History VideoGame / Thexder

13th May '16 4:24:11 PM TheOneWhoTropes
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Given ''Thexder'''s popularity, Sierra On-Line decided to make their own spin-off for Windows 95, informally called "Thexder 95," without Game Arts's involvement. With the rise of [[{{Retraux}} retro remakes]], though, Square Enix shepherded the {{remake}} ''Thexder Neo'' to market as a downloadable game for the [[PlayStationPortable PSP]], resurrecting Thexder for a new generation of gamers to discover.

to:

Given ''Thexder'''s popularity, Sierra On-Line decided to make their own spin-off for Windows 95, informally called "Thexder 95," without Game Arts's involvement. With the rise of [[{{Retraux}} retro remakes]], though, Square Enix shepherded the {{remake}} ''Thexder Neo'' to market as a downloadable game for the [[PlayStationPortable [[UsefulNotes/PlayStationPortable PSP]], resurrecting Thexder for a new generation of gamers to discover.
11th Dec '15 2:08:09 AM tenryufan
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* CutSong: The US release of ''Fire Hawk'' includes the introductory theme but lacks the cutscene it appears in (it's only accessible through the SoundTest). It is also missing the track for the FinalBoss's second form.
12th Apr '15 7:08:00 PM tenryufan
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* BadExportForYou: While the US version of ''Fire Hawk'' does not suffer any loss in its graphics or gameplay, it does excise the in-game cutscenes that bookend the gameplay. The game's backstory manga is included in the game's manual, but only small references to it remain in-game.



* CrowningMusicOfAwesome - The original Thexder [[http://www.youtube.com/watch?v=YgfTVNU--6k background music]] is still fondly remembered - despite being the ''only'' music in the game except for the (slightly different) opening and the Moonlight Sonata. ''Fire Hawk'' gave you different songs for each mission (especially the tune for Mission 8); ''Thexder Neo'' started by remastering the original theme, then made more tracks.



* GoddamnedBats: Enemies had a variety of movement patterns, but the vast majority are swift, diagonally-flying foes who rarely appeared in groups of less than 4 at a time. In the first game, if you were unlucky enough to become surrounded by several enemies, the CollisionDamage would be multipled ''per enemy'', and this would usually be fatal. The only safe way to engage multiple foes was to retreat into a tunnel (trap them against the terrain, etc.) and slowly take them out one at a time with the jet mode laser.
** Black Tribars may qualify as DemonicSpiders, considering the DifficultySpike they presented to the player in the original's second level.
** Mission 4 in ''Fire Hawk'' sees the introduction of enemies that fly horizontally and vertically, which may catch the player off-guard once they're used to taking out the diagonally-flying ones.
* GoodBadBugs: In the original game, when flying through a horizontal tunnel in jet form, pressing UP or DOWN would cause the jet to effectively hover in place as it attempts to veer in that direction (only to be blocked by the walls of the tunnel). Repeatedly pausing/unpausing the game with precise timing allowed a player to adjust which angle they are facing while in the tunnel, in some cases allowing them to park near the entrance to a wide-open space (such as level 2's infamous swarm of black Tribars) and adjust their firing angle to snipe foes from behind cover. (Attempting to do this in ''Fire Hawk'' will result in the jet circling in place, which is more convenient as precise timing on the Pause button is not required.)



* MostAnnoyingSound - When the shield ran down or Thexder's energy was low. The latter usually meant "you're doomed".
27th Feb '15 9:00:31 PM Stratelier
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** In ''Fire Hawk'', even ''moving'' required energy, though such a small amount that it was rarely noticeable.

to:

** In ''Fire Hawk'', even ''moving'' required energy, though such a small trivial amount that if it was rarely noticeable.makes a difference, you're already doomed.
27th Feb '15 8:58:37 PM Stratelier
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* AfterCombatRecovery: In ''Fire Hawk'', defeating a boss typically yields a large Energy reward (about 100 units or so). And even if your energy's still low after that, the first thing you'll encounter upon arrival in the next mission is usually a stash of energy-yielding enemies to shoot.



