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** Jubei will ''always'' be your henchman at some point. He is simply ''the'' most useful henchman for dealing with threats due to his incredibly high damage with Eviscerate and his ability to teleport with Wind Walk. He's so good that the only reason people play Maximilian is because he starts with Jubei, Jubei can take on the weaker Super Agents by himself, and other Henchmen tend to be ranked by how well they support or complement Jubei.

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** Jubei will ''always'' be your main henchman at some point. He is simply ''the'' most useful henchman for dealing with threats due to his incredibly high burst damage with Eviscerate and his ability to teleport with Wind Walk. He's so good that the only reason people play Maximilian is because he starts with Jubei, Jubei can take on the weaker Super Agents by himself, and other Henchmen tend to be ranked by how well they support or complement Jubei.



** Before the first real mission in the game (the capture of a Maid), you can send your {{Mooks}} to steal money from everywhere on the planet with no way of retaliation from the Good Guys. It's quite possible to make all the money you need for the ''entire game'' this way, let the 'heat' (negative attention) from the Good Guys fade away, and proceed to play the game normally. A Bug-Within-A-Bug exists in this situation, because if you do [[ThatOneLevel the mission that has you stealing a painting ]] during this time, that nation's Heat rating will ''never die down ever'' from that time on.

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** Before the first real mission in the game (the capture of a Maid), you can send your {{Mooks}} to steal money from everywhere on the planet with no way of retaliation from the Good Guys. Guys; they don't become active until you complete this mission. It's quite possible to make all the money you need for the ''entire game'' this way, let the 'heat' "heat" (negative attention) from the Good Guys fade away, and proceed to play the game normally. A Bug-Within-A-Bug exists in this situation, because if you do [[ThatOneLevel the mission that has you stealing a painting ]] during this time, that nation's Heat rating will ''never die down ever'' from that time on.



** If an object is tagged for demolition, the wear won't fall. If said object is inaccessible, it won't be demolished. Uselss normally, but brilliant for power plants. Just make sure that the power plants have '''no''' empty tiles anywhere in them, as agents targeting that spot will ''come out of the floor'' if there is no access point.

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** If an object is tagged for demolition, the wear won't fall. If said object is inaccessible, it won't be demolished. Uselss Useless normally, but brilliant for power plants. Just make sure that the power plants have '''no''' empty tiles anywhere in them, as agents targeting that spot will ''come out of the floor'' if there is no access point.
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** John Steele's specialty is sneaking out of his jail cell and promptly planting explosives wherever he goes. His status as a nuisance is made worse by the fact that [[spoiler: he can't be defeated in-game. Unlike the previous four Super Agents, he cannot be permanently taken out]]. He has an extremely irritating ability called [[InterfaceScrew Base Mayhem]] which is noted above. [[{{Angrish}} RRAAGGHHHH!]] Steele is especially annoying since he rarely stays dead for very long and doesn't seem to see anything wrong with leaving the island and then coming back two minutes later.

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** John Steele's specialty is sneaking out of his jail cell and promptly planting explosives wherever he goes. His status as a nuisance is made worse by the fact that [[spoiler: he can't be defeated in-game. Unlike the previous four Super Agents, he cannot be permanently taken out]]. He has an extremely irritating ability called [[InterfaceScrew Base Mayhem]] which is noted above. [[{{Angrish}} RRAAGGHHHH!]] Steele is especially annoying since he rarely stays dead for very long and doesn't seem to see anything wrong with leaving the island and then coming back two minutes later.later. Prepare for lots of {{angrish}} each time any of these happen.
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** Freaks are impossible to control, you can only have three at a time, they don't obey tags or alarms, they look immediately suspicious to any agent that sees them (especially as Freaks always try to smash them to paste), and are so stupid that they set off all traps they stumble into. With all this going against them, they can't be allowed to wander the island (unless the player simply doesn't care about being covert)... which you'd think would be the point of making them. The fact is the best use for Freaks is something players came up with in the meta - herding a Freak into a small room with a motion sensor and locking them inside, creating what the playerbase calls a "Freak Trigger" that forces whatever traps its hooked up to (which can be ''anywhere'' on the island) to fire essentially endlessly because the Freak will repeatedly hit the triggers. Freak Triggers are required for the Ubertraps and since they do not have needs to fulfill, so they can be left inside their room permanently.

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** Freaks are impossible to control, you can only have three at a time, they don't obey tags or alarms, they look immediately suspicious to any agent that sees them (especially as Freaks always try to smash them to paste), and are so stupid that they set off all traps they stumble into. With all this going against them, they can't be allowed to wander the island (unless the player simply doesn't care about being covert)... which you'd think would be the point of making them. Players who don't mind their unsubtle nature can't heal them, making a constant chore to line up more bodies to convert into Freaks. The fact is the best use for Freaks is something players came up with in the meta - herding a Freak into a small room with a motion sensor and locking them inside, creating what the playerbase calls a "Freak Trigger" that forces whatever traps its hooked up to (which can be ''anywhere'' on the island) to fire essentially endlessly because the Freak will repeatedly hit the triggers. Freak Triggers are required for the Ubertraps and since they do not have needs to fulfill, so they can be left inside their room permanently.
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** Freaks are impossible to control, you can only have three at a time, they don't obey tags or alarms, they look immediately suspicious to any agent that sees them (especially as Freaks always try to smash them to paste), and are so stupid that they set off all traps they stumble into. With all this going against them, they can't be allowed to wander the island (unless the player simply doesn't care about being covert)... which you'd think would be the point of making them. The fact is the best use for Freaks is something players came up with in the meta - herding a Freak into a small room with a motion sensor and locking them inside, creating what the playerbase calls a "Freak Trigger" that forces whatever traps its hooked up to (which can be ''anywhere'' on the island) to fire essentially endlessly because the Freak will repeatedly hit the triggers. Freak Triggers are required for the Ubertraps and since they do not have needs to fulfill, so they can be left inside their room permanently.
* WhatAnIdiot: For being an Evil Genius, they sure don't realise what to do if they're under attack.
** '''You'd Expect:''' Them to hightail it out of there as fast as possible,
** '''Instead:''' They choose to walk away at their normal leisurely pace.

