Follow TV Tropes

Following

History YMMV / TheJourneymanProject

Go To

OR

Is there an issue? Send a MessageReason:
None

Added DiffLines:

* GoodBadBugs: 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.

Added: 1019

Changed: 987

Is there an issue? Send a MessageReason:
None


* 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.



* NightmareFuel: 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.
* 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.

to:

* NightmareFuel: NightmareFuel:
**
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.
* MostAnnoyingSound: The alert in NORAD VI of sleeping gas ** Seeing the alarms in the base's vents. This goes TSA go off for almost when a temporal rift is detected in the ENTIRE TIME ZONE! first game. The idea of you knowing that someone changed history and its effects are going to hit the present in the matter of minutes is scary purely because you ''don't'' know what has changed or if you will be changed in some way. In the best case scenario, you'll be a totally different person with a new life and no memories of your old life. At least ''Pegasus Prime'' tones worst, [[RetGone you'll be uncreated and will have never existed in the first place]]. The ''Pegasus'' remake makes it down a bit.slightly more terrifying with Gage's commander giving what could be his final instructions to the only agent that can fix the mess that is about to hit the fan. The commander hoping that the TSA will still exist by the time you return with the historical log only adds more fuel to the nightmare.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** 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.
Is there an issue? Send a MessageReason:
terrorists today similar to Michelle's mission

Added DiffLines:

* 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.
Is there an issue? Send a MessageReason:
corrected prehistoric time zone number. 200 million BC


* FridgeBrilliance: The problem with a Time Enforcement Agency is how do you SetRightWhatOnceWentWrong when your memories have been altered by a time disruption? The TSA thought of that, and put a historical log deep in OneMillionBC so they always have a record of what happened.

to:

* FridgeBrilliance: The problem with a Time Enforcement Agency is how do you SetRightWhatOnceWentWrong when your memories have been altered by a time disruption? The TSA thought of that, and put a historical log deep in OneMillionBC TwoHundredMillionBC so they always have a record of what happened.
Is there an issue? Send a MessageReason:
None


* FridgeBrilliance: The problem with a Time Enforcement Agency is how do you SetRightWhatOnceWentWrong when your memories are?
** The third game allows you to do a lot more with the people and scenery, including incredibly elaborate changes to Shangri-la, which would seem to violate the rules of the last two games. Until, of course, you realize all three will be destroyed in 24hrs and have no effect on history... (See Fridge Horror).
** The TSA put a lot of futuristic equipment in the prehistoric time zone in ''Pegasus Prime'', but, as your AI Biochip explains, that too will be destroyed when the nearby volcano erupts, as the island everything is on is geologically unstable. This explanation also works for the ''Turbo'' version.

to:

* FridgeBrilliance: The problem with a Time Enforcement Agency is how do you SetRightWhatOnceWentWrong when your memories are?
have been altered by a time disruption? The TSA thought of that, and put a historical log deep in OneMillionBC so they always have a record of what happened.
** The TSA put a lot of other futuristic equipment in the prehistoric time zone in ''Pegasus Prime'', but, as your AI Biochip explains, that too will be destroyed when the nearby volcano erupts, as the island everything is on is geologically unstable, so no humans except the TSA will ever get a hold of it. This explanation also works for the ''Turbo'' version.
** The third game allows you to do a lot more with the people and scenery, including incredibly elaborate changes to Shangri-la, which would seem to violate the rules of the last two games. Until, of course, you realize all three will be destroyed in 24hrs twenty four hours and have no effect on history... (See Fridge Horror).
** The TSA put a lot of futuristic equipment in the prehistoric time zone in ''Pegasus Prime'', but, as your AI Biochip explains, that too will be destroyed when the nearby volcano erupts, as the island everything is on is geologically unstable. This explanation also works for the ''Turbo'' version.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* 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.
Is there an issue? Send a MessageReason:
used correct trope


* {{Retcon}}: While ''Pegasus Prime'' did a good job connecting with the fleshed out storyline which Buried In Time kicked off following the original game, it still makes a couple of minor points look confusing and out of place.

to:

* {{Retcon}}: SeriesContinuityError: While ''Pegasus Prime'' did a good job connecting with the fleshed out storyline which Buried In Time kicked off following the original game, it still makes a couple of minor points look confusing and out of place.
Is there an issue? Send a MessageReason:
retcon

Added DiffLines:

* {{Retcon}}: While ''Pegasus Prime'' did a good job connecting with the fleshed out storyline which Buried In Time kicked off following the original game, it still makes a couple of minor points look confusing and out of place.
** The intro cutscene of the second game shows that Agent 5 kept the maintenance key from Mars, when in Pegasus Prime, there was no key available. Weirder still, this same intro goes unedited while tacked onto ''Prime's'' ending as a cliffhanger.
** In Buried In Time, the Interactive News Network shows video footage of the original game.

