Is there an issue? Send a MessageReason:
None
Added DiffLines:
* MotionParallax: The first part of area B boasts no less than four layers of parallax scrolling; which makes the backgrounds and other visual effects look very dynamic.
Is there an issue? Send a MessageReason:
None
* ConspicuousElectricObstacle: Final area has blue and red obviously glowing electrical conduits that damage the player upon contact.
Changed line(s) 33 (click to see context) from:
* InconvenientlyPlacedConveyorBelt: Some jumps are made harder by having the ground moving the players.
to:
* InconvenientlyPlacedConveyorBelt: Some jumps are made harder by having the ground conveyor belts moving the players.
Added DiffLines:
* SteamVentObstacle: In this game, steam vents are to be avoided. Though in area A, steam vents are rather common.
Is there an issue? Send a MessageReason:
None
Changed line(s) 25 (click to see context) from:
* DolledUpInstallment: The Japanese version is made into a licensed game for a show there.
to:
* DolledUpInstallment: The Japanese version is made into a licensed game for a show there.Series/TokkyuuShireiSolbrain.
Is there an issue? Send a MessageReason:
None
Changed line(s) 34 (click to see context) from:
* InvulnerableKnuckles: Literally, Steve can ''punch bullets away''. Then again, he has cybernetic hands, so this is more logical than most examples.
to:
* InvulnerableKnuckles: Literally, Steve can ''punch bullets away''. Then again, he has cybernetic hands, so this is more logical than most examples. Also averted by the cover art, where the punches have torn away the artificial skin on his knuckles.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* CheckpointStarvation: Both played straight and averted in the final level. It's a long gauntlet of four difficult sections with boss re-fights after the first three, [[ThatOneBoss Infernon]] being one of them, and you get zero checkpoints during any of it (although there are a few healing pads if you have the cash for them). And then, bizarrely enough, you get a ''permanent'' checkpoint when you get to the final section after the re-fight with Gravitus, the Area E boss. Yes, you restart there even if you game over, and on top of that the final section even has six letter boxes so you can always take a suit with you into the final boss fight.
Added DiffLines:
* MarathonLevel: The final level. It's basically 4 mini levels with 3 boss re-fights sandwiched between them, with no checkpoints at all until after the third re-fight.
Is there an issue? Send a MessageReason:
Deleted line(s) 40 (click to see context) :
* PunchedAcrossTheRoom: Everything that doesn't go into ChainReactionDestruction.
Is there an issue? Send a MessageReason:
None
Deleted line(s) 22 (click to see context) :
* ChainReactionDestruction: Major enemies, and some objects, will have several small explosions before finally shattering.
* PostDefeatExplosionChain: Major enemies, and some objects, are shaken by several small explosions before finally shattering.
Changed line(s) 41 (click to see context) from:
* {{Rated M For Manly}}: A game about a guy punching robots, with loads of explosions.
to:
* {{Rated M For Manly}}: RatedMForManly: A game about a guy punching robots, with loads of explosions.
Is there an issue? Send a MessageReason:
Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.
* EnergyWeapon: The laser bot's weapon is lasers.
Deleted line(s) 29 (click to see context) :
* FrickinLaserBeams: The laser bot's weapon is lasers.
Is there an issue? Send a MessageReason:
None
Changed line(s) 13,15 (click to see context) from:
The game was developed by Creator/{{Natsume}} and released in 1991. It is also notable by being redone as a LicensedGame in Japan, of ''Series/TokkyuuShireiSolbrain'', even though ''Shatterhand'' started out as an original game.
----
!!Provides Examples Of:
----
!!Provides Examples Of:
to:
The game was developed by Creator/{{Natsume}} and released in 1991. 1991 for UsefulNotes/{{NES}}. It is also notable by being redone as a LicensedGame in Japan, of ''Series/TokkyuuShireiSolbrain'', even though ''Shatterhand'' started out as an original game.
----
game.
!!ProvidesExamples Of:examples of the following:
----
!!Provides
Is there an issue? Send a MessageReason:
Added release date.
Changed line(s) 13 (click to see context) from:
The game was developed by Creator/{{Natsume}} and also notable by being redone as a LicensedGame in Japan, of ''Series/TokkyuuShireiSolbrain'', even though ''Shatterhand'' started out as an original game.
to:
The game was developed by Creator/{{Natsume}} and released in 1991. It is also notable by being redone as a LicensedGame in Japan, of ''Series/TokkyuuShireiSolbrain'', even though ''Shatterhand'' started out as an original game.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
* BulletCatch: Steve can punch bullets out of the air thanks to his cybernetic arms.
Is there an issue? Send a MessageReason:
So the coding is less awkward
Changed line(s) 42 (click to see context) from:
* SuperMode: When two sets of the same powerups are collected in a row, Steve temporarily turns into a {{Nigh Invulnerab|ility}}le robot (instead of damage, every hit reduces the time the mode lasts).
to:
* SuperMode: When two sets of the same powerups are collected in a row, Steve temporarily turns into a {{Nigh Invulnerab|ility}}le robot (instead with NighInvulnerability. Instead of damage, every hit reduces the time the mode lasts).lasts.
Is there an issue? Send a MessageReason:
Changed line(s) 3 (click to see context) from:
%% ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.
to:
%% ZeroContextExample Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.
Is there an issue? Send a MessageReason:
None
Changed line(s) 42 (click to see context) from:
* SuperMode: When two sets of the same powerups are collected in a row, Steve temporarily turns into a {{Nigh Invulnerab|ility}}le robot (every hit reduces the time the mode lasts).
to:
* SuperMode: When two sets of the same powerups are collected in a row, Steve temporarily turns into a {{Nigh Invulnerab|ility}}le robot (every (instead of damage, every hit reduces the time the mode lasts).
Is there an issue? Send a MessageReason:
None
Changed line(s) 26 (click to see context) from:
* EvilCounterpart: Final boss has an Evil Bot, complete with an Evil Super Mode.
to:
* EvilCounterpart: Final The final boss has an Evil Bot, complete with an Evil Super Mode.
Changed line(s) 42 (click to see context) from:
* SuperMode: When two sets of the same powerups are collected in a row, Steve temporarily turns into invincible robot (well mostly, invincible; every hit reduces the time the mode lasts).
to:
* SuperMode: When two sets of the same powerups are collected in a row, Steve temporarily turns into invincible a {{Nigh Invulnerab|ility}}le robot (well mostly, invincible; every (every hit reduces the time the mode lasts).
Is there an issue? Send a MessageReason:
That's a genre index, and this game is already listed there.
Changed line(s) 16 (click to see context) from:
* AllThereInTheManual: Why Steve is fighting these robots, and why he has his nickname.
to:
* AllThereInTheManual: Why Steve is fighting these robots, and why he has his nickname.nickname, or that he even has robotic hands.
* ArtificialLimbsAreStronger: Steve lost his hands when taking on two robots. With his new hands, he can punch away armies of them.
Deleted line(s) 19 (click to see context) :
%%* BeatEmUp