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** A more literal version of this trope was the UsefulNotes/SegaCD port, which featured a smaller display, grainy graphics with muted or greyed out colors, and a slightly reduced FPS.

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** A more literal version of this trope was the UsefulNotes/SegaCD Platform/SegaCD port, which featured a smaller display, grainy graphics with muted or greyed out colors, and a slightly reduced FPS.
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* SeinfeldIsUnfunny: It can now be pretty hard to appreciate how mind-blowing it was to see fully rendered Don Bluth animation next to the likes of ''VideoGame/DonkeyKong''.
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Per TRS.


* WhatDoYouMeanItWasntMadeOnDrugs: The entire game comes to mind, but especially Levels 3-5. In order, these include the ''Alice in Wonderland'' level, which manages to be even more surreal than the source material; the Garden of Eden level, with a camp guardian angel,[[BigBeautifulWoman a very obese Eve]], and two particularly slick snakes; and the Beethoven level, which begins with Dirk somehow being the size of a mouse and thus being easy prey for Beethoven's cat, moves on to Beethoven and his piano smashing through the ceiling and soaring into the atmosphere, and then just gets weirder from there. Don Bluth has gone on record as saying that the time-and-space-travel element allowed him to really run with the idea that ''anything'' is possible in animation.

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* WhatDoYouMeanItWasntMadeOnDrugs: The entire game comes to mind, but especially Levels 3-5. In order, these include the ''Alice in Wonderland'' level, which manages to be even more surreal than the source material; the Garden of Eden level, with a camp guardian angel,[[BigBeautifulWoman a very obese Eve]], and two particularly slick snakes; and the Beethoven level, which begins with Dirk somehow being the size of a mouse and thus being easy prey for Beethoven's cat, moves on to Beethoven and his piano smashing through the ceiling and soaring into the atmosphere, and then just gets weirder from there. Don Bluth has gone on record as saying that the time-and-space-travel element allowed him to really run with the idea that ''anything'' is possible in animation.

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* ScrappyMechanic: Being able to know what command you're supposed to do is a complete and utter crapshoot. ''Some'' scenes will make a flash, and some enemy attacks are obvious to counter with the sword, but most of the time in the original game, you had to [[TrialAndErrorGameplay completely guess when, what and where you're supposed to press something.]] And in certain cases, that meant a bunch of unmarked inputs back-to-back with absolutely ''no indications'' or else you started the room over. This made the game a hellish quarter muncher. Both the sequel and most modern ports fixed this by kindly showing every input you need to press.

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* ScrappyMechanic: ScrappyMechanic:
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Being able to know what command you're supposed to do is a complete and utter crapshoot. ''Some'' scenes will make a flash, and some enemy attacks are obvious to counter with the sword, but most of the time in the original game, you had to [[TrialAndErrorGameplay completely guess when, what and where you're supposed to press something.]] And in certain cases, that meant a bunch of unmarked inputs back-to-back with absolutely ''no indications'' or else you started the room over. This made the game a hellish quarter muncher. Both the sequel and most modern ports fixed this by kindly showing every input you need to press.press.
** In a blatant case of {{Padding}} and drawing a player's patience on their current quarter out, there's a number of scenes and rooms that can be reused in a single playthrough. Sometimes they're flipped to switch it up. Other times, they're not, so you're just repeating a room for the sake of it.
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* ScrappyMechanic: Being able to know what command you're supposed to do is a complete and utter crapshoot. ''Some'' scenes will make a flash, and some enemy attacks are obvious to counter with the sword, but most of the time in the original game, you had to [[TrialAndErrorGameplay completely guess when, what and where you're supposed to press something.]] This made the game a hellish quarter muncher. Both the sequel and most modern ports fixed this by kindly showing every input you need to press.

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* ScrappyMechanic: Being able to know what command you're supposed to do is a complete and utter crapshoot. ''Some'' scenes will make a flash, and some enemy attacks are obvious to counter with the sword, but most of the time in the original game, you had to [[TrialAndErrorGameplay completely guess when, what and where you're supposed to press something.]] And in certain cases, that meant a bunch of unmarked inputs back-to-back with absolutely ''no indications'' or else you started the room over. This made the game a hellish quarter muncher. Both the sequel and most modern ports fixed this by kindly showing every input you need to press.
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* ScrappyMechanic: Being able to know what command you're supposed to do is a complete and utter crapshoot. ''Some'' scenes will make a flash, and some enemy attacks are obvious to counter with the sword, but most of the time in the original game, you had to [[TrialAndErrorGameplay completely guess when, what and where you're supposed to press something.]] This made the game a hellish quarter muncher. Both the sequel and most modern ports fixed this by kindly showing every input you need to press.
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* SpecialEffectFailure: For a game of 1983, the laserdisc footage is ''excellent'' and quite ahead of its time as a concept. Too bad actually chaining together the shots and scenes is a bit wonky; not only are many cuts blatantly just screen flips to keep reusing the same footage and just flip the input challenge, but every new room just cuts to Dirk already there rather than any seamless transitions, or how correct inputs may result in jarring jumps forward in the reel. And even worse, there's a number of scenes where the input suddenly replays up to the last second rather than continuing from the end of the shot. The limitations of the hardware can really throw you off as a result, especially when playing modern ports with clean footage that make it just more blatant how jarring all the cuts can be.
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** ''Dragon's Lair 3D: Return to the Lair'' brought its own soundtrack, with plenty of good music to go along:
*** [[https://www.youtube.com/watch?v=5DtogRCz7S8&list=PLECC7513680F1FCBE&index=15 The game's main theme, called Move 8]], which plays on the title screen and in a few of the later levels of the game, carries a dark, mysterious tune that fits exploring a dangerous old castle.
*** [[https://www.youtube.com/watch?v=PO8jbMpLIbc&list=PLECC7513680F1FCBE&index=7 Hero2]] is an epic piece that befits a heroic knight on an adventure, seeking his lost princess.
*** [[https://www.youtube.com/watch?v=-f5XRiVkKjM&list=PLECC7513680F1FCBE&index=23 Singe's theme]], which plays during his actual boss fight after Dirk has claimed the Magic Sword and the penultimate level that houses the sealed portal to Mordroc's realm. A grand tune that mixes in an upbeat, heroic sound befitting of Dirk's courage and resolve, but also the terror of facing such a powerful beast.
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Misuse of Faux Symbolism, not to mention the that the aformentioned scene wouldn't even be controversial today. If anything, religious watchdog groups were more relevant back then than they are today.


