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The original UsefulNotes/ArcadeGame was released in 1986, as was a somewhat altered version for the Platform/NintendoEntertainmentSystem. U.S. Gold then released ports for UsefulNotes/AmstradCPC, UsefulNotes/AtariST, Platform/{{Commodore 64}}, Platform/IBMPersonalComputer and Platform/ZXSpectrum, which were developed by Probe Software. There was also a UsefulNotes/SegaMasterSystem version published exclusively in Japan.
to:
The original UsefulNotes/ArcadeGame was released in 1986, as was a somewhat altered version for the Platform/NintendoEntertainmentSystem. U.S. Gold then released ports for UsefulNotes/AmstradCPC, UsefulNotes/AtariST, Platform/AmstradCPC, Platform/AtariST, Platform/{{Commodore 64}}, Platform/IBMPersonalComputer and Platform/ZXSpectrum, which were developed by Probe Software. There was also a UsefulNotes/SegaMasterSystem Platform/SegaMasterSystem version published exclusively in Japan.
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* ''Zipang'' (1990) for the UsefulNotes/PCEngine -- Developed by [[Creator/ArcSystemWorks Arc]] and released by Pack-In-Video as a tie-in for a JidaiGeki film.
to:
* ''Zipang'' (1990) for the UsefulNotes/PCEngine Platform/PCEngine -- Developed by [[Creator/ArcSystemWorks Arc]] and released by Pack-In-Video as a tie-in for a JidaiGeki film.
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Changed line(s) 11,12 (click to see context) from:
The original UsefulNotes/ArcadeGame was released in 1986, as was a somewhat altered version for the UsefulNotes/NintendoEntertainmentSystem. U.S. Gold then released ports for UsefulNotes/AmstradCPC, UsefulNotes/AtariST, UsefulNotes/{{Commodore 64}}, UsefulNotes/IBMPersonalComputer and UsefulNotes/ZXSpectrum, which were developed by Probe Software. There was also a UsefulNotes/SegaMasterSystem version published exclusively in Japan.
to:
The original UsefulNotes/ArcadeGame was released in 1986, as was a somewhat altered version for the UsefulNotes/NintendoEntertainmentSystem.Platform/NintendoEntertainmentSystem. U.S. Gold then released ports for UsefulNotes/AmstradCPC, UsefulNotes/AtariST, UsefulNotes/{{Commodore Platform/{{Commodore 64}}, UsefulNotes/IBMPersonalComputer Platform/IBMPersonalComputer and UsefulNotes/ZXSpectrum, Platform/ZXSpectrum, which were developed by Probe Software. There was also a UsefulNotes/SegaMasterSystem version published exclusively in Japan.
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* ''Solomon's Club'' (1991) for the UsefulNotes/GameBoy
* ''Solomon's Key 2'' (1992) for the UsefulNotes/NintendoEntertainmentSystem -- A more casually paced, puzzle-oriented game in which Dana's mission is to put out fires. Released in North American English as ''Fire 'n Ice''.
* ''Solomon'' (2000) for the UsefulNotes/GameBoyColor -- Includes a LevelEditor. Released in North American English as ''VideoGame/MonsterRancher Explorer''.
* ''Solomon's Key 2'' (1992) for the UsefulNotes/NintendoEntertainmentSystem -- A more casually paced, puzzle-oriented game in which Dana's mission is to put out fires. Released in North American English as ''Fire 'n Ice''.
* ''Solomon'' (2000) for the UsefulNotes/GameBoyColor -- Includes a LevelEditor. Released in North American English as ''VideoGame/MonsterRancher Explorer''.
to:
* ''Solomon's Club'' (1991) for the UsefulNotes/GameBoy
Platform/GameBoy
* ''Solomon's Key 2'' (1992) for theUsefulNotes/NintendoEntertainmentSystem Platform/NintendoEntertainmentSystem -- A more casually paced, puzzle-oriented game in which Dana's mission is to put out fires. Released in North American English as ''Fire 'n Ice''.
* ''Solomon'' (2000) for theUsefulNotes/GameBoyColor Platform/GameBoyColor -- Includes a LevelEditor. Released in North American English as ''VideoGame/MonsterRancher Explorer''.
