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** A lot of people were unimpressed with the final boss of ''FLUX''; it's an [[EmptyRoomPsych empty room]], the object being to bounce the ball 15 times without missing. It may seem relatively uninspired -- that is, unless you've lived long enough to remember the {{Atari2600}} games, and you suddenly remember the original ''{{Breakout}}'', and you remember what happened after you destroy 2 entire walls of bricks. The answer? ''Nothing''. You're left with an empty room and you can simply bounce the balls around [[EndlessGame forever until you lose them all]], because ''there is nothing left''. The game is over.

to:

** A lot of people were unimpressed with the final boss of ''FLUX''; it's an [[EmptyRoomPsych empty room]], the object being to bounce the ball 15 times without missing. It may seem relatively uninspired -- that is, unless you've lived long enough to remember the {{Atari2600}} UsefulNotes/{{Atari2600}} games, and you suddenly remember the original ''{{Breakout}}'', and you remember what happened after you destroy 2 entire walls of bricks. The answer? ''Nothing''. You're left with an empty room and you can simply bounce the balls around [[EndlessGame forever until you lose them all]], because ''there is nothing left''. The game is over.
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** Furthermore, Neuse said that in ''Runner'', they added the ability for [=CommanderVideo=] to kick down walls because they were so annoyed at the walls in ''VideoGame/{{Pitfall}}''. Similarly, in ''FLUX'', you ''can'' bust out of the empty Breakout room and into the beyond... because, after all, [=CommanderVideo=] cannot be stopped.

to:

** Furthermore, Neuse said that in ''Runner'', they added the ability for [=CommanderVideo=] to kick down walls because they were so annoyed at the walls in ''VideoGame/{{Pitfall}}''. Similarly, in ''FLUX'', you ''can'' bust out of the empty Breakout room and into the beyond... because, after all, [=CommanderVideo=] cannot be stopped. Not even by the very boundaries of that which he's been in as long as he can remember. Not even... by life.

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* [[spoiler: TearJerker: Admit it, you cried at the end of ''FLUX'']]
** [[spoiler: More like constantly through it]].
*** [[spoiler: All it takes is that tiny bit of Transition and this troper starts sobbing uncontrollably.]]
*** [[spoiler: And after the emotional ending and break down, you get kicked out again to the menu, where Strange Comfort plays while the camera pans to the blue planet. If you held it in before, avoiding breaking down here is next to impossible]].
** [[spoiler: Likewise the bits of Impetus in [=CommandergirlVideo=]'s crying at the end of ''FATE'' are enough to bring tears to anyone's eyes]]

to:

* [[spoiler: TearJerker: Admit it, you cried at the end of ''FLUX'']]
** [[spoiler: More like constantly through it]].
*** [[spoiler: All it takes is that tiny bit of Transition and this troper starts sobbing uncontrollably.]]
*** [[spoiler: And after the emotional
The ending and break down, you get kicked out again to the menu, where Strange Comfort plays while the camera pans to the blue planet. If you held it in before, avoiding breaking down here is next to impossible]].
** [[spoiler: Likewise the bits
of Impetus in ''FLUX'', as well as [=CommandergirlVideo=]'s crying at the end of ''FATE'' are enough ''FATE''. At the end of the former, you get kicked out again to bring tears the menu while Strange Comfort plays as the camera pans to anyone's eyes]]the blue planet.]]
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Don\'t misuse tropes


* [[ScrappyLevel Scrappy Game]]: ''CORE''
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** In ''RUNNER'' the background textures are wonky and the game is susceptible to graphical slow down

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** In ''RUNNER'' the background textures are wonky and the game is susceptible to graphical slow downdown. It also suffers from poorly executed 3D effect - it only works in cutscenes and for the background imagery, while the levels itself remain in full 2D, which seems really strange given the fact that all other five games in SAGA have a nicely executed 3D effect.
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* EnsembleDarkhorse: As far as the games go, Runner is the most popular. It's to the point where it's the only one with a direct, numbered sequel.
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* TheyChangedItNowItSucks: A few aren't happy with RUNNER2's ArtShift, although this may be negated somewhat with Commander Video's original 2D appearance being unlockable [[spoiler:and the NostalgiaLevel The BIT.TRIP.]]
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* CrowningMusicOfAwesome: Lots, but the menu music for ''FLUX'', [[http://www.youtube.com/watch?v=XcFnIuLO9oA Strange Comfort]], is probably the best song in the series.

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* CrowningMusicOfAwesome: Lots, but the menu music for ''FLUX'', [[http://www.youtube.com/watch?v=XcFnIuLO9oA Strange Comfort]], is probably one of the best song songs in the series.

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SAGA has more problems than it seems.