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** Freaks are impossible to control, you can only have three at a time, they don't obey tags or alarms, they look immediately suspicious to any agent that sees them (especially as Freaks always try to smash them to paste), and are so stupid that they set off all traps they stumble into. With all this going against them, they can't be allowed to wander the island (unless the player simply doesn't care about being covert)... which you'd think would be the point of making them. The fact is the best use for Freaks is something players came up with in the meta - herding a Freak into a small room with a motion sensor and locking them inside, creating what the playerbase calls a "Freak Trigger" that forces whatever traps its hooked up to (which can be ''anywhere'' on the island) to fire essentially endlessly because the Freak will repeatedly hit the triggers. Freak Triggers are required for the Ubertraps and since they do not have needs to fulfill, so they can be left inside their room permanently.
* WhatAnIdiot: For being an Evil Genius, they sure don't realise what to do if they're under attack.
** '''You'd Expect:''' Them to hightail it out of there as fast as possible,
** '''Instead:''' They choose to walk away at their normal leisurely pace.
permanently.
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Up To Eleven is a defunct trope


** And then Exceptional Veterans go and turn it UpToEleven from Soldier squads - they ''will'' shoot on sight, they ''will'' plant charges, and if you are not properly prepared, let's just say that they can make your life hell.

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** And then Exceptional Veterans go and turn it UpToEleven up to eleven from Soldier squads - they ''will'' shoot on sight, they ''will'' plant charges, and if you are not properly prepared, let's just say that they can make your life hell.

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* WhatAnIdiot: For being an Evil Genius, they sure don't realise that if they're under attack the best move would be to hightail it out of there as fast as possible, instead choosing to walk away at their normal leisurely pace.

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* WhatAnIdiot: For being an Evil Genius, they sure don't realise that what to do if they're under attack the best move would be attack.
** '''You'd Expect:''' Them
to hightail it out of there as fast as possible, instead choosing possible,
** '''Instead:''' They choose
to walk away at their normal leisurely pace.
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** Players figured out that if they built the right kind of non-lethal traps, they can build a trap that essentially never stops running and never kills its victims (known as the "Ubertrap"). In addition to an Ubertrap repeatedly generating massive amounts of money with no heat gain due to an endless string of combos going off, eventually you will trap enough AIs in the game to hit the AI cap and no more enemies or tourists will spawn on the island. This literally creates an exploit where the player can stop the extremely obnoxious Super Agents from arriving at the island at all if the trap is full. The Ubertrap is so broken that it's generally considered a critical part of base design.

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** Players figured out that if they built the right kind of non-lethal traps, they can build a trap that essentially never stops running and never kills its victims (known as the "Ubertrap"). In addition to an Ubertrap repeatedly generating massive amounts of money with no heat gain due to an endless string of combos going off, eventually eventually, you will trap enough AIs in the game to hit the AI cap and no more enemies or tourists will spawn on the island. This literally creates an exploit where the player can stop the extremely obnoxious Super Agents from arriving at the island at all if the trap is full. The Ubertrap is so broken that it's generally considered a critical part of the base design.



* SugarWiki/MomentOfAwesome: In the Ending [[spoiler:after you conquer the world, the Evil Genius uses the United Nations General Assembly Hall as his throne room where he's venerated, which makes it obvious that you really have the world in your command.]]

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* SugarWiki/MomentOfAwesome: In the Ending [[spoiler:after you conquer the world, the Evil Genius uses the United Nations General Assembly Hall as his their throne room where he's they're venerated, which makes it obvious that you really have the world in your command.]]
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*** Funnier still is that an ''actual'' character from the above game was added as a Henchman in the second game, that being Pyro.
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* In terms of Henchmen, The Matron and Jubei; the former for being a GrannyClassic supervillain and the latter for just being so ''useful.'' In fact, Jubei was so popular that he became the only Henchman to return in the second game.

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* ** In terms of Henchmen, The Matron and Jubei; the former for being a GrannyClassic supervillain and the latter for just being so ''useful.'' In fact, Jubei was so popular that he became the only Henchman to return in the second game.

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* EnsembleDarkhorse: Red Ivan became popular for his complete over-the-top destructiveness, so much so that he was PromotedToPlayable in the second game. The Matron and Jubei were also popular, the former for being a GrannyClassic supervillain and the latter for just being so ''useful.''

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* EnsembleDarkhorse: Red Ivan became popular for his complete over-the-top destructiveness, so much so that he was PromotedToPlayable in the second game. game.
* In terms of Henchmen,
The Matron and Jubei were also popular, Jubei; the former for being a GrannyClassic supervillain and the latter for just being so ''useful.'''' In fact, Jubei was so popular that he became the only Henchman to return in the second game.

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