* ''Solomon's Key 2'' (1992) for the
* ''Solomon'' (2000) for the
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* ''Solomon's Key 2'' (1992) for the UsefulNotes/NintendoEntertainmentSystem -- A more casually paced, puzzle-oriented game in which Dana's mission is to put out fires. Released in the U.S. as ''Fire 'n Ice''.
* ''Solomon'' (2000) for the UsefulNotes/GameBoyColor -- Includes a LevelEditor. Released in the U.S. as ''VideoGame/MonsterRancher Explorer''.
* ''Solomon'' (2000) for the UsefulNotes/GameBoyColor -- Includes a LevelEditor. Released in the U.S. as ''VideoGame/MonsterRancher Explorer''.
to:
* ''Solomon's Key 2'' (1992) for the UsefulNotes/NintendoEntertainmentSystem -- A more casually paced, puzzle-oriented game in which Dana's mission is to put out fires. Released in the U.S. North American English as ''Fire 'n Ice''.
* ''Solomon'' (2000) for the UsefulNotes/GameBoyColor -- Includes a LevelEditor. Released inthe U.S. North American English as ''VideoGame/MonsterRancher Explorer''.
* ''Solomon'' (2000) for the UsefulNotes/GameBoyColor -- Includes a LevelEditor. Released in
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* AntiGrinding: The Medicine of Mapros (clear jars with golden liquid in the arcade; jars labeled "E" in the console ports) grants the player an extra life upon collection. '''HOWEVER''', it's impossible to score InfiniteOneUps by this method, as these jars are ''only'' available during the first attempt at clearing a level; losing a life removes them until the level is cleared or continuing after running out of lives.
to:
* AntiGrinding: The Medicine of Mapros (clear jars with golden liquid in the arcade; jars labeled "E" in the console ports) grants the player an extra life upon collection. '''HOWEVER''', it's impossible to score InfiniteOneUps by using this method, as these jars are ''only'' available during the first attempt at clearing a level; losing a life removes them until the level is cleared or continuing after running out of lives.
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** Dragons, Gargoyles, Slamanders, and Panel Monsters all produce fire from their mouths.
to:
** Dragons, Gargoyles, Slamanders, Salamanders, and Panel Monsters all produce fire from their mouths.
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* PipeMaze: Later levels in ''FIre 'n Ice'' include pipes that must be used in order to complete them.
* RatchetScrolling: Some of the boss confrontations in ''Fire 'n Ice'' scroll upward, usually causing the floor to drop in a fire. Fortunately, whatever part of the tower that were covered in fire will loop back to the top unscathed.
* ScoreMultiplier: Two of the items in ''Key'' are potions that multiply the Bonus/Life counter by two or five. This increases the bonus awarded, but not the amount of time available, as the timer's countdown rate is also multiplied by their respective values.
* RatchetScrolling: Some of the boss confrontations in ''Fire 'n Ice'' scroll upward, usually causing the floor to drop in a fire. Fortunately, whatever part of the tower that were covered in fire will loop back to the top unscathed.
* ScoreMultiplier: Two of the items in ''Key'' are potions that multiply the Bonus/Life counter by two or five. This increases the bonus awarded, but not the amount of time available, as the timer's countdown rate is also multiplied by their respective values.
to:
* PipeMaze: Later levels in ''FIre ''Fire 'n Ice'' include pipes that must be used in order to complete them.
utlizied.
* RatchetScrolling: Some of the boss confrontations in ''Fire 'n Ice'' scroll upward, usually causing the floor to drop in a fire. Fortunately, whateverpart parts of the tower that were covered in fire will loop back to the top unscathed.
* ScoreMultiplier: Two of the items in ''Key'' are potions that multiply the Bonus/Life counter by two or five. This increases the bonus awarded, but not the amount of time available, as the timer's countdown rate is also multiplied bytheir the potions' respective values.
* RatchetScrolling: Some of the boss confrontations in ''Fire 'n Ice'' scroll upward, usually causing the floor to drop in a fire. Fortunately, whatever
* ScoreMultiplier: Two of the items in ''Key'' are potions that multiply the Bonus/Life counter by two or five. This increases the bonus awarded, but not the amount of time available, as the timer's countdown rate is also multiplied by
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* AntiGrinding: The Medicine of Mapros (clear jars with golden liquid in the arcade; jars labeled "E" in the console ports) grants the player an extra life upon collection. '''HOWEVER''', it's impossible to score InfiniteOneUps by this method, as these jars are ''only'' available during the first attempt at clearing a level; losing a life removes them until the level is cleared or continuing after running out of lives.