* PortingDisaster:
** ''SAGA'' has a few problems.

to:

* PortingDisaster:
**
PortingDisaster: ''SAGA'' has a few problems.problems:



** Despite this it's still playable and enjoyable, and the remaining four games seem more or less okay.

to:

** The music in some cutscenes and levels can get out of sync.
** Sometimes, the music in "Perception" in ''FLUX'' can just plain ''not start''.
** This one appears to have been fixed, but in ''RUNNER'', sometimes, when starting the level "Rusty Warren", the game will freeze.
** Despite this it's still playable and enjoyable, and the remaining four three games seem more or less okay.

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bumped YMMV items; adjusted for indent rules


* BreatherLevel:
**''BIT.TRIP VOID'' is considered a Breather ''Game''.
** It even has *{{gasp}}* checkpoints! Getting a high score is still very challenging though.
** "Ginger Pit" is pretty much this in ''RUNNER''. Really, the middle of the 3rd zone in general is surprisingly less challenging. Don't worry, it ratchets back up to insane by 3-9: The Gauntlet.
** [[MeaningfulName Control]] in ''CORE'' is much easier than the level that came before it, Exploration, as the pattern is mostly recycled from the previous stages.
** [[BreatherLevel Breather Game]]: ''VOID'' and ''FLUX'' are noticeably easier than other games. ''RUNNER'' and ''BEAT'' are about the middle of the road.



* FridgeBrilliance: A lot of people were unimpressed with the final boss of ''FLUX''; it's an [[EmptyRoomPsych empty room]], the object being to bounce the ball 15 times without missing. It may seem relatively uninspired -- that is, unless you've lived long enough to remember the {{Atari2600}} games, and you suddenly remember the original ''{{Breakout}}'', and you remember what happened after you destroy 2 entire walls of bricks. The answer? ''Nothing''. You're left with an empty room and you can simply bounce the balls around [[EndlessGame forever until you lose them all]], because ''there is nothing left''. The game is over.

to:

* FridgeBrilliance: FridgeBrilliance:
**
A lot of people were unimpressed with the final boss of ''FLUX''; it's an [[EmptyRoomPsych empty room]], the object being to bounce the ball 15 times without missing. It may seem relatively uninspired -- that is, unless you've lived long enough to remember the {{Atari2600}} games, and you suddenly remember the original ''{{Breakout}}'', and you remember what happened after you destroy 2 entire walls of bricks. The answer? ''Nothing''. You're left with an empty room and you can simply bounce the balls around [[EndlessGame forever until you lose them all]], because ''there is nothing left''. The game is over.



** In ''RUNNER'', after Radbot assists you in "The Source", you run by a bunch of "Burger Mouth" billboards, then Meat Boy comes in to help. Think about it...



* PortingDisaster: ''SAGA'' has a few problems

to:

* PortingDisaster: PortingDisaster:
**
''SAGA'' has a few problemsproblems.



* ThatOneLevel: Level 1-11 in ''RUNNER'' is disproportionately harder than the majority of the game. No wonder there's a Steam achievment for passing it.

to:

* ThatOneLevel: ThatOneLevel:
**
Level 1-11 in ''RUNNER'' is disproportionately harder than the majority of the game. No wonder there's a Steam achievment for passing it.



** ''BEAT'' is generally regarded as one of the harder games in the series, but the fifth section of Descent stands out in getting people stuck. Immediately, you have to survive a difficult challenge involving hitting erratically bouncing beats with a tiny paddle. If you managed to get through that, soon after comes an onslaught of bouncing beats that jump across most of the screen and move so fast that it is very difficult to spot the pattern. You'll be lucky to survive through Nether unless you know where to move beforehand.

to:

** ''BEAT'' is generally regarded as one of the harder games in the series, but the fifth section of Descent stands out in getting people stuck. Immediately, you have to survive a difficult challenge involving hitting erratically bouncing beats with a tiny paddle. If you managed to get through that, soon after comes an onslaught of bouncing beats that jump across most of the screen and move so fast that it is very difficult to spot the pattern. You'll be lucky to survive through Nether unless you know where to move beforehand.beforehand.
* WhatDoYouMeanItWasntMadeOnDrugs:
** You can't get any closer to this if you ''tried'', folks. The "trip" in the game title [[ExactlyWhatItSaysOnTheTin is not lying to you]].
** The only level that ''was'' was [[http://wiiware.nintendolife.com/news/2011/03/features_the_history_of_bittrip_part_1 the last level of the first game]], which was made on dentist's drugs.
** No WONDER it was so har--[[NintendoHard wait...]]
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** Furthermore, Neuse said that in ''Runner'', they added the ability for [=CommanderVideo=] to kick down walls because they were so annoyed at the walls in ''{{Pitfall}}''. Similarly, in ''FLUX'', you ''can'' bust out of the empty Breakout room and into the beyond... because, after all, [=CommanderVideo=] cannot be stopped.

to:

** Furthermore, Neuse said that in ''Runner'', they added the ability for [=CommanderVideo=] to kick down walls because they were so annoyed at the walls in ''{{Pitfall}}''.''VideoGame/{{Pitfall}}''. Similarly, in ''FLUX'', you ''can'' bust out of the empty Breakout room and into the beyond... because, after all, [=CommanderVideo=] cannot be stopped.

