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* RevengeOfTheSequel: A non-sequel example, the Game Boy Advance port is titled ''The Revenge of the Smurfs'' ([[MythologyGag which is based on the name of]] [[WesternAnimation/TheSmurfs one episode of the cartoon show]]).
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* RevengeOfTheSequel: A non-sequel example, the Game Boy Advance port is titled ''The Revenge of the Smurfs'' ([[MythologyGag which is based on the name of]] [[WesternAnimation/TheSmurfs [[WesternAnimation/TheSmurfs1981 one episode of the cartoon show]]).
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Somebody should reword my edits
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* ItsAWonderfulFailure: If you lose all the lives, you'll see a view of Gargamel's hovel, complete with DramaticThunder and the unsettling music, meaning that you've failed to save Smurfette and the other three Smurfs (Brainy, Jokey and Greedy) from the hands of Gargamel.
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''The Smurfs'' is a European 2D PlatformGame based on ''Franchise/TheSmurfs'' that was developed by Bit Managers and [[Creator/InfogramesEntertainmentSA Infogrames]].
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''The Smurfs'' is a European 2D PlatformGame based on ''Franchise/TheSmurfs'' that was developed by Bit Managers and published by [[Creator/InfogramesEntertainmentSA Infogrames]].
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''The Smurfs'' is a Spanish 2D PlatformGame based on ''Franchise/TheSmurfs'' that was developed by Bit Managers and published by [[Creator/InfogramesEntertainmentSA Infogrames]].
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''The Smurfs'' is a Spanish European 2D PlatformGame based on ''Franchise/TheSmurfs'' that was developed by Bit Managers and published by [[Creator/InfogramesEntertainmentSA Infogrames]].
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''The Smurfs'' is a Spanish 2D PlatformGame based on ''Franchise/TheSmurfs'' that was developed by Bit Managers and published by [[Creator/InforgramesEntertainmentSA Infogrames]].
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''The Smurfs'' is a Spanish 2D PlatformGame based on ''Franchise/TheSmurfs'' that was developed by Bit Managers and published by [[Creator/InforgramesEntertainmentSA [[Creator/InfogramesEntertainmentSA Infogrames]].
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''The Smurfs'' is a European 2D PlatformGame based on ''Franchise/TheSmurfs'' that was developed by [[Creator/InfogramesEntertainmentSA Infogrames]].
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''The Smurfs'' is a European Spanish 2D PlatformGame based on ''Franchise/TheSmurfs'' that was developed by [[Creator/InfogramesEntertainmentSA Bit Managers and published by [[Creator/InforgramesEntertainmentSA Infogrames]].
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* CrouchAndProne: This game had the Smurf player crouch in order to crawl into certain areas without disturbing underground creatures.
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* CrouchAndProne: This game had the Smurf player crouch in order to crawl into certain areas without disturbing underground creatures. Only Hefty can crawl due to the other Smurfs being encumbered (by gift box, candle or cake).
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* SpringsSpringsEverywhere: Certain plants act as springs that the Smurf can jump from to reach high ledges or to escape from underground passages.
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* SpringsSpringsEverywhere: Certain plants act as springs that the Smurf can jump from to reach high ledges or to escape from underground passages. Hefty is able to carry them.
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''The Smurfs'' is a European 2D {{platform game}} based on ''Franchise/TheSmurfs'' that was developed by [[Creator/InfogramesEntertainmentSA Infogrames]]. There are two base versions - 8-bit and 16-bit. The 8-bit version was originally released in 1993 for the UsefulNotes/GameBoy, then released in 1994 for the [[UsefulNotes/NintendoEntertainmentSystem NES]], [[UsefulNotes/SegaMasterSystem Master System]], and UsefulNotes/GameGear. The 16-bit bit version was first released for the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] in 1994, [[UsefulNotes/SegaGenesis Mega Drive / Mega-CD]] in 1995, [[UsefulNotes/MicrosoftWindows Windows/DOS]] in 1997, and UsefulNotes/GameBoyAdvance in 2002 (as ''[[RevengeOfTheSequel The Revenge of]] [[MythologyGag the Smurfs]]''). [[NoExportForYou Only the initial Game Boy version was given a 1994 release in North America with quickly-made Super Game Boy support.]]