Added: 617

Changed: 168

Is there an issue? Send a MessageReason:
pegasus prime


** 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''.



* ScrappyMechanic: 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.

to:

* ScrappyMechanic: 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.
Is there an issue? Send a MessageReason:
legacy of time


* ScrappyMechanic: 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.

to:

* ScrappyMechanic: 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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HilariousInHindsight: The acronym for the Temporal Security Agency has a double meaning with the Transport Security Administration.
Is there an issue? Send a MessageReason:
None


* 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.

to:

* 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 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.''Turbo''.
Is there an issue? Send a MessageReason:
AI biochip

Added DiffLines:

* 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.
--> HUD: "Oxygen Mask: Empty"
--> [[DepartmentOfRedundancyDepartment AI Biochip: "This oxygen mask...is empty."]]
** 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.]]
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* ScrappyMechanic: 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.
Is there an issue? Send a MessageReason:
None


* BigLippedAlligatorMoment: "CHEESE GIRL!!!"

to:

* BigLippedAlligatorMoment: "CHEESE GIRL!!!"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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** 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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* {{Narm}}: The acting in ''Turbo'' isn't that great, except for Elliot Sinclair. Geno Andrews did several voices, but spoke in a rather slow fashion, including the interface overview.
** 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.
--> '''Scientist:''' "*gasp* You're not Elliot! Security! Security! Don't shoot the man with the glasses!"
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BigLippedAlligatorMoment: "CHEESE GIRL!!!"
Is there an issue? Send a MessageReason:
None


* {{Squick}}: In ''Turbo'', hidden in a corner next to Elliot Sinclair's video log is a viewer that shows the first stages of BioTech devices, in an endoscopic view of a rat's brain being worked on WAY up close.

to:

* {{Squick}}: In ''Turbo'', hidden in a corner next to Elliot Sinclair's video log in the World Science Center is a viewer that shows the first stages of BioTech devices, in an endoscopic view of a rat's brain being worked on WAY up close.
Is there an issue? Send a MessageReason:
None


* 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.

to:

* 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.bit.
* {{Squick}}: In ''Turbo'', hidden in a corner next to Elliot Sinclair's video log is a viewer that shows the first stages of BioTech devices, in an endoscopic view of a rat's brain being worked on WAY up close.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The TSA put a lot of futuristic equipment in the prehistoric time zone in ''Pegasus Prime'', but, as your AI Biochip explains, that too will be destroyed when the nearby volcano erupts, as the island everything is on is geologically unstable. This explanation also works for the ''Turbo'' version.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** There's also the very first words that Arthur says to you when you make it to the Amarax station for the first time. Even when he takes off the ghostly filter when admitting "That always seemed to work in Scooby-Doo," his agitated sentences after that still sound unsettling. The spacey music in the background does not help at all.
--> "GET! OFF! MY! STATION!"

Changed: 2

Removed: 153

Is there an issue? Send a MessageReason:
Fixed broken formatting and Repair Dont Respond.


* FridgeBrilliance: The problem with a Time Enforcement Agency is how do you SetRightWhatOnceWentWrong when your memories are
? Simple. You make a Database in the Jurassic Era, so that no one can access it but your agency, and it would be destroyed long before any humans evolve.

to:

* FridgeBrilliance: The problem with a Time Enforcement Agency is how do you SetRightWhatOnceWentWrong when your memories are
? Simple. You make a Database in the Jurassic Era, so that no one can access it but your agency, and it would be destroyed long before any humans evolve.
are?

Added: 327

Changed: 169

Is there an issue? Send a MessageReason:
None


* FridgeBrilliance: The problem with a Time Enforcement Agency is how do you SetRightWhatOnceWentWrong when your memories are changed? Simple. You make a Database in the Jurassic Era, so that no one can access it but your agency, and it would be destroyed long before any humans evolve.

to:

* FridgeBrilliance: The problem with a Time Enforcement Agency is how do you SetRightWhatOnceWentWrong when your memories are changed? are
?
Simple. You make a Database in the Jurassic Era, so that no one can access it but your agency, and it would be destroyed long before any humans evolve.



** 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. He at the time does not have one. The same beam he uses on Gage is equipped on Michelle's suit. She conceivable could have used this to boot herself to the time you find her in.

to:

** 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. He at the time does not have one. The same beam he uses on Gage is equipped on Michelle's the suit. She conceivable could have used this to boot herself to the time you find her in.



* NightmareFuel: 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.

to:

* NightmareFuel: 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.playing.
* 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.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*** Or maybe kit bashed something to activate the recall function. Or maybe there was only enough power to return her or the suit.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HellIsThatNoise: Any time a robot speaks to you, really.
--> "Out of my way, human, or '''die.'''"
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* CrowningMusicOfAwesome: For example, [[http://www.youtube.com/watch?v=BtU-7KG82V4 Mars Maze]], Coprates Minor, Plasma Rock, and the credits theme.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* FridgeBrilliance: The problem with a Time Enforcement Agency is how do you SetRightWhatOnceWentWrong when your memories are changed? Simple. You make a Database in the Jurassic Era, so that no one can access it but your agency, and it would be destroyed long before any humans evolve.
** The third game allows you to do a lot more with the people and scenery, including incredibly elaborate changes to Shangri-la, which would seem to violate the rules of the last two games. Until, of course, you realize all three will be destroyed in 24hrs and have no effect on history... (See Fridge Horror).
* FridgeHorror: You meet a lot of nice, friendly, funny, and endearing characters while time-travelling in the third game. Every single one of them will be die horribly in twenty-four hours' time when the warring aliens destroy the three ancient civilisations. Yes, even that cute kid in El Dorado.
* 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. He at the time does not have one. The same beam he uses on Gage is equipped on Michelle's suit. She conceivable could have used this to boot herself to the time you find her in.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* NightmareFuel: 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.

Top