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Removed reception, commented out ZCEs. Vaporware is trivia.
''Vectorman'' is a 1995 RunAndGun game developed by Creator/BlueSkySoftware and published by Creator/{{Sega}} for the Platform/SegaGenesis.
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In the sequel, ''Vectorman 2'', having successfully defeated Warhead and put an end to his tyranny, Vectorman immediately resumes his sludge-cleaning duties. While on a routine garbage run, his barge is shot down by a mysterious missile. Evacuating the barge and descending down to the surface, he finds himself on the outskirts of a seemingly abandoned research facility overrun by a horde of [[BigCreepyCrawlies mutant insects]] with unpleasant designs on the planet. Vectorman must find the intelligence controlling them and kill it to save the Earth yet again.
These games were released in 1995 and 1996 for the Creator/{{Sega}} [[UsefulNotes/SegaGenesis Genesis]], and were very well received by critics and players alike, not only for their then-amazing faux-3D graphics and cool techno soundtracks, but for being highly enjoyable games that weren't too hard to play. Part of the game's appeal was the entire design of the "Orbots" themselves - characters made out of several individual sprites (which, as the name indicates, were mostly spherical in nature) that could be rearranged in a variety of different ways. The gameplay played this up, allowing Vectorman to transform into a variety of different forms, arranging his orb sprites so that he resembled things like scorpions or tanks instead of a humanoid, each form having their own gameplay quirks (or even entire stages dedicated to them).
A third game for the UsefulNotes/PlayStation2 was planned, but was ultimately cancelled. Since then, Vectorman's only appearances have been in various Genesis/Mega Drive compilations and--of all places--as an unlockable character in a mobile port of ''VideoGame/TheHouseOfTheDeadOverkill''.
!!'''''This video game contains examples of:'''''
These games were released in 1995 and 1996 for the Creator/{{Sega}} [[UsefulNotes/SegaGenesis Genesis]], and were very well received by critics and players alike, not only for their then-amazing faux-3D graphics and cool techno soundtracks, but for being highly enjoyable games that weren't too hard to play. Part of the game's appeal was the entire design of the "Orbots" themselves - characters made out of several individual sprites (which, as the name indicates, were mostly spherical in nature) that could be rearranged in a variety of different ways. The gameplay played this up, allowing Vectorman to transform into a variety of different forms, arranging his orb sprites so that he resembled things like scorpions or tanks instead of a humanoid, each form having their own gameplay quirks (or even entire stages dedicated to them).
A third game for the UsefulNotes/PlayStation2 was planned, but was ultimately cancelled. Since then, Vectorman's only appearances have been in various Genesis/Mega Drive compilations and--of all places--as an unlockable character in a mobile port of ''VideoGame/TheHouseOfTheDeadOverkill''.
!!'''''This video game contains examples of:'''''
to:
In the 1996 sequel, ''Vectorman 2'', having successfully defeated Warhead and put an end to his tyranny, Vectorman immediately resumes his sludge-cleaning duties. While on a routine garbage run, his barge is shot down by a mysterious missile. Evacuating the barge and descending down to the surface, he finds himself on the outskirts of a seemingly abandoned research facility overrun by a horde of [[BigCreepyCrawlies mutant insects]] with unpleasant designs on the planet. Vectorman must find the intelligence controlling them and kill it to save the Earth yet again.
These games were released in 1995 and 1996 for the Creator/{{Sega}} [[UsefulNotes/SegaGenesis Genesis]], and were very well received by critics and players alike, not only for their then-amazing faux-3D graphics and cool techno soundtracks, but for being highly enjoyable games that weren't too hard to play. Part of the game's games' appeal was the entire design of the "Orbots" themselves - characters made out of several individual sprites (which, as the name indicates, were mostly spherical in nature) that could be rearranged in a variety of different ways. The gameplay played this up, allowing Vectorman to transform into a variety of different forms, arranging his orb sprites so that he resembled things like scorpions or tanks instead of a humanoid, each form having their own gameplay quirks (or even entire stages dedicated to them).
A third game for theUsefulNotes/PlayStation2 Platform/PlayStation2 was planned, but was ultimately cancelled. Since then, Vectorman's only appearances have been in various Genesis/Mega Drive compilations and--of all places--as an unlockable character in a mobile port of ''VideoGame/TheHouseOfTheDeadOverkill''.
