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Added entry in Fridge Brilliance

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** The Cheese Girl commercial mentioned above shows a Cheese Girl dispenser with a human head, and when it dispenses the cheese, the head/dispenser is continuously propelled backwards. Guess how you use the dispenser in-game to get to the space station.
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** In both the original game and Buried in Time, you always start in the same location when traveling to a specific time period, mainly to prevent the game from becoming unwinnable from the player being trapped. This makes significant backtracking a minor issue in the original, but a major annoyance in Buried in Time Pegasus Prime, which requires more time jumping and interlinked items. ''Legacy Of Time'' removed this mechanic, locking in the location you last left a time zone from.

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** In both the original game and Buried in Time, you always start in the same location when traveling to a specific time period, mainly to prevent the game from becoming unwinnable from the player being trapped. This makes significant backtracking a minor issue in the original, but a major annoyance in Buried in Time and Pegasus Prime, which requires more time jumping and interlinked items. ''Legacy Of Time'' removed this mechanic, locking in the location you last left a time zone from.from, (helped by the fact that Legacy has no game over states and can't become unwinnable)
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** Lots of it, particularly the underground section of Mars (scary ambient music, big scary robot that kills you in a scary way, the Shield Generator, with more scary background noise, that skeletonizes you if you take too long solving the puzzle, and the Maze with the music that slows down as your oxygen decreases, and finally fades to heavy breathing and heartbeats), and Sinclair's lab, where you get shot with a dart and are slowly dying, while creepy/sad music is playing.

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** Lots of it, particularly the underground section of Mars (scary ([[DroneOfDread scary ambient music, music]], big scary robot that kills you in a scary way, the Shield Generator, with more scary background noise, that skeletonizes you if you take too long solving the puzzle, and the Maze with the music that slows down as your oxygen decreases, and finally fades to heavy breathing and heartbeats), and Sinclair's lab, where you get shot with a dart and are slowly dying, while creepy/sad music is playing.
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Added elements from the Mars Maze from Pegasus Prime to Nightmare fuel section of ymmv.

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** Pegasus Prime’s Mars Maze has scary atmospheric music that is not the one from Turbo’s, and while it does not slow down to the point of hearing Agent 5’s Heartbeat and desperate breathing, instead the Mars Maze has Robots that have spiked rollers on their front, and if they see you, they will try to make mincemeat out of you. There are also doors that you can’t open and you don’t they are locked until you try to open them.
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Pegasus Prime has an extra death if you fail to get any of the 3 levels right within 5 guesses you are given per level.


* ThatOnePuzzle: The bomb defusing puzzle on the Mars Colony. It consists of Agent 5 disarming a bomb before removing it from the base's core before it explodes. The puzzle requires guessing a combination of three nodes (red, yellow and green) in the correct order. Level 2 adds a blue node for a total of four, and Level 3 adds a purple node for a total of five. What makes this puzzle so difficult is that [[LuckBasedMission there is no strategy involved, and looking up a guide won't help]]. The three-node combination is random every time you enter a level, and all the help you get after entering a combination guess is how many nodes are in the correct places. The game doesn't tell you ''which'' nodes are correct, just how many are correct, and that's all. This isn't so bad on Level 1, since you get enough chances that guessing every possible combination of red-yellow-green will eventually produce the combination. But Level 2 and Level 3 could potentially end without you guessing a single correct node before you run out of chances. And if you fail at any level, you go back to Level 1. All of this would be frustrating enough, but on top of all of that, there's a ten-minute time limit, and every node guess eats a few seconds away. Failing to clear the puzzle in time means [[TheManyDeathsOfYou Agent 5 dies of radiation poisoning]]. The ''Pegasus Prime'' [[VideoGameRemake remake]] alleviated the difficulty somewhat by making selecting nodes take less time, but it's still an exercise in frustration, and a pure guessing game.