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''The Smurfs'' is a European 2D
There are two base versions - 8-bit and 16-bit. The 8-bit version was originally released in 1993 for the UsefulNotes/GameBoy, then released in 1994 for the [[UsefulNotes/NintendoEntertainmentSystem NES]], [[UsefulNotes/SegaMasterSystem Master System]], and UsefulNotes/GameGear. The 16-bit bit version was first released for the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] in 1994, [[UsefulNotes/SegaGenesis Mega Drive / Mega-CD]] in 1995, [[UsefulNotes/MicrosoftWindows Windows/DOS]] in 1997, and UsefulNotes/GameBoyAdvance in 2002 (as ''[[RevengeOfTheSequel The Revenge of]] [[MythologyGag the Smurfs]]''). [[NoExportForYou Only the initial Game Boy version was given a 1994 release in North America with quickly-made Super Game Boy support.]]
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* VideoGameFlight: There is one 16-bit level (not counting the bonus stage) where the Smurf could fly... in a soap bubble. And said level is a [[DeadlyWalls rosebush labyrinth]].
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* VideoGameFlight: There is one 16-bit level (not counting the bonus stage) where the Smurf could fly... in a soap bubble. And said level is a [[DeadlyWalls rosebush labyrinth]].labyrinth]].
----
----
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Difficulty Spike belongs in YMMV
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* DifficultySpike: The final two acts go from "hard" to "insane":
** The penultimate act is a single stage with omnipresent instant death (when the tree trunk bridge starts rotating under your feet, you have a split-second to jump or fall to your death).
** The last act has a frustrating first level (16-bit only), a long and and dangerous second level (with flies that have TheVirus), a short and dangerous third level and a FinalBoss with OneHitKill CollisionDamage. You'll lose so many [[VideoGameLives lives]] here that the only way to survive is to start the game from the beginning and collect ExtraLives on the way. Fortunately, this has been somewhat toned down in the Game Boy Advance port, where at least you have infinite lives.
** The penultimate act is a single stage with omnipresent instant death (when the tree trunk bridge starts rotating under your feet, you have a split-second to jump or fall to your death).
** The last act has a frustrating first level (16-bit only), a long and and dangerous second level (with flies that have TheVirus), a short and dangerous third level and a FinalBoss with OneHitKill CollisionDamage. You'll lose so many [[VideoGameLives lives]] here that the only way to survive is to start the game from the beginning and collect ExtraLives on the way. Fortunately, this has been somewhat toned down in the Game Boy Advance port, where at least you have infinite lives.
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* TitleThemeDrop: ''WesternAnimation/TheSmurfs'' theme tune plays as part of its soundtrack in all versions of the game.
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* TitleThemeDrop: ''WesternAnimation/TheSmurfs'' ''WesternAnimation/TheSmurfs1981'' theme tune plays as part of its soundtrack in all versions of the game.
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* SlideLevel: There's a slide level where you must jump over frozen rivers, dodge rocks and trees, and escape a snowboarding yeti.
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* InstakillMook: The Bzz fly and Black Smurfs, see OneHitKill below.
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* CrouchAndProne: This game had the Smurf player crouch in order to crawl into certain areas without disturbing underground creatures.
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* ChimneyEntry: Inverted in the Smurf Village level, as when the Smurf enters into a Smurf house through a door, he pops out through its chimney.
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** The Gameboy Advance version edits some of the levels from the 16-bit versions and even allows you to play them in any order, although access to more levels is enabled only by defeating a particular section's boss.