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* CrowningMusicOfAwesome: Lots, but the menu music for ''FLUX'', [[http://www.youtube.com/watch?v=XcFnIuLO9oA Strange Comfort]], is probably the best song in the series.



** [[spoiler: Likewise the bits of Tenacity in [=CommandergirlVideo=]'s crying at the end of ''FATE'' are enough to bring tears to anyone's eyes]]

to:

*** [[spoiler: And after the emotional ending and break down, you get kicked out again to the menu, where Strange Comfort plays while the camera pans to the blue planet. If you held it in before, avoiding breaking down here is next to impossible]].
** [[spoiler: Likewise the bits of Tenacity Impetus in [=CommandergirlVideo=]'s crying at the end of ''FATE'' are enough to bring tears to anyone's eyes]]
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** [[spoiler: Likewise the bits of Tenacity in [=CommandergirlVideo=]'s crying at the end of ''FATE'' are enough to bring tears to anyone's eyes]]
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* [[spoiler: PlayerPunch: The player themselves has to run into Mingrawn Timbletot. In essence, '''you''' kill the Commander]].
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*** [[spoiler: All it takes is that tiny bit of Transition and this troper starts sobbing uncontrollably.]]
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* [[ScrappyLevel Scrappy Game]]: ''CORE''
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None

Added DiffLines:

** [[spoiler: More like constantly through it]].
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* PortingDisaster: ''SAGA'' has a few problems
** In ''RUNNER'' the background textures are wonky and the game is susceptible to graphical slow down
** In ''VOID'' patterns will flat out just appear out of nowhere.
** Despite this it's still playable and enjoyable, and the remaining four games seem more or less okay.
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I don\'t know if Wii Ware even *has* achievements.


* ThatOneLevel: Level 1-11 in ''RUNNER'' is disproportionately harder than the majority of the game.

to:

* ThatOneLevel: Level 1-11 in ''RUNNER'' is disproportionately harder than the majority of the game. No wonder there's a Steam achievment for passing it.
Is there an issue? Send a MessageReason:
None


** 3-2 Retro Challenge makes many perfectionists want to run out and murder the level designer.

to:

** 3-2 Retro Challenge makes many perfectionists want to run out and murder the level designer.designer.
** ''BEAT'' is generally regarded as one of the harder games in the series, but the fifth section of Descent stands out in getting people stuck. Immediately, you have to survive a difficult challenge involving hitting erratically bouncing beats with a tiny paddle. If you managed to get through that, soon after comes an onslaught of bouncing beats that jump across most of the screen and move so fast that it is very difficult to spot the pattern. You'll be lucky to survive through Nether unless you know where to move beforehand.
Is there an issue? Send a MessageReason:
Just checked. It seems to be fixed now.


* GameBreaker: The bosses of the second and third songs of ''VOID'' contain a horrible infinite score exploit if you stall forever while in "super" or "ultra" mode. Gaijin Games has acknowledged this as an oversight and are "very bummed" about it, expressing a desire to fix it if the opportunity arises.

to:

* GameBreaker: The bosses of the second and third songs of ''VOID'' contain contained a horrible infinite score exploit if you stall forever while in "super" or "ultra" mode. Gaijin Games has acknowledged this as an oversight mode and are "very bummed" about it, expressing a desire to fix it if steadily gain points. The updated version of the opportunity arises.game disables the automatic score gain of those modes at the bosses.
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Your Mileage May Vary is no longer a trope.


** 3-2 Retro Challenge makes many perfectionists want to run out and murder the level designer.
* YourMileageMayVary: As to the difficulty of each level/game.

to:

** 3-2 Retro Challenge makes many perfectionists want to run out and murder the level designer.
* YourMileageMayVary: As to the difficulty of each level/game.
designer.
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** 3-2 Retro Challenge makes many perfectionists want to run out and murder the level designer.