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* ThatOnePuzzle: The bomb defusing puzzle on the Mars Colony. It consists of Agent 5 disarming a bomb before removing it from the base's core before it explodes. The puzzle requires guessing a combination of three nodes (red, yellow and green) in the correct order. Level 2 adds a blue node for a total of four, and Level 3 adds a purple node for a total of five. What makes this puzzle so difficult is that [[LuckBasedMission there is no strategy involved, and looking up a guide won't help]]. The three-node combination is random every time you enter a level, and all the help you get after entering a combination guess is how many nodes are in the correct places. The game doesn't tell you ''which'' nodes are correct, just how many are correct, and that's all. This isn't so bad on Level 1, since you get enough chances that guessing every possible combination of red-yellow-green will eventually produce the combination. But Level 2 and Level 3 could potentially end without you guessing a single correct node before you run out of chances. And if you fail at any level, you go back to Level 1. All of this would be frustrating enough, but on top of all of that, there's a ten-minute time limit, and every node guess eats a few seconds away. Failing to clear the puzzle in time means [[TheManyDeathsOfYou Agent 5 dies of radiation poisoning]]. The ''Pegasus Prime'' [[VideoGameRemake remake]] alleviated the difficulty somewhat by making selecting nodes take less time, but it's still an exercise in frustration, and a pure guessing game. And in Pegasus Prime if you exhaust all of your 5 allotted guesses you are given per each of the 3 levels and still not manage to get it right, the bomb explodes vaporizing you.
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* BigLippedAlligatorMoment: "CHEESE GIRL!!!" [[SubvertedTrope Subverted]] in that in the Adventure Mode in Buried in Time, this was a helpful item for getting to a space station. DoubleSubverted in that, unlike most examples of this trope never being mentioned again, this was briefly shown again at one point in the alien spacecraft, no matter what mode you're playing.

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* BigLippedAlligatorMoment: "CHEESE GIRL!!!" [[SubvertedTrope Subverted]] both in that in the Adventure Mode in Buried in Time, this was a helpful item for getting to a space station. DoubleSubverted in that, station, and that unlike most examples of this trope never being mentioned again, this was briefly shown again at one point in the alien spacecraft, no matter what mode you're playing.
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NORAD VI and Plasma Rock are the same track.


* SugarWiki/AwesomeMusic: For example, [[https://www.youtube.com/watch?v=BtU-7KG82V4 Mars Maze]], [[https://youtu.be/wggO_QiygTE NORAD VI]], Coprates Minor, Plasma Rock, and the credits theme.

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* SugarWiki/AwesomeMusic: For example, [[https://www.youtube.com/watch?v=BtU-7KG82V4 Mars Maze]], Maze]], Coprates Minor, [[https://youtu.be/wggO_QiygTE NORAD VI]], Coprates Minor, Plasma Rock, Rock]], and the credits theme.
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** In the first game, after leaving the first room in NORAD VI, you get a warning about a plasma build up. If you turn left, Poseidon shoots at you, which can cause a huge amount of energy being lost unless you activated the shield biochip first. However, after getting the plasma warning, turning right and walking backwards one space bypasses the trigger that sets off the event.

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** In the first game, after leaving the first room in NORAD VI, you get a warning about a plasma build up. If you turn left, Poseidon shoots at you, which can cause a huge amount of energy being lost unless you activated the shield biochip first. However, after getting the plasma warning, turning right and walking backwards one space bypasses the trigger [[EventFlag trigger]] that sets off the event.

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** The acronym for the Temporal Security Agency has a double meaning with the Transport Security Administration.

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** The acronym for game predates the Temporal post-9/11 founding of the Transportation Security Agency has a double meaning with the Transport Security Administration.and highly visible "TSA Agents" at airports.