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* OneHitKill: Getting hit by a Bzz Fly or a Black Smurf in the 16-bit version [[ZombieApocalypse immediately turns you into a Black Smurf]], resulting in an instant loss of one life. The tree bridge will kill you by throwing you into the abyss if you don't immediately jump, and contact with Gargamel is also instant death.
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* OneHitKill: Getting hit by a Bzz Fly or a Black Smurf in the 16-bit version [[ZombieApocalypse immediately turns you into a Black Smurf]], resulting in an instant loss of one life. The Missing a switch in the mine cart will result in a fatal collision, the tree bridge will kill you by throwing you into the abyss if you don't immediately jump, and contact with Gargamel is also instant death.
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* OneHitKill: Getting hit by a Bzz Fly or a Black Smurf in the 16-bit version [[ZombieApocalypse immediately turns you into a Black Smurf]], resulting in an instant loss of one life.
to:
* OneHitKill: Getting hit by a Bzz Fly or a Black Smurf in the 16-bit version [[ZombieApocalypse immediately turns you into a Black Smurf]], resulting in an instant loss of one life. The tree bridge will kill you by throwing you into the abyss if you don't immediately jump, and contact with Gargamel is also instant death.
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''The Smurfs'' is a European 2D {{platform game}} based on ''Franchise/TheSmurfs'' that was developed by [[Creator/InfogramesEntertainmentSA Infogrames]]. There are two base versions - 8-bit and 16-bit. The 8-bit version was originally released in 1993 for the UsefulNotes/GameBoy, then released in 1994 for the [[UsefulNotes/NintendoEntertainmentSystem NES]], [[UsefulNotes/SegaMasterSystem Master System]], and UsefulNotes/GameGear. The 16-bit bit version was first released for the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] in 1994, [[UsefulNotes/SegaGenesis Mega Drive / Mega-CD]] in 1995, [[UsefulNotes/MicrosoftWindows Windows/DOS]] in 1997, and UsefulNotes/GameBoyAdvance in 2002 (as ''[[RevengeOfTheSequel The Revenge of the Smurfs]]''). [[NoExportForYou Only the initial Game Boy version was given a 1994 release in North America with quickly-made Super Game Boy support.]]
to:
''The Smurfs'' is a European 2D {{platform game}} based on ''Franchise/TheSmurfs'' that was developed by [[Creator/InfogramesEntertainmentSA Infogrames]]. There are two base versions - 8-bit and 16-bit. The 8-bit version was originally released in 1993 for the UsefulNotes/GameBoy, then released in 1994 for the [[UsefulNotes/NintendoEntertainmentSystem NES]], [[UsefulNotes/SegaMasterSystem Master System]], and UsefulNotes/GameGear. The 16-bit bit version was first released for the [[UsefulNotes/SuperNintendoEntertainmentSystem SNES]] in 1994, [[UsefulNotes/SegaGenesis Mega Drive / Mega-CD]] in 1995, [[UsefulNotes/MicrosoftWindows Windows/DOS]] in 1997, and UsefulNotes/GameBoyAdvance in 2002 (as ''[[RevengeOfTheSequel The Revenge of of]] [[MythologyGag the Smurfs]]''). [[NoExportForYou Only the initial Game Boy version was given a 1994 release in North America with quickly-made Super Game Boy support.]]
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* RevengeOfTheSequel: A non-sequel example, the Game Boy Advance port is titled ''Revenge of the Smurfs'' (which is also [[MythologyGag the name of one of]] [[WesternAnimation/TheSmurfs the cartoon show's episodes]]).
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* RevengeOfTheSequel: A non-sequel example, the Game Boy Advance port is titled ''Revenge ''The Revenge of the Smurfs'' (which ([[MythologyGag which is also [[MythologyGag based on the name of one of]] [[WesternAnimation/TheSmurfs one episode of the cartoon show's episodes]]).show]]).