!!'''''This video game contains''VideoGame/TheHouseOfTheDeadOverkill''.
----
!!''Vectorman'' and ''Vectorman 2'' contain examplesof:'''''of the following tropes:
A third game for the
!!'''''This video game contains
----
!!''Vectorman'' and ''Vectorman 2'' contain examples
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* CollisionDamage: and lots of it. Most damage inflicted comes this way...for you AND the mooks.
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* EpilepticFlashingLights: Occurs whenever you collect an item.
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* FlashOfPain: Vectorman's blaster makes bosses lighten up...briefly.
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* FlashOfPain: Vectorman's blaster makes bosses lighten up... briefly.
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** In the first game, the final stage (Aptly named "Twist and Shout,") and FinalBoss battle involves being sucked up a tornado, dodging and/or blasting furniture, before reaching the top of the funnel cloud, where you balance on roofs while shooting Warhead.
** A more subdued version in Level 18 of the sequel (Named "[[CallBack Shout and Twist]]") takes place in a desert with a tornado raging in the background, [[GustyGlade blowing you around while you move.]]
** A more subdued version in Level 18 of the sequel (Named "[[CallBack Shout and Twist]]") takes place in a desert with a tornado raging in the background, [[GustyGlade blowing you around while you move.]]
to:
** In the first game, the final stage (Aptly (aptly named "Twist and Shout,") Shout") and FinalBoss battle involves being sucked up a tornado, dodging and/or blasting furniture, before reaching the top of the funnel cloud, where you balance on roofs while shooting Warhead.
** A more subdued version in Level 18 of the sequel(Named (named "[[CallBack Shout and Twist]]") takes place in a desert with a tornado raging in the background, [[GustyGlade blowing you around while you move.]]
** A more subdued version in Level 18 of the sequel
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* GustyGlade: The 18th level of the second stage has you being blown around a desert with a tornado raging in the background.. As a sort of {{call back}} to the first game with the final level, "Twist and Shout," being [[FunnelCloudJourney inside a tornado]], the second game's stage is called "Shout and Twist".
* HandBlast: The main weapon of Vectorman.
* HarderThanHard: "Insane" really can be, given the ONE life and 3 hits (those can be gone in a flash). "Wicked" for the second game fills this slot better, thanks to the overhard enemies.
* HandBlast: The main weapon of Vectorman.
* HarderThanHard: "Insane" really can be, given the ONE life and 3 hits (those can be gone in a flash). "Wicked" for the second game fills this slot better, thanks to the overhard enemies.
to:
* GustyGlade: The 18th level of the second stage has you being blown around a desert with a tornado raging in the background..background. As a sort of {{call back}} to the first game with the final level, "Twist and Shout," being [[FunnelCloudJourney inside a tornado]], the second game's stage is called "Shout and Twist".
* HandBlast:The Vectorman's main weapon of Vectorman.
is a laser fired from his hands.
* HarderThanHard: "Insane" really can be, given theONE one life and 3 three hits (those can be gone in a flash). "Wicked" for the second game fills this slot better, thanks to the overhard enemies.
* HandBlast:
* HarderThanHard: "Insane" really can be, given the
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* LethalLavaLand: Levels 5-7 of the second game.
%%* LethalLavaLand: Levels 5-7 of the second game.
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* LogoJoke: The first game's Sega splash screen has Vectorman landing on the Sega logo and nearly losing his balance. You can actually control him fully here and there's a semi-hidden TV in the top right that has a smart bomb you can use to short out the logo. Not to mention the level skip minigame you can trigger. Vectorman nudges the letters of Genesis on the box art shown above.
* MercyInvincibility: Also an interesting weapon if used right. The second game made it harder for players to use the MercyInvincibility by sending the player half a screen backwards with every hit.
* MercyRewarded: Easily obtainable in some levels, thanks to the DoubleJump.
* MercyInvincibility: Also an interesting weapon if used right. The second game made it harder for players to use the MercyInvincibility by sending the player half a screen backwards with every hit.
* MercyRewarded: Easily obtainable in some levels, thanks to the DoubleJump.
to:
* LogoJoke: LogoJoke:
** The first game's Sega splash screen has Vectorman landing on the Sega logo and nearly losing his balance. You can actually control him fully here and there's a semi-hidden TV in the top right that has a smart bomb you can use to short out thelogo. Not to mention the logo, as well as a level skip minigame you can trigger. trigger.