** In both the original game and Buried in Time, you always start in the same location when traveling to a specific time period (mainly to prevent the game from becoming unwinnable). This isn't much of a problem in Turbo and Buried in Time, as there isn't a ton of required backtracking outside of a few items. Pegasus Prime, on the other hand, switches up item locations just enough to make this very annoying. You have to do a lot more jumping between time periods to get the required items, so you'll have to navigate the same areas and watch the same animations multiple times as you progress. Especially annoying with the Mars Colony, where you'll be forced to do the rather long mine tunnel segment more than once. Fortunately, ''Legacy Of Time'' removed this mechanic, allowing you to lock in the location you last left a time zone from, so that you can come right back to it later.
** Players of ''Turbo'' may be miffed to play ''Pegasus Prime'' due to the latter introducing superfluous walking and turning animations that dramatically slow down the game pace. ''Turbo'' doesn't have such animations, making it less impressive-looking but at least more friendly to speedrunners and others who play graphical adventures at a fast pace. As an example, opening doors now requires pressing forward to do so, rather than clicking on the door itself like in ''Turbo''.
* ReplacementScrappy: One of ''Pegasus Prime's'' largest problems is the AI Biochip you're given at the start. It replaces not only the relatively benign text message window from ''Turbo'', but also the woman in the TSA videos. The problem with this is that in-game, this version's warnings and such are much more harried, inconvenient at times, and sometimes fall into CaptainObvious territory, especially if you've already played ''Turbo''.

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** In both the original game and Buried in Time, you always start in the same location when traveling to a specific time period (mainly period, mainly to prevent the game from becoming unwinnable). unwinnable from the player being trapped. This isn't much of a problem in Turbo and Buried in Time, as there isn't a ton of required makes significant backtracking outside of a few items. minor issue in the original, but a major annoyance in Buried in Time Pegasus Prime, on the other hand, switches up item locations just enough to make this very annoying. You have to do a lot which requires more time jumping between time periods to get the required items, so you'll have to navigate the same areas and watch the same animations multiple times as you progress. Especially annoying with the Mars Colony, where you'll be forced to do the rather long mine tunnel segment more than once. Fortunately, interlinked items. ''Legacy Of Time'' removed this mechanic, allowing you to lock locking in the location you last left a time zone from, so that you can come right back to it later.
from.
** Players of ''Turbo'' may be miffed to play ''Pegasus Prime'' due to the latter introducing superfluous walking and turning animations that dramatically slow down the game pace. ''Turbo'' doesn't have such animations, making it less impressive-looking but at least more friendly to speedrunners and others who play graphical adventures at a fast pace. As an example, opening doors now requires pressing forward to do so, rather than clicking on the door itself like in ''Turbo''.
* ReplacementScrappy: One of ''Pegasus Prime's'' largest problems is the AI Biochip you're given at the start. It replaces not only the relatively benign less invasive text message window from ''Turbo'', but also ''Turbo'' and the woman in the TSA videos. The problem with this is that in-game, this version's warnings and such are much more harried, inconvenient at times, and sometimes fall into CaptainObvious territory, especially if you've already played ''Turbo''.



** Fortunately, pressing any movement key cuts off what she's saying mid-sentence. [[spoiler: And an Easter Egg where a copy of Arthur can be found has controls to toggle both him and the other AI on or off.]]

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** Fortunately, or unfortunately if you actually need to hear the information, pressing any movement key cuts off what she's saying mid-sentence. [[spoiler: And an Easter Egg where a copy of Arthur can be found has controls to toggle both him and the other AI on or off.]]
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That's not cheating


* TheComputerIsACheatingBastard: The 2014 version of Pegasus Prime does a very sneaky trick during the shuttle pursuit quick-time scene. Even though [[spoiler: Ares' ship]] banks left to enter the launch tube at the end, you have to go ''right'', or else you have to start from the beginning again.

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This is answered: the suit has a secondary function that can transport someone else. It's used in 2 and 3


* FridgeLogic: How did Michelle return to her own time after she abandons her suit in Atlantis?
** Possibly through use of the suit's secondary features. In the 2nd game, in the intro, Future!Gage is found and apprehended by a fellow suited time travel agent. Future!Gage at the time does not have one, because he has just transferred it to Present!Gage. The same beam he uses on Gage is equipped on the suit. She conceivably could have used this to boot herself to the time you find her in.
*** Or maybe kit bashed something to activate the recall function. Or maybe there was only enough power to return her or the suit.
** In ''Pegasus Prime'', why is the exit of the circular desk in the TSA's command center not facing the door, or likewise, why was the Pegasus device built in a way that it doesn't face the turbolift from the Ready Room? You'd think a quick path to the Pegasus in a hurry would be necessary in an emergency like the temporal distortions. And if that wasn't weird enough, this is a change that was implemented in ''Pegasus Prime'' over ''Turbo''.