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* BigfootSasquatchAndYeti: A yeti appears in the sledding act. It even snowboards in the 16-bit version (except the Game Boy Advance port).
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* BigfootSasquatchAndYeti: A snowboarding yeti appears in the sledding act. It even snowboards Act 13: The Descent in the 16-bit version (except the Game Boy Advance port).port, which is instead based on the side-scrolling Act 8: The Sledge Race from the 8-bit version).
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* MinecartMadness: This game has such a level late in the game (Act 8 in 8-bit and Act 11 in 16-bit) where you must control a minecart to get it safely across the tracks. In the 8-bit version and the Game Boy Advance port, the player needs to make the minecart jump from track to track in order to avoid falling to their death. Jumping is not possible in the other 16-bit versions, so the hero has to crouch under obstacles and activate ''all'' switches under the penalty of reaching an insta-kill dead-end.
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* MinecartMadness: This game has such a level late in the game (Act 8 in 8-bit and Act 11 in 16-bit) where you must control a minecart to get it safely across the tracks. In the 8-bit version and the Game Boy Advance port, the player moves from left to right and needs to make the minecart jump from track to track in order to avoid falling to their death. Jumping is not possible in In the other 16-bit versions, the action shifts from top to bottom and jumping is not possible, so the hero has to crouch under obstacles and activate ''all'' switches under the penalty of reaching an insta-kill dead-end.
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* PasswordSave: Level passwords are provided as a set of numbers in the 8-bit version and matching Smurf characters in the 16-bit version. Using them was usually a bad idea, though, because playing from the start allowed to collect more ExtraLives for the [[DifficultySpike very difficult endgame]].
to:
* PasswordSave: Level passwords are provided as a set of numbers four letters in the 8-bit version and matching Smurf characters character portraits in the 16-bit version. Using them was usually a bad idea, though, because playing from the start allowed to collect more ExtraLives for the [[DifficultySpike very difficult endgame]].
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* VideoGameFlight: There is one 16-bit level (not counting the bonus stage) where the player character could fly... in a soap bubble. And said level is a [[DeadlyWalls rosebush labyrinth]].
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* VideoGameFlight: There is one 16-bit level (not counting the bonus stage) where the player character Smurf could fly... in a soap bubble. And said level is a [[DeadlyWalls rosebush labyrinth]].
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** The last act has a frustrating first level (16-bit only), a long and and dangerous second level (with instant death too from flies with TheVirus), a short and dangerous third level and a FinalBoss with OneHitKill CollisionDamage. You'll lose so many [[VideoGameLives lives]] here that the only way to survive is to start the game from the beginning and collect ExtraLives on the way. Fortunately, this has been somewhat toned down in the Game Boy Advance port, where at least you have infinite lives.
to:
** The last act has a frustrating first level (16-bit only), a long and and dangerous second level (with instant death too from flies with that have TheVirus), a short and dangerous third level and a FinalBoss with OneHitKill CollisionDamage. You'll lose so many [[VideoGameLives lives]] here that the only way to survive is to start the game from the beginning and collect ExtraLives on the way. Fortunately, this has been somewhat toned down in the Game Boy Advance port, where at least you have infinite lives.
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* VideoGameFlight: There is one 16-bit level (not counting the bonus stage) where the player character could fly... in a soap bubble. And said level was a [[DeadlyWalls rosebush labyrinth]].
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* VideoGameFlight: There is one 16-bit level (not counting the bonus stage) where the player character could fly... in a soap bubble. And said level was is a [[DeadlyWalls rosebush labyrinth]].
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* VideoGameFlight: There was one 16-bit stage (not counting the bonus stage) where the player character could fly... in a soap bubble. And the level was a [[DeadlyWalls rosebush labyrinth]].
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* VideoGameFlight: There was is one 16-bit stage level (not counting the bonus stage) where the player character could fly... in a soap bubble. And the said level was a [[DeadlyWalls rosebush labyrinth]].
