the player lose one of each of their weapons, making it hurt more the more the player has equipped. Pretty much guaranteed to be a huge loss each time you die, if you don't outright game over. It helps that you can save after each level, but there are no continues if you do forget.
* EquipmentBasedProgression: Players never level-up. They only get better based on their personal skill and equipment purchases.
* {{Hitscan}}: The machine gun weapon.
* InvisibleBlock: Brick #518 in the editor's palette screen, as its help file informs us.



* InvisibleBlock: Brick #518 in the editor's palette screen, as its help file informs us.

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* InvisibleBlock: Brick #518 in the editor's palette screen, as its help file informs us.PowerUp: The standard speed-up/down, multi-ball, etc. power-ups can be found and then activated with Mining Balls. There is also a half-dozen set of ammo that can be found.



* StarterEquipment: You always start with 5 mining balls, 2 extra bats, a matching amount of twin plasma guns, and 100 rounds.
* SwirlyEnergyThingy: One-way wormholes. They work exactly how you'd expect.



* VideoGameLives: Up to 4 spare may be purchased at a time, for as much as the most expensive weapon costs.



* DeathIsASlapOnTheWrist: Not at all true. Dying makes the player lose one of each of their weapons, making it hurt more the more the player has equipped. Pretty much guaranteed to be a huge loss each time you die, if you don't outright game over. It helps that you can save after each level, but there are no continues if you do forget.
* VideoGameLives: Up to 4 spare may be purchased at a time, for as much as the most expensive weapon costs.
* EquipmentBasedProgression: Players never level-up. They only get better based on their personal skill and equipment purchases.
* PowerUp: The standard speed-up/down, multi-ball, etc. power-ups can be found and then activated with Mining Balls. There is also a half-dozen set of ammo that can be found.
* StarterEquipment: You always start with 5 mining balls, 2 extra bats, a matching amount of twin plasma guns, and 100 rounds.
* AsteroidMiners: Somewhat the premise of the game, which is then done literally after each level as you navigate your way to the space-station shop and the next planet/debris cluster.
* {{Hitscan}}: The machine gun weapon.
* SwirlyEnergyThingy: One-way wormholes. They work exactly how you'd expect.
Is there an issue? Send a MessageReason:
None


''PowBall'' is an MS-DOS Breakout game made by Anthony Hamilton in 1995 and rebooted as PowBall Renaissance in 2015. It features 100 levels and several expansion / mod packs, as well as a full-feature level editor to add limitless variety. Players use the standard Arkanoid method of bashing bricks with Mining Balls to collect the gems inside, while avoiding hazards and space pirates. Players can use the gems they sell off to purchase a variety of tools and weapons to further their mining efforts. The game features a two-player simultaneous mode.

to:

''PowBall'' ''[=PowBall=]'' is an MS-DOS Breakout game made by Anthony Hamilton in 1995 and rebooted as PowBall Renaissance ''[=PowBall=] Renaissance'' in 2015. It features 100 levels and several expansion / mod packs, as well as a full-feature level editor to add limitless variety. Players use the standard Arkanoid method of bashing bricks with Mining Balls to collect the gems inside, while avoiding hazards and space pirates. Players can use the gems they sell off to purchase a variety of tools and weapons to further their mining efforts. The game features a two-player simultaneous mode.



!!''PowBall'' provides examples of:

to:

!!''PowBall'' !!''[=PowBall=]'' provides examples of:
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* HitScan: The machine gun weapon.

to:

* HitScan: {{Hitscan}}: The machine gun weapon.

Added: 551

Removed: 551

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''PowBall'' is an MS-DOS Breakout game made by Anthony Hamilton in 1995 and rebooted as PowBall Renaissance in 2015. It features 100 levels and several expansion / mod packs, as well as a full-feature level editor to add limitless variety. Players use the standard Arkanoid method of bashing bricks with Mining Balls to collect the gems inside, while avoiding hazards and space pirates. Players can use the gems they sell off to purchase a variety of tools and weapons to further their mining efforts. The game features a two-player simultaneous mode.


Added DiffLines:

''PowBall'' is an MS-DOS Breakout game made by Anthony Hamilton in 1995 and rebooted as PowBall Renaissance in 2015. It features 100 levels and several expansion / mod packs, as well as a full-feature level editor to add limitless variety. Players use the standard Arkanoid method of bashing bricks with Mining Balls to collect the gems inside, while avoiding hazards and space pirates. Players can use the gems they sell off to purchase a variety of tools and weapons to further their mining efforts. The game features a two-player simultaneous mode.
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Added DiffLines:

[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/ss1.png]]
[[caption-width-right:350:Screenshot showing wormholes]]
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Updated with information about a modern reboot of the old game and a screen shot.