** Vectorman nudges the lettersof Genesis in the word "Genesis" on the box art shown above.
*art.
%%* MercyInvincibility: Also an interesting weapon if used right. The second game made it harder for players to use the MercyInvincibility by sending the player half a screen backwards with every hit.
* %%* MercyRewarded: Easily obtainable in some levels, thanks to the DoubleJump.
** The first game's Sega splash screen has Vectorman landing on the Sega logo and nearly losing his balance. You can actually control him fully here and there's a semi-hidden TV in the top right that has a smart bomb you can use to short out the
** Vectorman nudges the letters
*
%%* MercyInvincibility: Also an interesting weapon if used right. The second game made it harder for players to use the MercyInvincibility by sending the player half a screen backwards with every hit.
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* NumericalHard: In addition to how hard the rest of the game is, your difficulty selection determines the [[Every10000Points score needed to get an extra life (10K, 20K, or 40K to start and doubling with each additional extra life, as noted above)]], the number of lives you start with (4 on Lame mode, 2 otherwise), and the number of HP you get per life at the start of the game (5, 4, or 3).
to:
* NumericalHard: In addition to how hard the rest of the game is, your difficulty selection determines the [[Every10000Points score needed to get an extra life (10K, 20K, or 40K to start and doubling with each additional extra life, as noted above)]], the number of lives you start with (4 on Lame mode, 2 otherwise), and the number of HP you get per life at the start of the game (5, 4, or 3).NeverTrustATitle: ''Vectorman'' is not a VectorGame.
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* NeverTrustATitle: ''Vectorman'' is not a VectorGame.
to:
* NeverTrustATitle: ''Vectorman'' is not a VectorGame.NumericalHard: In addition to how hard the rest of the game is, your difficulty selection determines the [[Every10000Points score needed to get an extra life (10K, 20K, or 40K to start and doubling with each additional extra life, as noted above)]], the number of lives you start with (4 on Lame mode, 2 otherwise), and the number of HP you get per life at the start of the game (5, 4, or 3).
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* PaletteSwap: The first game uses several palette-swapped versions of the first level's tileset in subsequent levels.
** Can also be done to Vectorman himself in the second game by allowing him to get hit by a [[TheGoomba Paintbug]]. What's interesting about this is that whenever Vectorman's palette changes, so do those of the extra life icons (tiny versions of Vectorman) and any health items in the stage (spheres that share Vectorman's palette). This also happens in both games whenever Vectorman's sprite changes palette due to lighting, e.g. becoming dark when in shadow or being brightly lit by something nearby. The palette swapping of these things may have been intentional, or it may be a [[GoodBadBugs Good Bad Bug]].
** Can also be done to Vectorman himself in the second game by allowing him to get hit by a [[TheGoomba Paintbug]]. What's interesting about this is that whenever Vectorman's palette changes, so do those of the extra life icons (tiny versions of Vectorman) and any health items in the stage (spheres that share Vectorman's palette). This also happens in both games whenever Vectorman's sprite changes palette due to lighting, e.g. becoming dark when in shadow or being brightly lit by something nearby. The palette swapping of these things may have been intentional, or it may be a [[GoodBadBugs Good Bad Bug]].
to:
* PaletteSwap: PaletteSwap:
** The first game uses several palette-swapped versions of the first level's tileset in subsequent levels.
** Can also be done to Vectorman himself in the second game by allowing him to get hit by a [[TheGoomba Paintbug]]. What's interesting about this is that whenever Vectorman's palette changes, so do those of the extra life icons (tiny versions of Vectorman) and any health items in the stage (spheres that share Vectorman'spalette). palette).
** This also happens in both games whenever Vectorman's sprite changes palette due to lighting, e.g. becoming dark when in shadow or being brightly lit by something nearby. The palette swapping of these things may have been intentional, or it may be a [[GoodBadBugs Good Bad Bug]].
** The first game uses several palette-swapped versions of the first level's tileset in subsequent levels.
** Can also be done to Vectorman himself in the second game by allowing him to get hit by a [[TheGoomba Paintbug]]. What's interesting about this is that whenever Vectorman's palette changes, so do those of the extra life icons (tiny versions of Vectorman) and any health items in the stage (spheres that share Vectorman's
** This also happens in both games whenever Vectorman's sprite changes palette due to lighting, e.g. becoming dark when in shadow or being brightly lit by something nearby. The palette swapping of these things may have been intentional, or it may be a [[GoodBadBugs Good Bad Bug]].