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* DifficultySpike: The final two Acts go from "hard" to "insane":
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* DifficultySpike: The final two Acts acts go from "hard" to "insane":
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* FloatingInABubble: Your Smurf can float in a bubble. This is merely a bonus level in the 8-bit version, but this is required to navigate through a maze of thorny vines in the 16-bit version.
* GoombaStomp: The Smurfs' primary means of attack.
* GoombaStomp: The Smurfs' primary means of attack.
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* FloatingInABubble: Your Hefty Smurf can float in a bubble. This is merely a bonus level in the 8-bit version, but this is required to navigate through a maze of thorny vines in the 16-bit version.
* GoombaStomp: TheSmurfs' primary means of attack.
* GoombaStomp: The
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* LifeMeter: The player can take up to four hits (displayed as hearts) before he loses a life. But watch out for the Bzz Fly or the Black Smurf in the 16-bit versions, for running into them is a OneHitKill.
to:
* LifeMeter: The player can take up to four hits (displayed as hearts) before he loses a life. But watch out for the Bzz Fly or the Black Smurf in the 16-bit versions, version, for running into them is a OneHitKill.
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* MinecartMadness: This game has such a level late in the game (Act 8 in 8-bit and Act 11 in 16-bit) where you must control a minecart to get it safely across the tracks. In the 8-bit versions and the Game Boy Advance port, the player needs to make the minecart jump from track to track in order to avoid falling to their death. Jumping is not possible in the other 16-bit versions, so the hero has to crouch under obstacles and activate ''all'' switches under the penalty of reaching an insta-kill dead-end.
to:
* MinecartMadness: This game has such a level late in the game (Act 8 in 8-bit and Act 11 in 16-bit) where you must control a minecart to get it safely across the tracks. In the 8-bit versions version and the Game Boy Advance port, the player needs to make the minecart jump from track to track in order to avoid falling to their death. Jumping is not possible in the other 16-bit versions, so the hero has to crouch under obstacles and activate ''all'' switches under the penalty of reaching an insta-kill dead-end.
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* NintendoHard: The 16-bit versions are infamous for their FakeDifficulty.
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* NintendoHard: The 16-bit versions are version is infamous for their FakeDifficulty.
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* OneHitKill: Getting hit by a Bzz Fly or a Black Smurf in the 16-bit versions [[ZombieApocalypse immediately turns you into a Black Smurf]], resulting in an instant loss of one life.
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* OneHitKill: Getting hit by a Bzz Fly or a Black Smurf in the 16-bit versions version [[ZombieApocalypse immediately turns you into a Black Smurf]], resulting in an instant loss of one life.
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* PasswordSave: Level passwords are provided in all versions of the game, though in the 16-bit versions it takes the form of matching the correctly displayed Smurf characters. Using them was usually a bad idea, though, because playing from the start allowed to collect more ExtraLives for the [[DifficultySpike very difficult endgame]].
to:
* PasswordSave: Level passwords are provided as a set of numbers in all versions of the game, though 8-bit version and matching Smurf characters in the 16-bit versions it takes the form of matching the correctly displayed Smurf characters.version. Using them was usually a bad idea, though, because playing from the start allowed to collect more ExtraLives for the [[DifficultySpike very difficult endgame]].
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* SmoochOfVictory: Hefty Smurf gets one from Smurfette at the end of the game.
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* SmoochOfVictory: Hefty Smurf gets one from Smurfette at the end of the game.end.
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* SmoochOfVictory: Your Smurf character gets one from Smurfette at the end of the game.
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* SmoochOfVictory: Your Hefty Smurf character gets one from Smurfette at the end of the game.
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* ReformulatedGame: While the 16-bit version is presented as a broader adventure with enough added content for one more boss, it overhauls much of the level layout from the 8-bit version (although there are some strong similarities). It also makes the rescued Smurfs playable in place of Hefty for certain acts, each with their own special ability.