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* BlueMeansCold: The ice in ''Fire 'n Ice'' is colored blue.
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* BlueMeansCold: The Most of the ice in ''Fire 'n Ice'' is colored blue.blue.
* CollisionDamage: Contact with any enemy in ''Key'' and ''Club'' will cost Dana one life, even when they're falling to their own death.
* CollisionDamage: Contact with any enemy in ''Key'' and ''Club'' will cost Dana one life, even when they're falling to their own death.
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** Played straight since enemies' fire attacks cannot directly hurt other enemies (though destroying blocks on which dragons, gargoyles, and goblins are perched will result in their demise).
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** Played straight since enemies' fire attacks cannot directly hurt other enemies (though destroying blocks on which dragons, gargoyles, Dragons, Gargoyles, and goblins Goblins are perched will result in their demise).
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* FallingDamage: Dragons, gargoyles, and gobins will fall to their demise if the block underneath them is destroyed, regardless how far they fall.
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* FallingDamage: Dragons, gargoyles, Gargoyles, and gobins Gobins will fall to their demise if the block underneath them is destroyed, regardless of how far they fall.descend.
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* KillItWithFire: Fireballs are available at Dana's disposal in ''Key'' and ''Club''.
to:
* KillItWithFire: KillItWithFire:
** Fireballs are available at Dana's disposal in ''Key'' and''Club''.''Club''.
** Dragons, Gargoyles, Slamanders, and Panel Monsters all produce fire from their mouths.
** Fireballs are available at Dana's disposal in ''Key'' and
** Dragons, Gargoyles, Slamanders, and Panel Monsters all produce fire from their mouths.
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** Extra lives can also be earned by collecting jars known as the Medicine of Mapros (clear jars with golden liquid in the arcade; jars labeled "E" in the console ports). '''HOWEVER''', they are only available during the first attempt at completing any room; [[AntiGrinding losing even one life removes them from that room]] until either cleared or the game ends.
to:
** Extra lives can also be earned by collecting jars known as the Medicine of Mapros (clear jars with golden liquid in the arcade; jars labeled "E" in the console ports). '''HOWEVER''', they are (described above), but only available during on the first attempt at completing any room; [[AntiGrinding losing even one life removes them from that room]] until either cleared or the game ends.a room.
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* FallingDamage: Dragons, gargoyles, and gobins will fall to their demise if the block underneath them is destroyed, regardless how far they fall.
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* ScoreMultiplier: Two of the items in ''Key'' are potions that multiply the Bonus/Life counter by two or five. This increases the bonus awarded, but not the amount of time available; they also multiply the countdown rate by their respective values as well.
to:
* ScoreMultiplier: Two of the items in ''Key'' are potions that multiply the Bonus/Life counter by two or five. This increases the bonus awarded, but not the amount of time available; they also multiply available, as the timer's countdown rate is also multiplied by their respective values as well.values.
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* BlueMeansCold: The ice in ''Fire 'n Ice'' is colored blue.
* FrictionlessIce: Mostly averted in ''Fire 'n Ice'', as Dana won't slip on any ice that isn't black.
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** Extra lives can also be earned by collecting jars known as the Medicine of Mapros (clear jars with golden liquid in the arcade; jars labeled "E" in the console ports). '''HOWEVER''', they are only available in the first attempt at any room; [[AntiGrinding losing even one life removes them from that room]] until either cleared or the game ends.
to:
** Extra lives can also be earned by collecting jars known as the Medicine of Mapros (clear jars with golden liquid in the arcade; jars labeled "E" in the console ports). '''HOWEVER''', they are only available in during the first attempt at completing any room; [[AntiGrinding losing even one life removes them from that room]] until either cleared or the game ends.
* PipeMaze: Later levels in ''FIre 'n Ice'' include pipes that must be used in order to complete them.
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* SongsInTheKeyOfPanic: In ''Key'', the music takes on a darker tone of impending doom once the timer drops to 2,000.