** The original ''Thexder'' put you at the start of the first level's labyrinth and never explained who you were or what you were supposed to do, unless you looked at the manual, and there was scant explanation as to "why" (none at all in the American PC release). Only when ''Fire Hawk'' came out did the story behind Thexder's mission get explained.
** The US release also included a complete walkthrough of the game's first level, with pictures/names of (almost) every enemy appearing in the game.

to:

** The original ''Thexder'' put you at the start of the first level's labyrinth and never explained who you were or what you were supposed to do, unless do before dropping you right into Level 1 (unless you looked at the manual, and there was scant explanation as to "why" (none at all in the American PC release). Only when ''Fire Hawk'' came out did the story behind Thexder's mission get explained.
** The US release also included a complete map and walkthrough of the game's first level, with pictures/names of (almost) every enemy appearing in the game.



* AttentionDeficitOohShiny: Your auto-targetting laser divides its firepower between all targets onscreen -- including ones that are hidden or behind walls -- so it's entirely possible to be attacking a swarm of enemies when suddenly your laser tries to burn a hole in the floor. Homing missiles in ''Fire Hawk'' have a similar behavior, with your target lock focusing on the nearest onscreen enemy.

to:

* AttentionDeficitOohShiny: Your auto-targetting laser divides its firepower between all targets onscreen -- including ones that are hidden or behind walls -- so it's entirely possible to be attacking a swarm of enemies when suddenly your laser tries to burn a hole in the floor. Homing missiles in ''Fire Hawk'' have a similar behavior, with your target lock focusing on the nearest onscreen enemy. (Be especially careful with this during Mission 6-2)
* AutoSave: In ''Fire Hawk'', every time you complete a mission the game creates a save file so you can start with the next mission at your current status (energy levels, items, etc); press F7 to bring up the list of available saves.



* BossBattle - The original game occasionally presented the player with a group of enemies encased in stationary fortifications, challenging the player to figure out the best way to destroy or disable the enemies in order to pass. ''Actual'' bosses were introduced in ''Fire Hawk''.
** Zereo also added precisely one boss (a final boss) to ''Thexder Neo''.

to:

* BossBattle - The original game occasionally presented the player with a group of enemies encased in stationary fortifications, challenging the player to figure out the best way to destroy or disable the enemies in order to pass. ''Actual'' bosses were introduced in ''Fire Hawk''.
** Zereo also added precisely one boss (a final boss) to
Hawk'', ''Thexder Neo''.95'', and ''Thexder Neo''.
* BulletHell: There are ... a ''lot'' of turret emplacements in the Mission 5 boss area. Fortunately for you, you can easily pick up an ECM before entering to jam them up and allow you to move around without getting continuously pelted by fire.



* CollisionDamage - The only way to receive damage in the original, as enemies didn't begin firing actual projectiles until ''Fire Hawk'', and even then they were a strict minority, if not a boss outright.
* CutAndPasteEnvironments: In the PC original, levels 9 and 11 were ''exactly the same'' save for which enemy sprites were used. The second set of cavern levels (13 through 15) had similar layouts to the first set (5 through 7), but with some retooling to increase their difficulty.
* CopyProtection - The US release of ''Fire Hawk'' required players to input a specific word from the manual when starting a game.

to:

* CollisionDamage - The only way to receive damage in the original, as enemies didn't begin firing actual projectiles until ''Fire Hawk'', and even then they were a strict minority, if not a boss outright.
outright. On the flipside, when your shield is active, enemies take collision damage from you (at least until the shield runs out).
* CutAndPasteEnvironments: ContractualBossImmunity: Bosses in ''Fire Hawk'' are immune to Stoppers, ECMs, and Flashers (though the smaller enemies accompanying them are not). Other weapons are still effective, but depending on the boss's movement, it may be difficult to land a hit with anything other than your laser.
* CopyAndPasteEnvironments:
In the PC original, levels 9 and 11 were ''exactly the same'' save for which enemy sprites were used. The second set of cavern levels (13 through 15) had similar layouts to the first set (5 through 7), but with some retooling to increase their difficulty.
* CopyProtection - The US release of ''Fire Hawk'' required players to input a specific word from the manual when starting a game. An no, the backstory manga included in the manual isn't part of its page count.



