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History Videogame / Descent

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In ''Descent'' (released in 1995), a representative of [[MegaCorp PTMC (Post-Terran Minerals Corporation)]] hires you, Material Defender, on a [[PrivateMilitaryContractors mercenary contract]]. The company's mining robots have been infected with TheVirus, and the only solution is to flush out the mines by [[ReactorBoss destroying the reactor in each one]]. You start on [[BackFromTheBrink Earth's moon]], progressing toward the sun via Venus and Mercury, then swing around to Mars and go all the way to Pluto and Charon and defeat the final boss, only to find that PTMC won't allow you to return to base, for fear that your ship might have received the virus. ''Descent'' later received a UsefulNotes/PlayStation port with some new levels, prerendered cutscenes, and new music. Ports to both the UsefulNotes/SegaSaturn and UsefulNotes/WiiWare were also planned, but did not materialize.

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In ''Descent'' (released in 1995), a representative of [[MegaCorp PTMC (Post-Terran Minerals Corporation)]] hires you, Material Defender, on a [[PrivateMilitaryContractors mercenary contract]]. The company's mining robots have been infected with TheVirus, and the only solution is to flush out the mines by [[ReactorBoss destroying the reactor in each one]]. You start on [[BackFromTheBrink Earth's moon]], progressing toward the sun via Venus and Mercury, then swing around to Mars and go all the way to Pluto and Charon and defeat the final boss, only to find that PTMC won't allow you to return to base, for fear that your ship might have received the virus. ''Descent'' later received a UsefulNotes/PlayStation Platform/PlayStation port with some new levels, prerendered cutscenes, and new music. Ports to both the UsefulNotes/SegaSaturn Platform/SegaSaturn and UsefulNotes/WiiWare Platform/WiiWare were also planned, but did not materialize.

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Nintendo Hard is a YMMV trope; moving to YMMV.Descent.


* FunWithAcronyms: The first level of ''Descent II'' is called "'''[[Literature/TheDivineComedy Ahayweh]]''' Gate" ('''A'''bandon '''H'''ope, '''A'''ll '''Y'''e '''W'''ho '''E'''nter '''H'''ere).

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* FunWithAcronyms: FTLTestBlunder: The second game gives the Material Defender a warp core prototype to travel between missions. It works fine right up until the end, when it overloads and sends them on a BlindJump. The third game reveals [[spoiler:it's a {{subver|tedTrope}}sion -- Dravis staged the "malfunction" when MD had outlived his usefulness.]]
* FunWithAcronyms:
**
The first level of ''Descent II'' is called "'''[[Literature/TheDivineComedy Ahayweh]]''' Gate" ('''A'''bandon '''H'''ope, '''A'''ll '''Y'''e '''W'''ho '''E'''nter '''H'''ere).



* MookMaker: MatCens (short for materialization centers) -- indicated by purple cracks -- teleport in more robots. These have specific (but invisible) triggers that are usually nearby passageways. In the first two games, the passages stop working after releasing three waves of Mooks (except in the second game on Insane). ''Descent 3'' has a few situations where you may turn them off. For example, a control room on the final level can turn them off in a combination puzzle.

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* MookMaker: MatCens [=MatCens=] (short for materialization centers) -- indicated by purple cracks -- teleport in more robots. These have specific (but invisible) triggers that are usually nearby passageways. In the first two games, the passages stop working after releasing three waves of Mooks (except in the second game on Insane). ''Descent 3'' has a few situations where you may turn them off. For example, a control room on the final level can turn them off in a combination puzzle.



* NintendoHard: The first game became rather hard after the initial seven levels (which made up the shareware version), although of course it has several DifficultyLevels, as well as [[SaveScumming mid-level saving]]. The second game, compared to the first on the same DifficultyLevels, was easier on [[EasierThanEasy Trainee]], but a bit harder on the higher levels. The third game was generally easier except for some [[GuideDangIt incredibly obtuse puzzles]] and gimmick sections loaded with FakeDifficulty.

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* UniquenessRule: Only one thief bot appears per level. In case of the secret level, the thief bot respawns but there's still only one thief.



* VolcanoLair: The final level in Descent 3 has Dravis hiding in his stronghold, which is hidden inside a volcanic cave on Venus.

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* VolcanoLair: VideoGameStealing: The final level in Descent 3 has Dravis hiding in his stronghold, which is hidden inside a volcanic cave on Venus.thief bot also stole this example.


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* VolcanoLair: The final level in Descent 3 has Dravis hiding in his stronghold, which is hidden inside a volcanic cave on Venus.

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Expanded Planet Spaceship into a bulleted list as I'm adding a second example.


* PlanetSpaceship: More like a planetoid spaceship, usually smaller than most examples of this trope, but the final level of ''II'' takes place in one. We also don't get to see it move very far before it explodes at the end of the game.
-->''MD 1032'': "The readings I'm getting on this base aren't consistent with any of the others I've destroyed. It's actually moving, maintaining speed and heading just like a starship."

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* PlanetSpaceship: PlanetSpaceship:
**
More like a planetoid spaceship, usually smaller than most examples of this trope, but the final level of ''II'' takes place in one. We also don't get to see it move very far before it explodes at the end of the game.
-->''MD --->''MD 1032'': "The readings I'm getting on this base aren't consistent with any of the others I've destroyed. It's actually moving, maintaining speed and heading just like a starship.""
** Level 4 of ''Descent 3: Mercenary'' also takes place within a similar planetoid, but this isn't obvious in-level unless the player looks out of the windows in the starting area, which shows the background stars passing by very slowly.
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* HeroKiller: Invoked by the description of the Seeker enemy in Descent II.
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* AttackItsWeakPoint: The {{Final Boss}}es of ''Descent II'' and its ''Vertigo'' add-on are completely impervious to both energy and kinetic weapons unless players hit a glowing green triangle on their backs. The fight is made harder by the fact that unless the player is cloaked, both bosses try to always face the player to protect that weak spot.

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* AttackItsWeakPoint: The {{Final Boss}}es of ''Descent II'' and its ''Vertigo'' add-on are completely impervious to both energy and kinetic weapons unless players hit a glowing green triangle on their backs. The fight is made harder by the fact that unless the player is cloaked, both bosses try to always face the player to protect that weak spot.spot, though aiming Earthshakers at walls ''behind'' the boss help get around this.

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