''Powball'' is an MS-DOS breakout game made by Anthony "[=AnT=]" Hamilton in 1995. It features 100 levels and several expansion / mod packs, as well as a full-feature level editor to add limitless variety. Players use the standard Arkanoid method of bashing bricks with Mining Balls to collect the gems inside, while avoiding hazards and space pirates. Players can use the gems they sell off to purchase a variety of tools and weapons to further their mining efforts. The game features a two-player simultaneous mode.

to:

''Powball'' ''PowBall'' is an MS-DOS breakout Breakout game made by Anthony "[=AnT=]" Hamilton in 1995.1995 and rebooted as PowBall Renaissance in 2015. It features 100 levels and several expansion / mod packs, as well as a full-feature level editor to add limitless variety. Players use the standard Arkanoid method of bashing bricks with Mining Balls to collect the gems inside, while avoiding hazards and space pirates. Players can use the gems they sell off to purchase a variety of tools and weapons to further their mining efforts. The game features a two-player simultaneous mode.



!!''Powball'' provides examples of:

to:

!!''Powball'' !!''PowBall'' provides examples of:
Is there an issue? Send a MessageReason:
Eliminating erroneous redlink


''Powball'' is an MS-DOS breakout game made by Anthony "AnT" Hamilton in 1995. It features 100 levels and several expansion / mod packs, as well as a full-feature level editor to add limitless variety. Players use the standard Arkanoid method of bashing bricks with Mining Balls to collect the gems inside, while avoiding hazards and space pirates. Players can use the gems they sell off to purchase a variety of tools and weapons to further their mining efforts. The game features a two-player simultaneous mode.

to:

''Powball'' is an MS-DOS breakout game made by Anthony "AnT" "[=AnT=]" Hamilton in 1995. It features 100 levels and several expansion / mod packs, as well as a full-feature level editor to add limitless variety. Players use the standard Arkanoid method of bashing bricks with Mining Balls to collect the gems inside, while avoiding hazards and space pirates. Players can use the gems they sell off to purchase a variety of tools and weapons to further their mining efforts. The game features a two-player simultaneous mode.
Is there an issue? Send a MessageReason:
None


* SwirlyEnergyThingy: One-way wormholes. They work exactly how you'd expect.

to:

* SwirlyEnergyThingy: One-way wormholes. They work exactly how you'd expect.expect.
----
Is there an issue? Send a MessageReason:
None


Powball is an MS-DOS breakout game made by Anthony "AnT" Hamilton in 1995. It features 100 levels and several expansion / mod packs, as well as a full-feature level editor to add limitless variety. Players use the standard Arkanoid method of bashing bricks with Mining Balls to collect the gems inside, while avoiding hazards and space pirates. Players can use the gems they sell off to purchase a variety of tools and weapons to further their mining efforts. The game features a two-player simultaneous mode.

to:

Powball ''Powball'' is an MS-DOS breakout game made by Anthony "AnT" Hamilton in 1995. It features 100 levels and several expansion / mod packs, as well as a full-feature level editor to add limitless variety. Players use the standard Arkanoid method of bashing bricks with Mining Balls to collect the gems inside, while avoiding hazards and space pirates. Players can use the gems they sell off to purchase a variety of tools and weapons to further their mining efforts. The game features a two-player simultaneous mode.



!! Powball provides examples of:
* [=AttractMode=]: Once the demo option has been pressed, the AI will play random levels until you stop it.
* [=CoOpMultiplayer=]: Two player simultaneous.
* [=CrapsackWorld=]: The story sets this pretty well, though fortunately for us, we're too busy in space trying to save everyone.
* [=LevelEditor=]: Fully-featured one built-in that lets you create new levels as good and complete as the original ones.
* [=InvisibleBlock=]: Brick #518 in the editor's palette screen, as its help file informs us.
* [=RespawningEnemies=]: Up to four spawn points can be assigned per level to spawn up to 9 different enemy types at random intervals.
* [=UnexpectedGameplayChange=]: The asteroid shooting gallery a player has to fight through once a level is beaten. Becomes less unexpected once you find they are played after each level.
* [=WeakTurretGun=]: Averted. They may shoot randomly, but their damage and toughness can make up for it.
* [=DeathIsASlapOnTheWrist=]: Not at all true. Dying makes the player lose one of each of their weapons, making it hurt more the more the player has equipped. Pretty much guaranteed to be a huge loss each time you die, if you don't outright game over. It helps that you can save after each level, but there are no continues if you do forget.
* [=VideoGameLives=]: Up to 4 spare may be purchased at a time, for as much as the most expensive weapon costs.
* [=EquipmentBasedProgression=]: Players never level-up. They only get better based on their personal skill and equipment purchases.
* [=PowerUp=]: The standard speed-up/down, multi-ball, etc. power-ups can be found and then activated with Mining Balls. There is also a half-dozen set of ammo that can be found.
* [=StarterEquipment=]: You always start with 5 mining balls, 2 extra bats, a matching amount of twin plasma guns, and 100 rounds.
* [=AsteroidMiners=]: Somewhat the premise of the game, which is then done literally after each level as you navigate your way to the space-station shop and the next planet/debris cluster.
* [=HitScan=]: The machine gun weapon.
* [=SwirlyEnergyThingy=]: One-way wormholes. They work exactly how you'd expect.

to:

!! Powball !!''Powball'' provides examples of:
* [=AttractMode=]: AttractMode: Once the demo option has been pressed, the AI will play random levels until you stop it.
* [=CoOpMultiplayer=]: CoOpMultiplayer: Two player simultaneous.
* [=CrapsackWorld=]: CrapsackWorld: The story sets this pretty well, though fortunately for us, we're too busy in space trying to save everyone.
* [=LevelEditor=]: LevelEditor: Fully-featured one built-in that lets you create new levels as good and complete as the original ones.
* [=InvisibleBlock=]: InvisibleBlock: Brick #518 in the editor's palette screen, as its help file informs us.
* [=RespawningEnemies=]: RespawningEnemies: Up to four spawn points can be assigned per level to spawn up to 9 different enemy types at random intervals.
* [=UnexpectedGameplayChange=]: UnexpectedGameplayChange: The asteroid shooting gallery a player has to fight through once a level is beaten. Becomes less unexpected once you find they are played after each level.
* [=WeakTurretGun=]: WeakTurretGun: Averted. They may shoot randomly, but their damage and toughness can make up for it.
* [=DeathIsASlapOnTheWrist=]: DeathIsASlapOnTheWrist: Not at all true. Dying makes the player lose one of each of their weapons, making it hurt more the more the player has equipped. Pretty much guaranteed to be a huge loss each time you die, if you don't outright game over. It helps that you can save after each level, but there are no continues if you do forget.
* [=VideoGameLives=]: VideoGameLives: Up to 4 spare may be purchased at a time, for as much as the most expensive weapon costs.
* [=EquipmentBasedProgression=]: EquipmentBasedProgression: Players never level-up. They only get better based on their personal skill and equipment purchases.
* [=PowerUp=]: PowerUp: The standard speed-up/down, multi-ball, etc. power-ups can be found and then activated with Mining Balls. There is also a half-dozen set of ammo that can be found.
* [=StarterEquipment=]: StarterEquipment: You always start with 5 mining balls, 2 extra bats, a matching amount of twin plasma guns, and 100 rounds.
* [=AsteroidMiners=]: AsteroidMiners: Somewhat the premise of the game, which is then done literally after each level as you navigate your way to the space-station shop and the next planet/debris cluster.
* [=HitScan=]: HitScan: The machine gun weapon.
* [=SwirlyEnergyThingy=]: SwirlyEnergyThingy: One-way wormholes. They work exactly how you'd expect.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

Powball is an MS-DOS breakout game made by Anthony "AnT" Hamilton in 1995. It features 100 levels and several expansion / mod packs, as well as a full-feature level editor to add limitless variety. Players use the standard Arkanoid method of bashing bricks with Mining Balls to collect the gems inside, while avoiding hazards and space pirates. Players can use the gems they sell off to purchase a variety of tools and weapons to further their mining efforts. The game features a two-player simultaneous mode.

The story features a bleak world set in the 25th century. With 40 billion inhabitants, resources become more and more scarce with each day that passes, causing massive wars to break out over the remaining pockets. In a miracle of timing, a crystal was discovered that could be refined to any substance required. You are among a valuable asset of miners, known as the Rockhopper, tasked to mine this precious material from planetary debris to save mankind.

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!! Powball provides examples of:
* [=AttractMode=]: Once the demo option has been pressed, the AI will play random levels until you stop it.
* [=CoOpMultiplayer=]: Two player simultaneous.
* [=CrapsackWorld=]: The story sets this pretty well, though fortunately for us, we're too busy in space trying to save everyone.
* [=LevelEditor=]: Fully-featured one built-in that lets you create new levels as good and complete as the original ones.
* [=InvisibleBlock=]: Brick #518 in the editor's palette screen, as its help file informs us.
* [=RespawningEnemies=]: Up to four spawn points can be assigned per level to spawn up to 9 different enemy types at random intervals.
* [=UnexpectedGameplayChange=]: The asteroid shooting gallery a player has to fight through once a level is beaten. Becomes less unexpected once you find they are played after each level.
* [=WeakTurretGun=]: Averted. They may shoot randomly, but their damage and toughness can make up for it.
* [=DeathIsASlapOnTheWrist=]: Not at all true. Dying makes the player lose one of each of their weapons, making it hurt more the more the player has equipped. Pretty much guaranteed to be a huge loss each time you die, if you don't outright game over. It helps that you can save after each level, but there are no continues if you do forget.
* [=VideoGameLives=]: Up to 4 spare may be purchased at a time, for as much as the most expensive weapon costs.
* [=EquipmentBasedProgression=]: Players never level-up. They only get better based on their personal skill and equipment purchases.
* [=PowerUp=]: The standard speed-up/down, multi-ball, etc. power-ups can be found and then activated with Mining Balls. There is also a half-dozen set of ammo that can be found.
* [=StarterEquipment=]: You always start with 5 mining balls, 2 extra bats, a matching amount of twin plasma guns, and 100 rounds.
* [=AsteroidMiners=]: Somewhat the premise of the game, which is then done literally after each level as you navigate your way to the space-station shop and the next planet/debris cluster.
* [=HitScan=]: The machine gun weapon.
* [=SwirlyEnergyThingy=]: One-way wormholes. They work exactly how you'd expect.

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