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** Most of the acting in ''Pegasus Prime'' is fair, though you won't encounter much unless you want a game over. But special mention goes to that Doc Brown-esque scientist who sees you when you try to leave Dr. Sinclair's office. Having Sinclair's antique gun on you causes an even sillier scene.

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** Most of the acting by extras in ''Pegasus Prime'' Prime'', especially the fake scientists at TSA and Sydney, is fair, though you won't encounter much unless you want a game over. But special by clearly untrained actors. The AI is looking at her script instead of you, based on how her eyes move. Special mention goes to that the Doc Brown-esque scientist who sees you when you try to leave Dr. Sinclair's office. Having office, especailly if you have Sinclair's antique gun on you causes an even sillier scene.when you see him.



** The two guards playing Rock Paper Scissors behind a door in the Mars Colony start arguing on who should capture you if you open the door.
** You can tell that, unlike the human female head in ''Turbo'', the AI in ''Pegasus Prime'' is looking at her script instead of you, based on how her eyes move. This is especially noticeable in the TSA procedure videos.
** The holographic busts in the TSA always look down at you when examined, obscuring their chins and sometimes creating quite bizarre facial expressions. Some of the people represented also talk in a very [[LargeHam hammy]] fashion.

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** The two guards playing Rock Paper Scissors behind a door FMV scenes in the Mars Colony start arguing on who should capture you if you open the door.
** You can tell that, unlike the human female head in ''Turbo'', the AI in ''Pegasus Prime'' is looking at her script instead
''Legacy of you, based on how her eyes move. This is especially noticeable in the TSA procedure videos.
** The holographic busts in the TSA always
Time'' feature awful CGI and dramatic performances that somehow make Arthur look down at you when examined, obscuring their chins and sometimes creating quite bizarre facial expressions. Some of like the people represented also talk in a very least [[LargeHam hammy]] fashion.character. Thankfully the NPC in-game video clips are done with decent character actors and are far better.
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Not specific enough


* HarsherInHindsight: One of Michelle's research missions involves "Terrorist Massacres" that occur on March 11th, 2019. Not far off from what's happened with Al Qaeda and ISIS today.

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** On a related note, how did Michelle find the other two time civilizations being attacked by aliens? It's implied she ended up in Atlantis by accident after Arthur infected her timesuit but there's nothing in Atlantis that links directly to the other time zones, which are not only millennium apart but also on other continents. And since the destruction of all three civilizations are part of a our normal history, they don't show up on a timescan looking for abnormalities.
** It's stated that leaving a working time suit in 1300 BC causes a massive time rip(one that multiplies exponentially as it travels forward) due to how much it's presence alters history. It makes total sense, other then the fact, leaving it where it is would result it in being destroyed by the resulting explosion that wiped Atlantis clean off the map(which happens mere minutes after gage arriving to find the time suit there). What we see and hear in the third game makes the destruction look pretty total and the death screens in the second game show the time suit isn't particularly damage resistant(almost anything can penetrate the suit to kill agent 5). Together this seems to imply there wouldn't be much of the time suit left to find after the final destruction of Atlantis and it's an island that "According to history, never existed" so it's unlikely anyone is going to be coming by in the near future to scour the ruins(Unless the aliens decided to pick over the area they just devastated with a fine tooth comb afterwards).
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** On a related note, how did Michelle find the other two time civilizations being attacked by aliens? It's implied she ended up in Atlantis by accident after Arthur infected her timesuit but there's nothing in Atlantis that links directly to the other time zones, which are not only millennium apart but also on other continents. And since the destruction of all three civilizations are part of a our normal history, they don't show up on a timescan looking for abnormalities.
** It's stated that leaving a working time suit in 1300 BC causes a massive time rip(one that multiplies exponentially as it travels forward) due to how much it's presence alters history. It makes total sense, other then the fact, leaving it where it is would result it in being destroyed by the resulting explosion that wiped Atlantis clean off the map(which happens mere minutes after gage arriving to find the time suit there). What we see and hear in the third game makes the destruction look pretty total and the death screens in the second game show the time suit isn't particularly damage resistant(almost anything can penetrate the suit to kill agent 5). Together this seems to imply there wouldn't be much of the time suit left to find after the final destruction of Atlantis and it's an island that "According to history, never existed" so it's unlikely anyone is going to be coming by in the near future to scour the ruins(Unless the aliens decided to pick over the area they just devastated with a fine tooth comb afterwards).