* TimedMission: Each level must be completed on a time limit labeled "Bonus" or "Life" in the NES version. The hourglass powerups here reset the timer to a certain value, which may actually mean less time to finish the level. Averted in ''Solomon's Key 2'', where the timer counts up without limit.
* TimedMission: Each level must be completed on a time limit labeled "Bonus" or "Life" in the NES version. The hourglass powerups here reset the timer to a certain value, which may actually mean less time to finish the level. Averted in ''Solomon's Key 2'', where the timer counts up without limit.
to:
* ScoreMultiplier: Two of the items in ''Key'' are potions that multiply the Bonus/Life counter by two or five. This increases the bonus awarded, but not the amount of time available; they also multiply the countdown rate by their respective values as well.
* SongsInTheKeyOfPanic: In ''Key'', the music takes on adarker tone of impending doom once the timer drops to 2,000.
*TimedMission: TimedMission:
** Each level in ''Key'' must be completed on a time limit labeled "Bonus" or "Life" in the NES version. The hourglass powerups here reset the timer to acertain value, set value (be it either half of the full base value), which may actually mean less time to finish the level. level if collected carelessly.
** Averted in ''Solomon's Key 2'', where the timer counts up without limit.
* SongsInTheKeyOfPanic: In ''Key'', the music takes on a
*
** Each level in ''Key'' must be completed on a time limit labeled "Bonus" or "Life" in the NES version. The hourglass powerups here reset the timer to a
** Averted in ''Solomon's Key 2'', where the timer counts up without limit.
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* DamageDiscrimination: Primarily in ''Key''.
** Played straight since enemies' fire attacks cannot directly hurt other enemies (though destroying blocks on which dragons, gargoyles, and goblins are perched will result in their demise).
** Averted in Dana's case when casting fireballs. Fireballs will not only roast any enemies in their path, they'll also incinerate any hapless fairies that get caught in the line of fire.
** Played straight since enemies' fire attacks cannot directly hurt other enemies (though destroying blocks on which dragons, gargoyles, and goblins are perched will result in their demise).
** Averted in Dana's case when casting fireballs. Fireballs will not only roast any enemies in their path, they'll also incinerate any hapless fairies that get caught in the line of fire.
* KillItWithFire: Fireballs are available at Dana's disposal in ''Key'' and ''Club''.
* OneUp: Collecting ten fairies rewards Dana an extra life in ''Key'' and ''Club''.
** Extra lives can also be earned by collecting jars known as the Medicine of Mapros (clear jars with golden liquid in the arcade; jars labeled "E" in the console ports). '''HOWEVER''', they are only available in the first attempt at any room; [[AntiGrinding losing even one life removes them from that room]] until either cleared or the game ends.
** Extra lives can also be earned by collecting jars known as the Medicine of Mapros (clear jars with golden liquid in the arcade; jars labeled "E" in the console ports). '''HOWEVER''', they are only available in the first attempt at any room; [[AntiGrinding losing even one life removes them from that room]] until either cleared or the game ends.
* RatchetScrolling: Some of the boss confrontations in ''Fire 'n Ice'' scroll upward, usually causing the floor to drop in a fire. Fortunately, whatever part of the tower that were covered in fire will loop back to the top unscathed.
* SongsInTheKeyOfPanic: In ''Key'', the music takes on a darker tone of impending doom once the timer drops to 2,000.
* SongsInTheKeyOfPanic: In ''Key'', the music takes on a darker tone of impending doom once the timer drops to 2,000.
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* UseYourHead: Dana can break brown blocks from below by butting his head into them.
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* UseYourHead: Dana can break brown blocks from below by butting his head into them.them in ''Key'' and ''Club''.
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* ActionizedSequel: Inverted by ''Solomon's Key 2'', which removes the timer and most instances of moving enemies, making the game slower-paced.
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* LevelEditor: ''Solomon's Key 2'' has one with many of the objects present in the developer-made levels, excluding the gimmicks seen in boss stages.
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/solomons_key.png]]
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%%
%% Image revised per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1657571257030803300
%% Please do not replace or remove without starting a new thread.
%%
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/solomons_key.png]]
org/pmwiki/pub/images/solomons_key_cover.png]]
%%
%% Image revised per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1657571257030803300
%% Please do not replace or remove without starting a new thread.