* DeflectorShields - Thexder's (and Fire Hawk's) only defense if anything gets close enough to cause damage. Its [[SomeKindOfForceField exact nature]] is never explained.

to:

* CutSong: The US release of ''Fire Hawk'' includes the introductory theme but lacks the cutscene it appears in (it's only accessible through the SoundTest). It is also missing the track for the FinalBoss's second form.
* DeflectorShields - Thexder's (and Fire Hawk's) only defense if anything gets close enough to cause damage. Its [[SomeKindOfForceField exact nature]] is never explained.explained, but at least it works, right?



* FrickinLaserBeams - Thexder's only weapon, and Fire Hawk's main one. One of very few games to give the ''player'' the laser (and an ''instantaneous'' laser, as opposed to a PainfullySlowProjectile).
* GoddamnedBats: Enemies had a variety of movement patterns, but the vast majority were swift, diagonally-flying foes who rarely appeared in groups of less than 4 at a time. In the first game, if you were unlucky enough to become surrounded by several enemies, the CollisionDamage would be multipled ''per enemy'', and this would usually be fatal. The only safe way to engage multiple foes was to retreat into a tunnel (trap them against the terrain, etc.) and slowly take them out one at a time with the jet mode laser.

to:

* FrickinLaserBeams - FrickinLaserBeams:
**
Thexder's only weapon, and Fire Hawk's main one. One of very few games to give the ''player'' the laser (and an ''instantaneous'' laser, as opposed to a PainfullySlowProjectile).
** The Mission 3 boss fires large beams of energy that travel fast and inflict significant damage compared to its other shot (capable of punching through your shield in just two or three hits).
* GoombaSpringboard: If you hold the Jump button, your mech will leap into the air at every opportunity, including if it happens to land on an enemy floating in mid-air. (Not that you can't just transform into a jet and start flying at any time....)
* GoddamnedBats: Enemies had a variety of movement patterns, but the vast majority were are swift, diagonally-flying foes who rarely appeared in groups of less than 4 at a time. In the first game, if you were unlucky enough to become surrounded by several enemies, the CollisionDamage would be multipled ''per enemy'', and this would usually be fatal. The only safe way to engage multiple foes was to retreat into a tunnel (trap them against the terrain, etc.) and slowly take them out one at a time with the jet mode laser.



* GoodBadBugs: In the original game, when flying through a horizontal tunnel in jet form, pressing UP or DOWN would cause the jet to effectively hover in place as it attempts to veer in that direction (only to be blocked by the walls of the tunnel). Repeatedly pausing/unpausing the game with precise timing allowed a player to adjust which angle they are facing while in the tunnel, in some cases allowing them to park near the entrance to a wide-open space (such as level 2's infamous swarm of black Tribars) and adjust their firing angle to snipe foes from behind cover. (Attempting to do this in ''Fire Hawk'' will result in the jet circling in place, which is more convenient as precise timing on the Pause button is not required.)



* MechaMooks - Virtually all enemies are mechanical in some form.

to:

* LoadBearingBoss: Destroying Nediam's fuel tank at the end of Mission 7 is said to cause a sharp rise in local temperatures, enough to damage Fire Hawk (aka, your energy depletes continuously until you escape the area or die trying). The MSX version even throws in some chaotic flashes in the background color to remind you to get out and ''fast''.
* MechaMooks - Virtually all enemies are mechanical in some form.form, though some appear less mechanical than others.