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* PunnyName: Many of the level names are nods to (or puns on) 90's pop culture. Raster and Vector are graphics types. Raster is things like photographs, videos, etc, and vector is CGI dots-and-lines. Raster graphics break up into pixels when viewed too closely/blown up too big; vectors don't. The villain being named, (originally) Raster before getting too big for his breeches and fighting the incorruptable protagonist Vector, may be a reference to this.
to:
* PunnyName: PunnyName:
** Many of the level names are nods to (or puns on)90's '90s pop culture. culture.
** Raster and Vector are graphics types. Raster is things like photographs, videos, etc, and vector is CGI dots-and-lines. Raster graphics break up into pixels when viewed too closely/blown up too big; vectors don't. The villainbeing named, (originally) being named Raster before getting too big for his breeches and fighting the incorruptable incorruptible protagonist Vector, may be a reference to this.
** Many of the level names are nods to (or puns on)
** Raster and Vector are graphics types. Raster is things like photographs, videos, etc, and vector is CGI dots-and-lines. Raster graphics break up into pixels when viewed too closely/blown up too big; vectors don't. The villain
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* ShiftingSandLand: Levels 19-20 of the second game. Also contain elements of RemilitarizedZone, in that you're a tank.
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* SpikeBallsOfDoom: Boss of the first level has spiked metal spheres attached to its wings.
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* SpikeBallsOfDoom: Boss of the The first level level's boss has spiked metal spheres attached to its wings.
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* VaporWare: The Playstation 2 game. [[ContinuityReboot It was probably for the best.]]
* VectorGame: Subverted. The whole reason he was named what he was is because it looks like a vector game. But, ironically, the game actually didn't use [[http://en.wikipedia.org/wiki/Vector_graphics vector graphics]], but rather [[DigitizedSprites pre-rendered 2D sprites]] similar to ''VideoGame/DonkeyKongCountry''. His initial rival, "Raster," is named for [[http://en.wikipedia.org/wiki/Raster_graphics an inversion of this]].
* WeaponizedExhaust: The best part about the DoubleJump.
* VectorGame: Subverted. The whole reason he was named what he was is because it looks like a vector game. But, ironically, the game actually didn't use [[http://en.wikipedia.org/wiki/Vector_graphics vector graphics]], but rather [[DigitizedSprites pre-rendered 2D sprites]] similar to ''VideoGame/DonkeyKongCountry''. His initial rival, "Raster," is named for [[http://en.wikipedia.org/wiki/Raster_graphics an inversion of this]].
* WeaponizedExhaust: The best part about the DoubleJump.
to:
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%%* BugWar: The second game.
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* RewardingVandalism: Destroying floatin monitors yields various pickups and powerups.
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* RewardingVandalism: Destroying floatin monitors floating monitors, or egg sacs in the second game, yields various pickups and powerups.
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* StationaryBoss: The Spider Queen, the final boss of ''2'', does not move from her spot. The boss of the first game's "Disco" stage as well.
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* StationaryBoss: The Spider Queen, the final boss of ''2'', does not move from her spot. The boss of Warhead's form in the first game's "Disco" stage as well.also stays in the center, shooting electricity around him.
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None
* FunnelCloudJourney:
** In the first game, the final stage (Aptly named "Twist and Shout,") and FinalBoss battle involves being sucked up a tornado, dodging and/or blasting furniture, before reaching the top of the funnel cloud, where you balance on roofs while shooting Warhead.
** A more subdued version in Level 18 of the sequel (Named "[[CallBack Shout and Twist]]") takes place in a desert with a tornado raging in the background, [[GustyGlade blowing you around while you move.]]
** In the first game, the final stage (Aptly named "Twist and Shout,") and FinalBoss battle involves being sucked up a tornado, dodging and/or blasting furniture, before reaching the top of the funnel cloud, where you balance on roofs while shooting Warhead.
** A more subdued version in Level 18 of the sequel (Named "[[CallBack Shout and Twist]]") takes place in a desert with a tornado raging in the background, [[GustyGlade blowing you around while you move.]]