%%
[[quoteright:350:https://static.tvtropes.
%%
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!!Tropes appearing in this game:
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!!Provides examples of:
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* ContentWarnings: Parodied on the Fire 'n Ice box art:
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* ContentWarnings: Parodied on the Fire ''Fire 'n Ice Ice'' box art:
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* LighterAndSofter: ''Solomon's Key 2'' has bigger and cuter sprites, a more candy-coloured palette, and more forgiving gameplay (you have unlimited lives, and levels, except boss levels, can be played through in any order even if you don't complete the previous one). The game is even framed as a bedtime story told by a grandmother to her grandchildren. That's not to say that it doesn't get NintendoHard as you proceed, though.
to:
* LighterAndSofter: ''Solomon's Key 2'' has bigger and cuter sprites, a more candy-coloured palette, and more forgiving gameplay (you have unlimited lives, and levels, except boss levels, levels and the final world, can be played through in any order even if you don't complete the previous one). The game is even framed as a bedtime story told by a grandmother to her grandchildren. That's not to say that it doesn't get NintendoHard as you proceed, though.
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[[SimilarlyNamedWorks Not to be confused]] with the [[IOSGames IOS game]] ''Videogame/SolomonsKeep''.
to:
[[SimilarlyNamedWorks Not to be confused]] with the [[IOSGames [[UsefulNotes/IOSGames IOS game]] ''Videogame/SolomonsKeep''.
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Added image.
[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/solomons_key.png]]
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----
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[[SimilarlyNamedWorks Not to be confused]] with the [[IOSGames IOS game]] ''Videogame/SolomonsKeep''.
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* ''Zipang'' (1990) for the PCEngine -- Developed by [[Creator/ArcSystemWorks Arc]] and released by Pack-In-Video as a tie-in for a JidaiGeki film.
to:
* ''Zipang'' (1990) for the PCEngine UsefulNotes/PCEngine -- Developed by [[Creator/ArcSystemWorks Arc]] and released by Pack-In-Video as a tie-in for a JidaiGeki film.
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Added DiffLines:
* LighterAndSofter: ''Solomon's Key 2'' has bigger and cuter sprites, a more candy-coloured palette, and more forgiving gameplay (you have unlimited lives, and levels, except boss levels, can be played through in any order even if you don't complete the previous one). The game is even framed as a bedtime story told by a grandmother to her grandchildren. That's not to say that it doesn't get NintendoHard as you proceed, though.
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The original UsefulNotes/ArcadeGame was released in 1986, as was a somewhat altered version for the NintendoEntertainmentSystem. U.S. Gold then released ports for UsefulNotes/AmstradCPC, UsefulNotes/AtariST, UsefulNotes/{{Commodore 64}}, UsefulNotes/IBMPersonalComputer and UsefulNotes/ZXSpectrum, which were developed by Probe Software. There was also a UsefulNotes/SegaMasterSystem version published exclusively in Japan.
to:
The original UsefulNotes/ArcadeGame was released in 1986, as was a somewhat altered version for the NintendoEntertainmentSystem.UsefulNotes/NintendoEntertainmentSystem. U.S. Gold then released ports for UsefulNotes/AmstradCPC, UsefulNotes/AtariST, UsefulNotes/{{Commodore 64}}, UsefulNotes/IBMPersonalComputer and UsefulNotes/ZXSpectrum, which were developed by Probe Software. There was also a UsefulNotes/SegaMasterSystem version published exclusively in Japan.
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* ''Solomon's Club'' (1991) for the GameBoy
* ''Solomon's Key 2'' (1992) for the NintendoEntertainmentSystem -- A more casually paced, puzzle-oriented game in which Dana's mission is to put out fires. Released in the U.S. as ''Fire 'n Ice''.
* ''Solomon'' (2000) for the GameBoyColor -- Includes a LevelEditor. Released in the U.S. as ''VideoGame/MonsterRancher Explorer''.
* ''Solomon's Key 2'' (1992) for the NintendoEntertainmentSystem -- A more casually paced, puzzle-oriented game in which Dana's mission is to put out fires. Released in the U.S. as ''Fire 'n Ice''.