* FauxSymbolism: The entirety of Level 4 is [[Literature/TheBible the Hebrew Bible's]] Literature/BookOfGenesis on drugs! Especially with [[BigBeautifulWoman Eve!]] If this level were made today in the ''present'', it would have provoked outrage from MoralGuardians.



* ValuesDissonance: It's pretty unlikely they'd make Level 4 the way they did today. See FauxSymbolism above.
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Uncanny Valley is IUEO now and the subjective version has been split; cleaning up misuse and ZCE in the process


* UncannyValley: Daphne's stilted explanation of how to kill the dragon and get his key is an audio version. The tone (and body language) she uses, instead of implying distress or urgency, sounds like it's all a game to her.

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* UncannyValley: Daphne's stilted explanation of how to kill the dragon and get his key is an audio version. The tone (and body language) she uses, instead of implying distress or urgency, sounds like it's all a game to her.


* MemeticMutation: Thanks to WebVideo/TheNostalgiaCritic, we have [[MakesJustAsMuchSenseInContext "why did Beethoven suddenly turn into Elton John?"]]

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* FoeYay[=/=]NoYay: Near the end of Level 6, [[spoiler:when Dirk unwraps the "mummy", believing it to be Daphne, he finds that "she" has Mordroc's head before morphing back to the wizard himself, who gives him a kiss on the cheek before Dirk pushes him off. This is pretty {{Squick}}y and a bit of FanDisservice]].


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* NoYay: Near the end of Level 6, [[spoiler:when Dirk unwraps the "mummy", believing it to be Daphne, he finds that "she" has Mordroc's head before morphing back to the wizard himself, who gives him a kiss on the cheek before Dirk pushes him off. This is pretty {{Squick}}y and a bit of FanDisservice]].
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** Despite its [[PortingDisaster questionable quality]], the SNES has a surprisingly enjoyable, catchy and [[NostalgiaFilter Nostalgia-inducing]] soundtrack. The best one is this [[https://www.youtube.com/watch?v=KKxgGkj63sY&list=PL9qAytdaSX-kZf9hkf6-ldriswBnHVruN&index=9 track used in the credits]].

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** Despite its [[PortingDisaster questionable quality]], the SNES version has a surprisingly enjoyable, catchy and [[NostalgiaFilter Nostalgia-inducing]] soundtrack. The best one is this [[https://www.youtube.com/watch?v=KKxgGkj63sY&list=PL9qAytdaSX-kZf9hkf6-ldriswBnHVruN&index=9 track used in the credits]].
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** Despite its [[PortingDisaster questionable quality]], the SNES has a surprisingly enjoyable, catchy and [[NostalgiaFilter Nostalgia-inducing]] soundtrack. The best one is this [[https://www.youtube.com/watch?v=KKxgGkj63sY&list=PL9qAytdaSX-kZf9hkf6-ldriswBnHVruN&index=9 track used in the credits]].

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* EnjoyTheStorySkipTheGame: The majority of people find the animation beautiful and fun to look at (being Creator/DonBluth animation), but the actual game to be frustrating and difficult.

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* BestKnownForTheFanservice: Aside from its notorious difficulty, one of the best-known facts about this game is [[MsFanservice Princess Daphne]].
* BetterAsALetsPlay: As per Don Bluth tradition, the game's animation is absolutely gorgeous to look at. Unfortunately, the game's notorious difficulty which relies on players to think quick on their feet means that they wouldn't be able to appreciate the animation.
* EnjoyTheStorySkipTheGame: The majority of people find the animation beautiful and fun to look at (being Creator/DonBluth animation), but the actual game to be frustrating and difficult.
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Natter.


** No, he merely asked the same question most arcade players had when they experienced that scene for the first time.
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** No, he merely asked the same question most arcade players had when they experienced that scene for the first time.
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* BellisariosMaxim: No, it's never explained how an evil warlock and a time machine are siblings.
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Added trope

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* SequelDifficultySpike: Where the first game's scenes were short and easy to memorize, the sequel has longer, structured levels with few checkpoints. And even though the prompts are now consistently [[NoticeThis telegraphed]], the more elaborate animation can make it difficult to tell which button to press. On top of all that, each of the treasures requires an alternate input to collect, and they have even less warning than the main action.
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* HeartwarmingMoments: Dirk and Daphne have been married for a decade, but they still act as deeply in love with each other as a couple of newlyweds.

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