* MostAnnoyingSound: The alert in NORAD VI of sleeping gas in the base's vents. This goes off for almost the '''entire time zone'''. At least ''Pegasus Prime'' tones it down a bit.
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* EarWorm: Plasma Rock, the inexplicable and irritatingly catchy rock music that plays in the first hallway of NORAD VI in ''Turbo'', and in a hallway at the World Science Center in ''Pegasus Prime'', after you've opened a jammed door.
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* DodgyTimeStamp: The dates and times shown in Buried in Time are inconsistent between the display on your HUD, Future!Gage's mission log, the text shown during flybys, and the screenshots taken by your Evidence biochip.
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* EarWorm: Plasma Rock, the inexplicable and irritatingly catchy rock music that plays only in the first hallway of NORAD VI.

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* EarWorm: Plasma Rock, the inexplicable and irritatingly catchy rock music that plays only in the first hallway of NORAD VI.VI in ''Turbo'', and in a hallway at the World Science Center in ''Pegasus Prime'', after you've opened a jammed door.
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* SugarWiki/MostWonderfulSound: "Thank you for using Global Transport" *3-tone jingle*

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* SugarWiki/MostWonderfulSound: "Thank you for using Global Transport" Transport." *3-tone jingle*
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* SugarWiki/MostWonderfulSound: "Thank you for using Global Transport" *3-tone jingle*
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** The [[EldritchStarship Krynn spaceship]] at the end of ''Buried in Time''. It's devoid of visible light, filled with unfamiliar technology that could get you killed if you don't have the Translate biochip to understand it, and you navigate by swimming through a liquid-filled space populated with aliens that could capture you at a second's glance. Then when you finally locate the [[spoiler: tampered historical artifacts]], the room you're in has [[NothingIsScarier unsettling alien noises]] going in the background. It gets to a head when you're about to head back to the teleporter and leave, when Ambassador Icarus comes in just as you are about to do so. He then proceeds to trap you in a mechanical arm, which stuffs you in one of the teleporters in order to strip you of your Jumpsuit, drowning you in the process.

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** The [[EldritchStarship Krynn spaceship]] at the end of ''Buried in Time''. It's devoid of visible light, filled with unfamiliar technology that could get you killed if you don't have the Translate biochip to understand it, and you navigate by swimming through a liquid-filled space populated with aliens that could capture you at a second's glance. Then when you finally locate the [[spoiler: tampered historical artifacts]], the room you're in has [[NothingIsScarier unsettling alien noises]] going in the background. It gets to a head when you're about to head back to the teleporter and leave, when Ambassador Icarus comes in just as you are about to do so. He then proceeds to trap you in a mechanical arm, which stuffs you in one of the teleporters in order to strip you of your Jumpsuit, drowning which would drown you in the process.if you don't fight back.
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* EarWorm: "Plasma Rock", the inexplicable and irritatingly catchy rock music that plays only in the first hallway of NORAD VI.

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* EarWorm: "Plasma Rock", Plasma Rock, the inexplicable and irritatingly catchy rock music that plays only in the first hallway of NORAD VI.
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* EarWorm: The inexplicable and irritatingly catchy rock music that plays only in the first hallway of NORAD VI.

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* EarWorm: The "Plasma Rock", the inexplicable and irritatingly catchy rock music that plays only in the first hallway of NORAD VI.

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