* ''Solomon'' (2000) for the GameBoyColor -- Includes a LevelEditor. Released in the U.S. as ''VideoGame/MonsterRancher Explorer''.
to:
* ''Solomon's Club'' (1991) for the GameBoy
UsefulNotes/GameBoy
* ''Solomon's Key 2'' (1992) for theNintendoEntertainmentSystem UsefulNotes/NintendoEntertainmentSystem -- A more casually paced, puzzle-oriented game in which Dana's mission is to put out fires. Released in the U.S. as ''Fire 'n Ice''.
* ''Solomon'' (2000) for theGameBoyColor UsefulNotes/GameBoyColor -- Includes a LevelEditor. Released in the U.S. as ''VideoGame/MonsterRancher Explorer''.
* ''Solomon's Key 2'' (1992) for the
* ''Solomon'' (2000) for the
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Added DiffLines:
* ContentWarnings: Parodied on the Fire 'n Ice box art:
-->"WARNING: This cartridge contains logic puzzles that may be HIGHLY ADDICTIVE / Caution and restraint are recommended"
-->"WARNING: This cartridge contains logic puzzles that may be HIGHLY ADDICTIVE / Caution and restraint are recommended"
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Changed line(s) 5,6 (click to see context) from:
The original ArcadeGame was released in 1986, as was a somewhat altered version for the NintendoEntertainmentSystem. U.S. Gold then released ports for UsefulNotes/AmstradCPC, UsefulNotes/AtariST, UsefulNotes/{{Commodore 64}}, UsefulNotes/IBMPersonalComputer and UsefulNotes/ZXSpectrum, which were developed by Probe Software. There was also a UsefulNotes/SegaMasterSystem version published exclusively in Japan.
to:
The original ArcadeGame UsefulNotes/ArcadeGame was released in 1986, as was a somewhat altered version for the NintendoEntertainmentSystem. U.S. Gold then released ports for UsefulNotes/AmstradCPC, UsefulNotes/AtariST, UsefulNotes/{{Commodore 64}}, UsefulNotes/IBMPersonalComputer and UsefulNotes/ZXSpectrum, which were developed by Probe Software. There was also a UsefulNotes/SegaMasterSystem version published exclusively in Japan.
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Changed line(s) 5,6 (click to see context) from:
The original ArcadeGame was released in 1986, as was a somewhat altered version for the NintendoEntertainmentSystem. U.S. Gold then released ports for UsefulNotes/AmstradCPC, AtariST, {{Commodore 64}}, IBMPersonalComputer and UsefulNotes/ZXSpectrum, which were developed by Probe Software. There was also a SegaMasterSystem version published exclusively in Japan.
to:
The original ArcadeGame was released in 1986, as was a somewhat altered version for the NintendoEntertainmentSystem. U.S. Gold then released ports for UsefulNotes/AmstradCPC, AtariST, {{Commodore UsefulNotes/AtariST, UsefulNotes/{{Commodore 64}}, IBMPersonalComputer UsefulNotes/IBMPersonalComputer and UsefulNotes/ZXSpectrum, which were developed by Probe Software. There was also a SegaMasterSystem UsefulNotes/SegaMasterSystem version published exclusively in Japan.
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* FanService: Clearing the final bonus mission of ''Solomon's Key 2'' provides a scene in which a bathing beauty rewards Dana with a kiss.
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Changed line(s) 5,6 (click to see context) from:
The original ArcadeGame was released in 1986, as was a somewhat altered version for the NintendoEntertainmentSystem. U.S. Gold then released ports for AmstradCPC, AtariST, {{Commodore 64}}, IBMPersonalComputer and UsefulNotes/ZXSpectrum, which were developed by Probe Software. There was also a SegaMasterSystem version published exclusively in Japan.
to:
The original ArcadeGame was released in 1986, as was a somewhat altered version for the NintendoEntertainmentSystem. U.S. Gold then released ports for AmstradCPC, UsefulNotes/AmstradCPC, AtariST, {{Commodore 64}}, IBMPersonalComputer and UsefulNotes/ZXSpectrum, which were developed by Probe Software. There was also a SegaMasterSystem version published exclusively in Japan.