* NostalgiaLevel - The opening of mission 2 in ''Fire Hawk'' echoes about half the first level from the original.

to:

* NostalgiaLevel - The opening of mission 2 in ''Fire Hawk'' echoes about half the first level from the original.original game before diving into caverns below it.



* OneHitPointWonder: Enemies in the first level are destroyed at the slightest touch of laser power (making it possible to take down a large swarm effortlessly), but this quickly ceases to be the case once you reach level 2.



* TookALevelInBadass: While originals still appear, the ''Fire Hawk'' mecha is an upgraded version of the original Thexder prototype, featuring a redesigned flight mode, a supply of homing missiles, and a satellite for storing additional weapons.

to:

* SmartBomb: Fire Hawk's "Flasher" subweapon releases a burst of energy that damages every enemy onscreen ... oh, but you won't recover energy from energy-yielding enemies destroyed by it.
* SpaceFriction: In ''Fire Hawk'', Mission 5 involves taking out Nediam's engines, and Mission 7 involves blowing its main fuel tank, yet MissionControl is is surprised that neither of these fail to so much as slow it down ("It's still going? What's powering her?") from its collision course with Earth.
* TimeStandsStill: Okay, so the Stopper subweapon is ''technically'' a blast of temperature so cold that it causes all enemies in the area to stop moving, but for all practical intents and purposes it may as well do this, since anything but you is an enemy of some kind.
* TookALevelInBadass: While originals still appear, the ''Fire Hawk'' mecha is an upgraded version of the original Thexder prototype, featuring a redesigned flight mode, a supply of homing missiles, and a satellite for storing additional weapons.subweapons.



* VideogameFlight - Transforming into a jet allows you to fly in any direction with no restrictions. This is balanced by generally claustrophobic level design, wide open areas filled with ''swarms'' of enemies, and the auto-aiming function restricted to humanoid form. (Hint: Don't [[LeeeroyJenkins blindly rush in]] to any wide-open spaces. '''Ever.''')
* ZergRush: The tactic of choice for most enemies. Sure, red Tribars may be a OneHitpointWonder, but can you survive a swarm of 20 closing in on you?

to:

* VideogameFlight - Transforming into a jet allows you to fly in any direction with no restrictions. This is balanced by generally claustrophobic level design, wide open areas filled with ''swarms'' of enemies, and the auto-aiming function restricted to humanoid form. lack of auto-aim when firing your laser. (Hint: Don't [[LeeeroyJenkins blindly rush fly in]] to any wide-open spaces. '''Ever.''')
* ZergRush: The tactic of choice for most enemies. Sure, red Tribars may be a OneHitpointWonder, but can you survive a swarm of 20 closing in on you?you simultaneously?
25th Feb '15 9:55:55 AM Stratelier
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Added DiffLines:

* TookALevelInBadass: While originals still appear, the ''Fire Hawk'' mecha is an upgraded version of the original Thexder prototype, featuring a redesigned flight mode, a supply of homing missiles, and a satellite for storing additional weapons.
25th Feb '15 9:50:16 AM Stratelier
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* AllThereInTheManual - The original ''Thexder'' put you at the start of the first level's labyrinth and never explained who you were or what you were supposed to do, unless you looked at the manual, and there was scant explanation as to "why" (none at all in the American PC release). Only when ''Fire Hawk'' came out did the story behind Thexder's mission get explained.

to:

* AllThereInTheManual - AllThereInTheManual:
**
The original ''Thexder'' put you at the start of the first level's labyrinth and never explained who you were or what you were supposed to do, unless you looked at the manual, and there was scant explanation as to "why" (none at all in the American PC release). Only when ''Fire Hawk'' came out did the story behind Thexder's mission get explained.



** ''Fire Hawk'' also includes a manga establishing the backstory inside its manual, since the in-game opening cutscenes were not included in the US release.