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* GustyGlade: The 16th and last level (briefly, before you reach the boss) of the first game, and the 18th level of the second. As a sort of {{call back}}, the former is called "Twist and Shout", and the latter "Shout and Twist".
to:
* GustyGlade: The 16th and last level (briefly, before you reach the boss) of the first game, and the 18th level of the second. second stage has you being blown around a desert with a tornado raging in the background.. As a sort of {{call back}}, back}} to the former is called first game with the final level, "Twist and Shout", and Shout," being [[FunnelCloudJourney inside a tornado]], the latter second game's stage is called "Shout and Twist".
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* EveryTenThousandPoints: The score needed for your first extra life is 10K, 20K, or 40K, depending on difficulty level. Each additional extra life requires double the score compared to the previous.
to:
* EveryTenThousandPoints: Every10000Points: The score needed for your first extra life is 10K, 20K, or 40K, depending on difficulty level. Each additional extra life requires double the score compared to the previous.
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* NumericalHard: In addition to how hard the rest of the game is, your difficulty selection determines the [[EveryTenThousandPoints score needed to get an extra life (10K, 20K, or 40K to start and doubling with each additional extra life, as noted above)]], the number of lives you start with (4 on Lame mode, 2 otherwise), and the number of HP you get per life at the start of the game (5, 4, or 3).
to:
* NumericalHard: In addition to how hard the rest of the game is, your difficulty selection determines the [[EveryTenThousandPoints [[Every10000Points score needed to get an extra life (10K, 20K, or 40K to start and doubling with each additional extra life, as noted above)]], the number of lives you start with (4 on Lame mode, 2 otherwise), and the number of HP you get per life at the start of the game (5, 4, or 3).
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None
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* NonindicativeName: ''Vectorman'' is not a VectorGame.
to:
* NonindicativeName: NeverTrustATitle: ''Vectorman'' is not a VectorGame.
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* AWinnerIsYou: The ending of ''Vectorman 2''. Also, while a lot of other games don't have much fanfare for clearing a level, this game takes it to the extreme, displaying a very simple score count and immediately moving on to the next level.
to:
* AWinnerIsYou: The ending of ''Vectorman 2''. Also, while a lot of other games don't have much fanfare for clearing a level, this game takes it to the extreme, displaying a very simple score count and immediately moving on to the next level.level, and can be mashed through so fast [[GameBreakingBug the game's score glitches out.]]
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* SpikeBallsOfDoom: First boss of the first one has them attached to its wings.
to:
* SpikeBallsOfDoom: First boss Boss of the first one level has them spiked metal spheres attached to its wings.
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These games were released in 1995 and 1996 for UsefulNotes/SegaGenesis, and were very well received by critics and players alike, not only for their then-amazing faux-3D graphics and cool techno soundtracks, but for being highly enjoyable games that weren't too hard to play. Part of the game's appeal was the entire design of the "Orbots" themselves - characters made out of several individual sprites (which, as the name indicates, were mostly spherical in nature) that could be rearranged in a variety of different ways. The gameplay played this up, allowing Vectorman to transform into a variety of different forms, arranging his orb sprites so that he resembled things like scorpions or tanks instead of a humanoid, each form having their own gameplay quirks (or even entire stages dedicated to them).
to:
These games were released in 1995 and 1996 for UsefulNotes/SegaGenesis, the Creator/{{Sega}} [[UsefulNotes/SegaGenesis Genesis]], and were very well received by critics and players alike, not only for their then-amazing faux-3D graphics and cool techno soundtracks, but for being highly enjoyable games that weren't too hard to play. Part of the game's appeal was the entire design of the "Orbots" themselves - characters made out of several individual sprites (which, as the name indicates, were mostly spherical in nature) that could be rearranged in a variety of different ways. The gameplay played this up, allowing Vectorman to transform into a variety of different forms, arranging his orb sprites so that he resembled things like scorpions or tanks instead of a humanoid, each form having their own gameplay quirks (or even entire stages dedicated to them).
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* OffModel: All of the first game's box arts take creative liberties with Vectorman's design, but [[https://gamefaqs.gamespot.com/a/box/6/8/2/21682_front.jpg the European box art]] is particularly off-model.
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* OneUp: The player can gain extra lives by collecting pickups that are in a form of "1UP" text.