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Changed line(s) 5,6 (click to see context) from:
The original ArcadeGame was released in 1986, as was a somewhat altered version for the NintendoEntertainmentSystem. U.S. Gold then released ports for AmstradCPC, AtariST, {{Commodore 64}}, IBMPersonalComputer and ZXSpectrum, which were developed by Probe Software. There was also a SegaMasterSystem version published exclusively in Japan.
to:
The original ArcadeGame was released in 1986, as was a somewhat altered version for the NintendoEntertainmentSystem. U.S. Gold then released ports for AmstradCPC, AtariST, {{Commodore 64}}, IBMPersonalComputer and ZXSpectrum, UsefulNotes/ZXSpectrum, which were developed by Probe Software. There was also a SegaMasterSystem version published exclusively in Japan.
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Added DiffLines:
* GenreBlindness: Boss fights in ''Solomon's Key 2'' always begin with Dana approaching the boss, only to fall through a trap door and have to solve another puzzle to get out. Apparently not once does he ever think to just not stand in the exact same spot every time while the boss monologues at him.
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* AsLongAsThereIsEvil: Druidle, the BigBad of ''Solomon's Key 2'', claims after his defeat that when people "forget about courage and wisdom" he'll be back.
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* YourPrincessIsInAnotherCastle: Happens twice in ''Solomon's Key 2''. After being told that BigBad Druidle kidnapped the wise man's daughter, you rescue her in stage 8...only for her to reveal that they still have her big sister. Then you beat stage 9 and rescue her, too...only for Druidle to intervene and kidnap her again, unlocking the final stage.
to:
* YourPrincessIsInAnotherCastle: Happens twice in ''Solomon's Key 2''. After being told that BigBad Druidle kidnapped the wise man's daughter, you rescue her in stage 8...only for her to reveal that they still have her big sister. Then you beat stage 9 and rescue her, too...only for Druidle to intervene and kidnap her again, unlocking the final stage.
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* YourPrincessIsInAnotherCastle: Happens twice in ''Solomon's Key 2''. After being told that BigBad Druidle kidnapped the wise man's daughter, you rescue her in stage 8...only for her to reveal that they still have her big sister. Then you beat stage 9 and rescue her, too...only for Druidle to intervene and kidnap her again, unlocking the final stage.
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* ''Solomon's Key 2'' (1992) for the NintendoEntertainmentSystem -- Released in the U.S. as ''Fire 'n Ice''.
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* ''Solomon's Key 2'' (1992) for the NintendoEntertainmentSystem -- A more casually paced, puzzle-oriented game in which Dana's mission is to put out fires. Released in the U.S. as ''Fire 'n Ice''.
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* AnIcePerson: In ''Solomon's Key 2'', the blocks that Dana creates become ice blocks suseful for putting out fires.
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* AnIcePerson: In ''Solomon's Key 2'', the blocks that Dana creates become ice blocks suseful useful for putting out fires.fires.
* BlockPuzzle: ''Solomon's Key 2'' has ice blocks that can be slid around and made to fall.
* BlockPuzzle: ''Solomon's Key 2'' has ice blocks that can be slid around and made to fall.
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* TimedMission: Each level must be completed on a time limit labeled "Bonus" or "Life" in the NES version. The hourglass powerups here reset the timer to a certain value, which may actually mean less time to finish the level.
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* TimedMission: Each level must be completed on a time limit labeled "Bonus" or "Life" in the NES version. The hourglass powerups here reset the timer to a certain value, which may actually mean less time to finish the level. Averted in ''Solomon's Key 2'', where the timer counts up without limit.
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* HardHead: Dana can break brown blocks from below by butting his head into them.
%%Trope list under construction
%%Trope list under construction
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* HardHead: AnIcePerson: In ''Solomon's Key 2'', the blocks that Dana creates become ice blocks suseful for putting out fires.
* LevelGoal: Each level is completed by passing through a door that must first be opened by collecting a key which may or may not be in plain sight.
* MagicMirror: The evil Mirrors of Camirror serve as {{Mook Maker}}s.
* MultipleEndings: In the NES version, beating all the levels without collecting the hidden items leads to a [[AWinnerIsYou rather perfunctory ending]] which simply has Dana walk out of the now-sealed cave. The ending can be improved if you get the Pages of Time and Space and/or the fairy princess.
* OurFairiesAreDifferent: Fairies are summoned by obtaining the Bell of Lyrac, and collecting ten fairies gives Dana an extra life.