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Changed: 1

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* FridgeBrilliance: A lot of people were unimpressed with the final boss of ''FLUX''; it's an [[EmptyRoomPsych empty room]], the object being to bounce the ball 15 times without missing. It may seem relatively uninspired -- that is, unless you've lived long enough to remember the {{Atari2600}} games, and you suddenly remember the original ''{{Breakout}}'', and you remember what happened after you destroy 2 entire walls of bricks. The answer? ''Nothing''. You're left with an empty room and you can simply bounce the balls around [[EndlessGame forever until you lose them all]], because ''there is nothing left''. The game is over.

to:

* FridgeBrilliance: A lot of people were unimpressed with the final boss of ''FLUX''; it's an [[EmptyRoomPsych empty room]], the object being to bounce the ball 15 times without missing. It may seem relatively uninspired -- that is, unless you've lived long enough to remember the {{Atari2600}} games, and you suddenly remember the original ''{{Breakout}}'', and you remember what happened after you destroy 2 entire walls of bricks. The answer? ''Nothing''. You're left with an empty room and you can simply bounce the balls around [[EndlessGame forever until you lose them all]], because ''there is nothing left''. The game is over. over.
** Furthermore, Neuse said that in ''Runner'', they added the ability for [=CommanderVideo=] to kick down walls because they were so annoyed at the walls in ''{{Pitfall}}''. Similarly, in ''FLUX'', you ''can'' bust out of the empty Breakout room and into the beyond... because, after all, [=CommanderVideo=] cannot be stopped.

Changed: 22

Is there an issue? Send a MessageReason:
None


* FridgeBrilliance: A lot of people were unimpressed with the final boss of ''FLUX''; it's an [[empty room EmptyRoomPsych]], the object being to bounce the ball 15 times without missing. It may seem relatively uninspired -- that is, unless you've lived long enough to remember the {{Atari2600}} games, and you suddenly remember the original ''{{Breakout}}'', and you remember what happened after you destroy 2 entire walls of bricks. The answer? ''Nothing''. You're left with an empty room and you can simply bounce the balls around [[EndlessGame forever until you lose them all]], because ''there is nothing left''. The game is over.

to:

* FridgeBrilliance: A lot of people were unimpressed with the final boss of ''FLUX''; it's an [[empty room EmptyRoomPsych]], [[EmptyRoomPsych empty room]], the object being to bounce the ball 15 times without missing. It may seem relatively uninspired -- that is, unless you've lived long enough to remember the {{Atari2600}} games, and you suddenly remember the original ''{{Breakout}}'', and you remember what happened after you destroy 2 entire walls of bricks. The answer? ''Nothing''. You're left with an empty room and you can simply bounce the balls around [[EndlessGame forever until you lose them all]], because ''there is nothing left''. The game is over.

Changed: 53

Is there an issue? Send a MessageReason:
None


* FridgeBrilliance: A lot of people were unimpressed with the final boss of ''FLUX''; it's an empty room, the object being to bounce the ball 15 times without missing. It may seem relatively uninspired -- that is, unless you've lived long enough to remember the Atari2600 games, and you suddenly remember the original ''Breakout'', and you remember what happened after you destroy 2 entire walls. The answer? ''Nothing''. You're left with an empty room and you can simply bounce the balls around forever until you lose them all, because ''there is nothing left''. The game is over.

to:

* FridgeBrilliance: A lot of people were unimpressed with the final boss of ''FLUX''; it's an empty room, [[empty room EmptyRoomPsych]], the object being to bounce the ball 15 times without missing. It may seem relatively uninspired -- that is, unless you've lived long enough to remember the Atari2600 {{Atari2600}} games, and you suddenly remember the original ''Breakout'', ''{{Breakout}}'', and you remember what happened after you destroy 2 entire walls.walls of bricks. The answer? ''Nothing''. You're left with an empty room and you can simply bounce the balls around [[EndlessGame forever until you lose them all, all]], because ''there is nothing left''. The game is over.
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None

Added DiffLines:

* FridgeBrilliance: A lot of people were unimpressed with the final boss of ''FLUX''; it's an empty room, the object being to bounce the ball 15 times without missing. It may seem relatively uninspired -- that is, unless you've lived long enough to remember the Atari2600 games, and you suddenly remember the original ''Breakout'', and you remember what happened after you destroy 2 entire walls. The answer? ''Nothing''. You're left with an empty room and you can simply bounce the balls around forever until you lose them all, because ''there is nothing left''. The game is over.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AlternativeCharacterInterpretation: See [[http://www.youtube.com/watch?v=C7fzhtMZNJs this video]].
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* [[spoiler: TearJerker: Admit it, you cried at the end to ''FLUX'']]

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* [[spoiler: TearJerker: Admit it, you cried at the end to of ''FLUX'']]
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* [[spoiler: TearJerker: Admit it, you cried at the end to ''FLUX'']]

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