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* DirectionallySolidPlatforms: Like most examples, you can jump onto the majority of platforms from underneath.
%%* DoubleJump: Jet Boots. [[WeaponizedExhaust Also a useful weapon.]]
%%* DoubleJump: Jet Boots. [[WeaponizedExhaust Also a useful weapon.]]
to:
* DirectionallySolidPlatforms: Like most examples, you You can jump onto the majority of platforms from underneath.
%%* * DoubleJump: Jet Boots.Boots, mounted on Vectorman's feet can be used to gain an extra boost mid-air. [[WeaponizedExhaust Also a useful weapon.]]
* RewardingVandalism: Destroying floatin monitors yields various pickups and powerups.
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* SceneryPorn: Especially the first game with as many background effects as possible.
%%* SentryGun: These are mounted on surfaces.
%%* SentryGun: These are mounted on surfaces.
to:
* SceneryPorn: Especially the The first game with tried to add as many background effects as possible.
%%*possible including texture warping and lightning strikes.
* ScoreMultiplier: One of the items doubles the amount of points yielded.
* ScoringPoints: Score counter is increased by destroying enemies and collecting objects.
* ScreenShake: Destruction of objects cause the screen to shake violently.
* SentryGun:These Sentry guns in Vectorman come in form of robotic arms with a projectile-shooting end are mounted on surfaces.
%%*
* ScoreMultiplier: One of the items doubles the amount of points yielded.
* ScoringPoints: Score counter is increased by destroying enemies and collecting objects.
* ScreenShake: Destruction of objects cause the screen to shake violently.
* SentryGun:
Added DiffLines:
* TimedMission: Levels must be completed within a time limit. Certain pickups extend the timer.
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Raster, a high-level Orbot who watches the cleanup through a planetwide computer network, is accidentally attached to a working nuclear missile by a lesser Orbot and [[FaceHeelTurn subsequently goes insane]], becoming an evil dictator named Warhead. He declares himself ruler of Earth, brainwashes all of the other Orbots, and begins preparing to execute any humans who dare return to Earth... not so fast!
to:
Raster, a high-level Orbot who watches the cleanup through a planetwide computer network, is accidentally attached to a working nuclear missile bomb by a lesser Orbot and [[FaceHeelTurn subsequently goes insane]], becoming an evil dictator named Warhead. He declares himself ruler of Earth, brainwashes all of the other Orbots, and begins preparing to execute any humans who dare return to Earth... not so fast!
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Added DiffLines:
* BigBad:
** The first game has [[AIIsACrapshoot Warhead]], an Orbot who rules over Earth and plans to keep it inhospitable for humanity.
** The second game has the [[GiantSpider Spider Queen]], the source of the infestation on Earth.
** The first game has [[AIIsACrapshoot Warhead]], an Orbot who rules over Earth and plans to keep it inhospitable for humanity.
** The second game has the [[GiantSpider Spider Queen]], the source of the infestation on Earth.
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Added DiffLines:
* TrashOfTheTitans: In the original game, by the year 2049, the Earth has become so overrun with pollution that human civilization has fled to the stars, leaving the Orbots to clean the Earth.
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TRS cleanup
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* ShiftingSandLand: Levels 19-20 of the second game. Also contain elements of RemilitarizedZone, in that [[SomethingCompletelyDifferent you're a tank]].
to:
* ShiftingSandLand: Levels 19-20 of the second game. Also contain elements of RemilitarizedZone, in that [[SomethingCompletelyDifferent you're a tank]].tank.
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* SomethingCompletelyDifferent: Several stages change Vectorman into some other object where you'll have to blow something up, including every type of BonusStage in the second game.
Is there an issue? Send a MessageReason:
Fixed formatting error in example under Palette Swap
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** Can also be done to Vectorman himself in the second game by allowing him to get hit by a [[TheGoomba Paintbug]]. What's interesting about this is that whenever Vectorman's palette changes, so do those of the extra life icons (tiny versions of Vectorman) and any health items in the stage (spheres that share Vectorman's palette). This also happens in both games whenever Vectorman's sprite changes palette due to lighting, e.g. becoming dark when in shadow or being brightly lit by something nearby. The palette swapping of these things may have been intentional, or it may be a {{Good Bad Bug]|s}}.
to:
** Can also be done to Vectorman himself in the second game by allowing him to get hit by a [[TheGoomba Paintbug]]. What's interesting about this is that whenever Vectorman's palette changes, so do those of the extra life icons (tiny versions of Vectorman) and any health items in the stage (spheres that share Vectorman's palette). This also happens in both games whenever Vectorman's sprite changes palette due to lighting, e.g. becoming dark when in shadow or being brightly lit by something nearby. The palette swapping of these things may have been intentional, or it may be a {{Good [[GoodBadBugs Good Bad Bug]|s}}.Bug]].