* AttentionDeficitOohShiny: Your auto-targetting laser divides its firepower between all targets onscreen -- including ones that are hidden or behind walls -- so it's entirely possible to be attacking a swarm of enemies when suddenly your laser tries to burn a hole in the floor. Homing missiles in ''Fire Hawk'' have a similar behavior, with your target lock focusing on the nearest onscreen enemy.
* BadExportForYou: While the US version of ''Fire Hawk'' does not suffer any loss in its graphics or gameplay, it does excise the in-game cutscenes that bookend the gameplay. The game's backstory manga is included in the game's manual, but only small references to it remain in-game.



* GoddamnedBats: Enemies had a variety of movement patterns, but the vast majority were swift, diagonally-flying foes who rarely appeared in groups of less than 4 at a time. If you were unlucky enough to become surrounded by several enemies, the CollisionDamage would be multipled ''per enemy'', and this would usually be fatal. The only safe way to engage multiple foes was to retreat into a tunnel, trap them against the terrain, and slowly take them out one at a time with the jet mode laser.
** Black Tribars may qualify as DemonicSpiders, considering the DifficultySpike they presented to the player.

to:

* GoddamnedBats: Enemies had a variety of movement patterns, but the vast majority were swift, diagonally-flying foes who rarely appeared in groups of less than 4 at a time. If In the first game, if you were unlucky enough to become surrounded by several enemies, the CollisionDamage would be multipled ''per enemy'', and this would usually be fatal. The only safe way to engage multiple foes was to retreat into a tunnel, trap tunnel (trap them against the terrain, etc.) and slowly take them out one at a time with the jet mode laser.
** Black Tribars may qualify as DemonicSpiders, considering the DifficultySpike they presented to the player.player in the original's second level.
** Mission 4 in ''Fire Hawk'' sees the introduction of enemies that fly horizontally and vertically, which may catch the player off-guard once they're used to taking out the diagonally-flying ones.



* KillItWithFire - ''Fire Hawk'''s napalm bombs were the strongest special weapon, able to eradicate almost any ground-based enemy in a single blast.
* MechaMooks - Virtually all enemies were mechanical in some form.

to:

* KillItWithFire - ''Fire Hawk'''s napalm bombs were the strongest special weapon, able to eradicate almost any ground-based enemy (including bosses) in a single blast.
* MechaMooks - Virtually all enemies were are mechanical in some form.



* NostalgiaLevel - The opening of mission 2 in ''Fire Hawk''.

to:

* NostalgiaLevel - The opening of mission 2 in ''Fire Hawk''.Hawk'' echoes about half the first level from the original.
* OffscreenInertia: Generally, the moment an enemy is offscreen they cease moving or pursuing the player; this is often a viable method to break up a swarm into smaller groups that are easier to deal with. Note that in the original this only applied to the left and right sides of the screen, while in ''Fire Hawk'' it applies to all four borders. Also note that Fire Hawk's bosses continue to move through their attack patterns while offscreen.



* {{Remake}} - ''Thexder Neo'', a 2.5D recreation of the original with polygon graphics and a completely redesigned Thexder ... and a few subtle changes to the difficulty curve.
* TragicMonster - [[spoiler: Nediam]]

to:

* {{Remake}} - ''Thexder Neo'', a 2.5D recreation of the original with polygon graphics and a completely redesigned Thexder ... and a few subtle changes to the difficulty curve.
curve (most notably, the ability to retry the current level after dying).
* TragicMonster - [[spoiler: Nediam]]Nediam]], though the reasons why are explained in the Japanese original only.