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* ReformulatedGame: While the 16-bit version is presented as a broader adventure with enough added content for one more boss, it overhauls much of the existing level layout from the 8-bit version (although there are some strong similarities). It also makes the rescued Smurfs playable in place of Hefty for certain acts, each with their own special ability.
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* BigfootSasquatchAndYeti: A yeti appears in the sledding act. It even snowboards in the 16-bit versions (except the Game Boy Advance port).
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* BigfootSasquatchAndYeti: A yeti appears in the sledding act. It even snowboards in the 16-bit versions version (except the Game Boy Advance port).
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* LilyPadPlatform: In the Swamp act.
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* LilyPadPlatform: In the The Swamps (8-bit) / The Swamp (16-bit) act.
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* FeatheredFiend: The Howlibird makes an appearance in this game. [[spoiler:And a second appearance that's instrumental to defeating the FinalBoss.]]
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* FeatheredFiend: The Howlibird makes an appearance in this game. [[spoiler:And a second appearance that's [[spoiler:It also becomes instrumental to in defeating the FinalBoss.]]
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* ApatheticCitizens: The Smurfs at the very first level of the 16-bit version. Not only do they not seem to care that their fellow Smurfs are captured by Gargamel and you're the only Smurf that needs to rescue them, [[EverythingTryingToKillYou they're also inadvertently trying to kill you]] with their daily activities!
* BigfootSasquatchAndYeti: A snowboarding yeti appears in the sledding level in the 16-bit versions.
* BigfootSasquatchAndYeti: A snowboarding yeti appears in the sledding level in the 16-bit versions.
to:
* ApatheticCitizens: The Smurfs at the very first level act of the 16-bit version. Not only do they not seem to care that their fellow Smurfs are captured by Gargamel and you're the only Smurf that needs to rescue them, [[EverythingTryingToKillYou they're also inadvertently trying to kill you]] with their daily activities!
* BigfootSasquatchAndYeti: Asnowboarding yeti appears in the sledding level act. It even snowboards in the 16-bit versions.versions (except the Game Boy Advance port).
* BigfootSasquatchAndYeti: A
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** The last act has a frustrating (but hardly lethal) first level, a long and and dangerous second level (with instant death too from flies with TheVirus), a short and dangerous third level and a FinalBoss with OneHitKill CollisionDamage. You'll lose so many [[VideoGameLives lives]] here that the only way to survive is to start the game from the beginning and collect ExtraLives on the way. Fortunately, this has been somewhat toned down in the Game Boy Advance port, where at least you have infinite lives.
to:
** The last act has a frustrating (but hardly lethal) first level, level (16-bit only), a long and and dangerous second level (with instant death too from flies with TheVirus), a short and dangerous third level and a FinalBoss with OneHitKill CollisionDamage. You'll lose so many [[VideoGameLives lives]] here that the only way to survive is to start the game from the beginning and collect ExtraLives on the way. Fortunately, this has been somewhat toned down in the Game Boy Advance port, where at least you have infinite lives.
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* EverythingTryingToKillYou: Even your fellow Smurfs are out to stop your progress in the game in the very first level, in an ApatheticCitizens sort of way!
to:
* EverythingTryingToKillYou: Even your fellow Smurfs are out to stop your progress in the game in the very first level, act of the 16-bit version, in an ApatheticCitizens sort of way!
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* LilyPadPlatform: In the Swamp level.
to:
* LilyPadPlatform: In the Swamp level.act.
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* TitleThemeDrop: ''WesternAnimation/TheSmurfs'' theme tune plays as part of its soundtrack in various levels in all versions of the game.
* VideoGameFlight: There was one level (not counting the bonus stage) where the player character could fly... in a soap bubble. And the level was a [[DeadlyWalls rosebush labyrinth]].