Is there an issue? Send a MessageReason:
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* ChainReactionDestruction: Most bosses like to explode in that manner.
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Renamed some tropes.
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A third game for the UsefulNotes/PlayStation2 was planned, but was ultimately cancelled. Since then, Vectorman's only appearances have been in various Genesis/Mega Drive compilations and--of all places--as an unlockable character in a mobile port of [[VideoGame/TheHouseOfTheDeadOverkill The House of the Dead: Overkill]].
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A third game for the UsefulNotes/PlayStation2 was planned, but was ultimately cancelled. Since then, Vectorman's only appearances have been in various Genesis/Mega Drive compilations and--of all places--as an unlockable character in a mobile port of [[VideoGame/TheHouseOfTheDeadOverkill The House of the Dead: Overkill]].
''VideoGame/TheHouseOfTheDeadOverkill''.
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* AWinnerIsYou: The ending of ''Vectorman 2''. Also, while a lot of other games don't have much fanfare for clearing a level, this game takes it to the extreme, displaying a very simple score count and immediately moving on to the next level.
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* AndNowForSomethingCompletelyDifferent: Several stages change Vectorman into some other object where you'll have to blow something up, including every type of BonusStage in the second game.
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* OffModel: All of the first game's box arts take creative liberties with Vectorman's design, but [[https://gamefaqs.akamaized.net/box/6/8/2/21682_front.jpg the European box art]] is particularly off-model.
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* OffModel: All of the first game's box arts take creative liberties with Vectorman's design, but [[https://gamefaqs.akamaized.net/box/6/8/2/21682_front.gamespot.com/a/box/6/8/2/21682_front.jpg the European box art]] is particularly off-model.
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** Can also be done to Vectorman himself in the second game by allowing him to get hit by a [[TheGoomba Paintbug]]. What's interesting about this is that whenever Vectorman's palette changes, so do those of the extra life icons (tiny versions of Vectorman) and any health items in the stage (spheres that share Vectorman's palette). This also happens in both games whenever Vectorman's sprite changes palette due to lighting, e.g. becoming dark when in shadow or being brightly lit by something nearby. The palette swapping of these things may have been intentional, or it may be a [[GoodBadBugs Good Bad Bug]].
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** Can also be done to Vectorman himself in the second game by allowing him to get hit by a [[TheGoomba Paintbug]]. What's interesting about this is that whenever Vectorman's palette changes, so do those of the extra life icons (tiny versions of Vectorman) and any health items in the stage (spheres that share Vectorman's palette). This also happens in both games whenever Vectorman's sprite changes palette due to lighting, e.g. becoming dark when in shadow or being brightly lit by something nearby. The palette swapping of these things may have been intentional, or it may be a [[GoodBadBugs Good {{Good Bad Bug]].Bug]|s}}.
* ShiftingSandLand: Levels 19-20 of the second game. Also contain elements of RemilitarizedZone, in that [[SomethingCompletelyDifferent you're a tank]].
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* ShiftingSandLand: Levels 19-20 of the second game. Also contain elements of RemilitarizedZone, in that [[AndNowForSomethingCompletelyDifferent you're a tank]].
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* ShiftingSandLand: Levels 19-20 SomethingCompletelyDifferent: Several stages change Vectorman into some other object where you'll have to blow something up, including every type of BonusStage in the second game. Also contain elements of RemilitarizedZone, in that [[AndNowForSomethingCompletelyDifferent you're a tank]].game.
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* AWinnerIsYou: The ending of ''Vectorman 2''. Also, while a lot of other games don't have much fanfare for clearing a level, this game takes it to the extreme, displaying a very simple score count and immediately moving on to the next level.
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* StationaryBoss: The Spider Queen, the final boss of ''2'', does not move from her spot.
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* StationaryBoss: The Spider Queen, the final boss of ''2'', does not move from her spot. The boss of the first game's "Disco" stage as well.