* TimedMission: Each level must be completed on a time limit labeled "Bonus" or "Life" in the NES version. The hourglass powerups here reset the timer to a certain value, which may actually mean less time to finish the level.
* UseYourHead: Dana can break brown blocks from below by butting his head into them.
%%Trope list under construction* VancianMagic: A very simple version: fireball spells are used up when cast, and are stored on a scroll of limited length.
* WesternZodiac: Hidden in every fourth room (out of 48) is a constellation symbol from the Zodiac that unlocks a bonus room.
* LevelGoal: Each level is completed by passing through a door that must first be opened by collecting a key which may or may not be in plain sight.
* MagicMirror: The evil Mirrors of Camirror serve as {{Mook Maker}}s.
* MultipleEndings: In the NES version, beating all the levels without collecting the hidden items leads to a [[AWinnerIsYou rather perfunctory ending]] which simply has Dana walk out of the now-sealed cave. The ending can be improved if you get the Pages of Time and Space and/or the fairy princess.
* OurFairiesAreDifferent: Fairies are summoned by obtaining the Bell of Lyrac, and collecting ten fairies gives Dana an extra life.
* TimedMission: Each level must be completed on a time limit labeled "Bonus" or "Life" in the NES version. The hourglass powerups here reset the timer to a certain value, which may actually mean less time to finish the level.
* UseYourHead: Dana can break brown blocks from below by butting his head into them.
* WesternZodiac: Hidden in every fourth room (out of 48) is a constellation symbol from the Zodiac that unlocks a bonus room.
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''Solomon's Key'' (''Solomon no Kagi'') is a PuzzlePlatformer by Creator/{{Tecmo}}.
The player controls the wizard Dana, who has the magic power to make brown stones appear and disappear in front of him, which can not only help Dana progress through the single-screen levels but affect the movement patterns of enemies and reveal hidden items.
The original ArcadeGame was released in 1986, as was a somewhat altered version for the NintendoEntertainmentSystem. U.S. Gold then released ports for AmstradCPC, AtariST, {{Commodore 64}}, IBMPersonalComputer and ZXSpectrum, which were developed by Probe Software. There was also a SegaMasterSystem version published exclusively in Japan.
A few sequels were produced, some of them [[DolledUpInstallment dolled-up]]:
* ''Zipang'' (1990) for the PCEngine -- Developed by [[Creator/ArcSystemWorks Arc]] and released by Pack-In-Video as a tie-in for a JidaiGeki film.
* ''Solomon's Club'' (1991) for the GameBoy
* ''Solomon's Key 2'' (1992) for the NintendoEntertainmentSystem -- Released in the U.S. as ''Fire 'n Ice''.
* ''Solomon'' (2000) for the GameBoyColor -- Includes a LevelEditor. Released in the U.S. as ''VideoGame/MonsterRancher Explorer''.
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!!Tropes appearing in this game:
* HardHead: Dana can break brown blocks from below by butting his head into them.
%%Trope list under construction
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The player controls the wizard Dana, who has the magic power to make brown stones appear and disappear in front of him, which can not only help Dana progress through the single-screen levels but affect the movement patterns of enemies and reveal hidden items.
The original ArcadeGame was released in 1986, as was a somewhat altered version for the NintendoEntertainmentSystem. U.S. Gold then released ports for AmstradCPC, AtariST, {{Commodore 64}}, IBMPersonalComputer and ZXSpectrum, which were developed by Probe Software. There was also a SegaMasterSystem version published exclusively in Japan.
A few sequels were produced, some of them [[DolledUpInstallment dolled-up]]:
* ''Zipang'' (1990) for the PCEngine -- Developed by [[Creator/ArcSystemWorks Arc]] and released by Pack-In-Video as a tie-in for a JidaiGeki film.
* ''Solomon's Club'' (1991) for the GameBoy
* ''Solomon's Key 2'' (1992) for the NintendoEntertainmentSystem -- Released in the U.S. as ''Fire 'n Ice''.
* ''Solomon'' (2000) for the GameBoyColor -- Includes a LevelEditor. Released in the U.S. as ''VideoGame/MonsterRancher Explorer''.
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!!Tropes appearing in this game:
* HardHead: Dana can break brown blocks from below by butting his head into them.
%%Trope list under construction
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