* VideoGameFlight: There was one level (not counting the bonus stage) where the player character could fly... in a soap bubble. And the level was a [[DeadlyWalls rosebush labyrinth]].
to:
* TitleThemeDrop: ''WesternAnimation/TheSmurfs'' theme tune plays as part of its soundtrack in various levels in all versions of the game.
* VideoGameFlight: There was onelevel 16-bit stage (not counting the bonus stage) where the player character could fly... in a soap bubble. And the level was a [[DeadlyWalls rosebush labyrinth]].
* VideoGameFlight: There was one
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* DamselInDistress: Smurfette. She's even the final Smurf rescued straight from Gargamel's Manor House.
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* DamselInDistress: Smurfette. She's even the final Smurf rescued straight from Last but not least, Smurfette is found in Gargamel's Manor House.
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* DistressedDude: Some of your fellow Smurfs need to be saved from Gargamel.
to:
* DistressedDude: Some of your fellow Smurfs Brainy Smurf, Jokey Smurf, and (in the 16-bit version) Greedy Smurf need to be saved from Gargamel.
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* IdleAnimation: Leave your Smurf standing there, and you'll see him either shaking his butt from side to side or just yawning.
* LethalLavaLand: The Volcano level.
* LethalLavaLand: The Volcano level.
to:
* IdleAnimation: Leave your Smurf standing there, around in the 16-bit version, and you'll see him either shaking his butt from side to side or just yawning.
* LethalLavaLand: The Inside the Volcanolevel.(8-bit) / Volcano (16-bit) act.
* LethalLavaLand: The Inside the Volcano
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* MinecartMadness: This game has such a level late in the game (Act 11) where you must control a minecart to get it safely across the tracks. While jumping was not possible, the hero had to crouch under obstacles and activate ''all'' switches under the penalty of reaching an insta-kill dead-end.
** In the Game Boy and Game Boy Advance versions, the player needs to make the minecart jump from track to track in order to avoid falling to their death.
** In the Game Boy and Game Boy Advance versions, the player needs to make the minecart jump from track to track in order to avoid falling to their death.
to:
* MinecartMadness: This game has such a level late in the game (Act 11) 8 in 8-bit and Act 11 in 16-bit) where you must control a minecart to get it safely across the tracks. While jumping was In the 8-bit versions and the Game Boy Advance port, the player needs to make the minecart jump from track to track in order to avoid falling to their death. Jumping is not possible, possible in the other 16-bit versions, so the hero had has to crouch under obstacles and activate ''all'' switches under the penalty of reaching an insta-kill dead-end.
** In the Game Boy and Game Boy Advance versions, the player needs to make the minecart jump from track to track in order to avoid falling to their death.dead-end.
** In the Game Boy and Game Boy Advance versions, the player needs to make the minecart jump from track to track in order to avoid falling to their death.
Changed line(s) 33 (click to see context) from:
* ObviousBeta: The NES version feels incomplete next to the other 8-bit renditions, with certain missing tracks and instruments, a lack of the intro scene, an alternate enemy arrangement in Gargamel's Manor House in place of Azrael, and no stairway and celebration sequence after rescuing Smurfette (among other things).
to:
* ObviousBeta: The NES version feels incomplete next to the other 8-bit renditions, with certain missing tracks and instruments, a lack of the intro scene, an alternate enemy arrangement in Gargamel's Manor House in place of Azrael, and no stairway and celebration sequence after for rescuing Smurfette (among other things).
Changed line(s) 37 (click to see context) from:
* ReformulatedGame: While the 16-bit version is presented as a broader adventure with one more Smurf and boss, it overhauls much of the level layout from the 8-bit version (although there are some strong similarities).
to:
* ReformulatedGame: While the 16-bit version is presented as a broader adventure with enough added content for one more Smurf and boss, it overhauls much of the level layout from the 8-bit version (although there are some strong similarities).similarities). It also makes the rescued Smurfs playable in place of Hefty for certain acts, each with their own special ability.