* VideogameFlight - With no restrictions. This is balanced by some claustrophobic level designs, wide open areas filled with ''swarms'' of enemies, and the auto-aiming function restricted to humanoid form. (Hint: ''Don't fly into wide open areas''. '''''EVER!''''')

to:

* VideogameFlight - With Transforming into a jet allows you to fly in any direction with no restrictions. This is balanced by some generally claustrophobic level designs, design, wide open areas filled with ''swarms'' of enemies, and the auto-aiming function restricted to humanoid form. (Hint: ''Don't fly into wide open areas''. '''''EVER!''''')Don't [[LeeeroyJenkins blindly rush in]] to any wide-open spaces. '''Ever.''')
* ZergRush: The tactic of choice for most enemies. Sure, red Tribars may be a OneHitpointWonder, but can you survive a swarm of 20 closing in on you?
29th Mar '13 3:43:22 PM Sterok
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Originally released in Japan for NEC's 8-bit computer, the [[PC88 PC-8801mkIISR]], ''Thexder'' became a smash hit and Game Arts responded by porting it to other computers, including the {{MSX}}. The then-obscure company [[Creator/SquareEnix Squaresoft]] took note, licensing ''Thexder'' for a port to the [[{{NES}} Famicom]], their very first game for {{Nintendo}}; [[Creator/{{Sierra}} Sierra On-Line]] also took an interest, and was responsible for the rest of the world finding out about this [[WidgetSeries pleasantly unique Japanese game]]. (Sierra advertised ''Thexder'' as an "arcade game" though it never appeared in arcades; Sierra also misleadingly claimed that the game was "created for second-generation computers with 16-bit processors.")

to:

Originally released in Japan for NEC's 8-bit computer, the [[PC88 PC-8801mkIISR]], ''Thexder'' became a smash hit and Game Arts responded by porting it to other computers, including the {{MSX}}. The then-obscure company [[Creator/SquareEnix Squaresoft]] took note, licensing ''Thexder'' for a port to the [[{{NES}} Famicom]], their very first game for {{Nintendo}}; Creator/{{Nintendo}}; [[Creator/{{Sierra}} Sierra On-Line]] also took an interest, and was responsible for the rest of the world finding out about this [[WidgetSeries pleasantly unique Japanese game]]. (Sierra advertised ''Thexder'' as an "arcade game" though it never appeared in arcades; Sierra also misleadingly claimed that the game was "created for second-generation computers with 16-bit processors.")
9th Jan '13 1:52:23 PM SuperLeviathan
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Originally released in Japan for NEC's 8-bit computer, the [[PC88 PC-8801mkIISR]], ''Thexder'' became a smash hit and Game Arts responded by porting it to other computers, including the {{MSX}}. The then-obscure company [[Creator/SquareEnix Squaresoft]] took note, licensing ''Thexder'' for a port to the [[{{NES}} Famicom]]; [[Creator/{{Sierra}} Sierra On-Line]] also took an interest, and was responsible for the rest of the world finding out about this [[WidgetSeries pleasantly unique Japanese game]]. (Sierra advertised ''Thexder'' as an "arcade game" though it never appeared in arcades; Sierra also misleadingly claimed that the game was "created for second-generation computers with 16-bit processors.")

to:

Originally released in Japan for NEC's 8-bit computer, the [[PC88 PC-8801mkIISR]], ''Thexder'' became a smash hit and Game Arts responded by porting it to other computers, including the {{MSX}}. The then-obscure company [[Creator/SquareEnix Squaresoft]] took note, licensing ''Thexder'' for a port to the [[{{NES}} Famicom]]; Famicom]], their very first game for {{Nintendo}}; [[Creator/{{Sierra}} Sierra On-Line]] also took an interest, and was responsible for the rest of the world finding out about this [[WidgetSeries pleasantly unique Japanese game]]. (Sierra advertised ''Thexder'' as an "arcade game" though it never appeared in arcades; Sierra also misleadingly claimed that the game was "created for second-generation computers with 16-bit processors.")
7th Jan '13 10:12:36 AM Prfnoff
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http://tvtropes.org/pmwiki/article_history.php?article=VideoGame.Thexder