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* BubblegloopSwamp: Levels 1-4 of the second game.
* BugWar: The second game.
* BugWar: The second game.
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* DigitizedSprites
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* DoubleJump: Jet Boots. [[WeaponizedExhaust Also a useful weapon.]]
* DownInTheDumps: Levels 16-17 of the second game.
* DownInTheDumps: Levels 16-17 of the second game.
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* LogoJoke: The first game's Sega splash screen has Vectorman landing on the Sega logo and nearly losing his balance. You can actually control him fully here and there's a semi-hidden TV in the top right that has a smart bomb you can use to short out the logo. Not to mention the level skip minigame you can trigger.
** Vectorman nudges the letters of Genesis on the box art shown above.
* MercyInvincibility: Also an interesting weapon if used right.
** Second game made it harder for players to use the MercyInvincibility by sending the player half a screen backwards with every hit.
** Vectorman nudges the letters of Genesis on the box art shown above.
* MercyInvincibility: Also an interesting weapon if used right.
** Second game made it harder for players to use the MercyInvincibility by sending the player half a screen backwards with every hit.
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* LogoJoke: The first game's Sega splash screen has Vectorman landing on the Sega logo and nearly losing his balance. You can actually control him fully here and there's a semi-hidden TV in the top right that has a smart bomb you can use to short out the logo. Not to mention the level skip minigame you can trigger.
**trigger. Vectorman nudges the letters of Genesis on the box art shown above.
* MercyInvincibility: Also an interesting weapon if usedright.
** Secondright. The second game made it harder for players to use the MercyInvincibility by sending the player half a screen backwards with every hit.
**
* MercyInvincibility: Also an interesting weapon if used
** Second
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* PunnyName[=/=]ShoutOut: Many of the level names are nods to (or puns on) 90's pop culture.
** Raster and Vector are graphics types. Raster is things like photographs, videos, etc, and vector is CGI dots-and-lines. Raster graphics break up into pixels when viewed too closely/blown up too big; vectors don't. The villain being named, (originally) Raster before getting too big for his breeches and fighting the incorruptable protagonist Vector, may be a reference to this.
** Raster and Vector are graphics types. Raster is things like photographs, videos, etc, and vector is CGI dots-and-lines. Raster graphics break up into pixels when viewed too closely/blown up too big; vectors don't. The villain being named, (originally) Raster before getting too big for his breeches and fighting the incorruptable protagonist Vector, may be a reference to this.
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* PunnyName[=/=]ShoutOut: PunBasedCreature: The sixteenth level of ''Vectorman 2'', "Recycle or Die", has giant fire ants as enemies, which attack by shooting fireballs. When Vectorman defeats them, they leave behind power-ups that temporarily allow him to shoot fireballs as well.
* PunnyName: Many of the level names are nods to (or puns on) 90's popculture.
**culture. Raster and Vector are graphics types. Raster is things like photographs, videos, etc, and vector is CGI dots-and-lines. Raster graphics break up into pixels when viewed too closely/blown up too big; vectors don't. The villain being named, (originally) Raster before getting too big for his breeches and fighting the incorruptable protagonist Vector, may be a reference to this.
* PunnyName: Many of the level names are nods to (or puns on) 90's pop
**
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* SentryGun: These are mounted on surfaces.
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* RhinoRampage: In ''2'', there are rhino beetle enemies in Stage 14, "Cave Fear", who charge at Vectorman when they see him. When he destroys them, they leave behind power-ups that temporarily transform him into a rhino, allowing him to charge like they do.
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* AntAssault: In ''2'', the sixteenth level, "Recycle or Die" has giant fire ants as enemies, which attack by shooting fireballs. When Vectorman defeats them, they leave behind power-ups that temporarily allow him to shoot fireballs as well.
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* SlippySlideyIceWorld: Levels 4-5 of the first game.
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* SlippySlideyIceWorld: Levels 4-5 of the The first game.game has two examples. The first one, "Day 4: Absolute Zero" combines this trope with UnderTheSea, as Vectorman is at the bottom of an iceberg and must climb his way up to the top. Once he reaches the top, he must battle a robotic pelican and a robotic polar bear. The second, "Day 5: Arctic Ridge" has Vectorman battle enemies as he makes his way through an arctic pipeline.