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* 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 200 million BC so they always have a record of what happened.

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* FridgeBrilliance: The problem with a Time Enforcement Agency is 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 200 million BC so they always have a record of what happened.



** 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 twenty four hours and have no effect on history...
* 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.

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** 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 twenty four twenty-four hours and have no effect on history...
* 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.civilizations. Yes, even that cute kid in El Dorado.



** 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 the suit. She conceivable could have used this to boot herself to the time you find her in.

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** 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 Future!Gage at the time does not have one.one, because he has just transferred it to Present!Gage. The same beam he uses on Gage is equipped on the suit. She conceivable conceivably could have used this to boot herself to the time you find her in.



** Sinclair's time-travel plans in the first game to prevent humans from establishng relations with Cyrollans in the first game are, in order of least to most drastic: assassinating the person who's trying to convince fellow scientists to support cross-relations with the aliens, destroying an alien ship and the nearby Mars colony (and making it look like the aliens did it), and firing a ''nuclear missile'' in order to keep the countries of Earth from achieving world peace and thus being seen as viable candidates for the Symbiotry (apparently, WorldWarWhatever is the LesserOfTwoEvils in Sinclair's eyes!). His last-ditch plan is to assassinate the delegate in the present, and if you fail to stop him, you get to hear the crowds ''scream in horror'' as he kills the poor sap, before opening fire on you for a GameOver.

to:

** Sinclair's time-travel plans in the first game to prevent humans from establishng establishing relations with Cyrollans in the first game are, in order of least to most drastic: assassinating the person who's trying to convince fellow scientists to support cross-relations with the aliens, destroying an alien ship and the nearby Mars colony (and making it look like the aliens did it), and firing a ''nuclear missile'' in order to keep the countries of Earth from achieving world peace and thus being seen as viable candidates for the Symbiotry (apparently, WorldWarWhatever is the LesserOfTwoEvils in Sinclair's eyes!). His last-ditch plan is to assassinate the delegate in the present, and if you fail to stop him, you get to hear the crowds ''scream in horror'' as he kills the poor sap, before opening fire on you for a GameOver.



** In Buried In Time, the Interactive News Network shows video footage of the original game.

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** In Buried In in Time, the Interactive News Network shows video footage of the original game.
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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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** The [[EldritchStarship Krynn spaceship]] at the end of ''Buried in Time''. It's 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 you in the process.
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* The Krynn spaceship at the end of ''Buried in Time''. It's 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 spaceship]] at the end of ''Buried in Time''. It's 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 Krynn spaceship at the end of ''Buried in Time''. It's 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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** ''Buried in Time'' has a hilariously bad glitch that sometimes affects inventory items when the player moves them around the screen, which sometimes results in the item's sprite creating a paint-like trail from where it was, to the point that it can fill up the entire screen if the player desires.

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** ''Buried in Time'' has a hilariously bad glitch that sometimes affects inventory items when the player moves them around the screen, which sometimes screen. When it happens, this results in the item's sprite creating a paint-like trail from where it was, to the point that it can fill up the ''the entire screen screen'' if the player desires.
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** ''Buried in Time'' has a hilariously bad glitch that sometimes affects inventory items when the player moves them around the screen, which sometimes results in the item's sprite creating a paint-like trail from where it was, to the point that it can fill up the entire screen if the player desires.

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* 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.



* CrowningMusicOfAwesome: 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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* 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 TwoHundredMillionBC 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 TwoHundredMillionBC 200 million BC so they always have a record of what happened.
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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.
* UnwinnableByMistake: The launch override puzzle in ''Turbo'' requires using a trackball to move a crosshair around a globe to find missile silos that are active and disable them. However, the hitbox detection for those silos isn't always perfect, sometimes leaving the actual target pixels away from the silo on-screen. Worse, the trackball's sensitivity when clicked on is higher than it should be, sometimes throwing the crosshair farther than intended. ''Pegasus Prime'' fixes this puzzle by ditching the trackball entirely and instead using a holographic interface on the globe itself, and you disable the missile silos by clicking on them with your cursor.

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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.
* UnwinnableByMistake: The launch override puzzle in ''Turbo'' requires using a trackball to move a crosshair around a globe to find missile silos that are active and disable them. However, the hitbox detection for those silos isn't always perfect, sometimes leaving the actual target pixels away from the silo on-screen. Worse, the trackball's sensitivity when clicked on is higher than it should be, sometimes throwing the crosshair farther than intended. ''Pegasus Prime'' fixes this puzzle by ditching the trackball entirely and instead using a holographic interface on the globe itself, and you disable the missile silos by clicking on them with your cursor.
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.

to:

* 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.game.
* UnwinnableByMistake: The launch override puzzle in ''Turbo'' requires using a trackball to move a crosshair around a globe to find missile silos that are active and disable them. However, the hitbox detection for those silos isn't always perfect, sometimes leaving the actual target pixels away from the silo on-screen. Worse, the trackball's sensitivity when clicked on is higher than it should be, sometimes throwing the crosshair farther than intended. ''Pegasus Prime'' fixes this puzzle by ditching the trackball entirely and instead using a holographic interface on the globe itself, and you disable the missile silos by clicking on them with your cursor.
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** 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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* 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.

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* GoodBadBugs: 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.event.
** Also in the same time zone, running ''Turbo'' on newer systems creates a glitch where the sleeping gas never actually makes you pass out.
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** A similar point-and-click game called ''VideoGame/{{Timelapse}}'' also involves Atlantis, time travel, a hostile robot, and [[spoiler: SufficientlyAdvancedAliens helping ancient cultures]].
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** 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.

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** 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''.
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* DodgyTimeStamp: Meta example. The dates and times shown in Buried in Time are, ironically, 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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* DodgyTimeStamp: Meta example. The dates and times shown in Buried in Time are, ironically, 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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** Sinclair's time-travel plans in the first game to prevent humans from establishng relations with Cyrollans in the first game are, in order of least to most drastic: assassinating the person who's trying to convince fellow scientists to support cross-relations with the aliens, destroying an alien ship and the nearby Mars colony (and making it look like the aliens did it), and firing a ''nuclear missile'' in order to keep the countries of Earth from achieving world peace (apparently, WorldWarWhatever is the LesserOfTwoEvils in Sinclair's eyes!). His last-ditch plan is to assassinate the delegate in the present, and if you fail to stop him, you get to hear the crowds ''scream in horror'' as he kills the poor sap, before opening fire on you for a GameOver.

to:

** Sinclair's time-travel plans in the first game to prevent humans from establishng relations with Cyrollans in the first game are, in order of least to most drastic: assassinating the person who's trying to convince fellow scientists to support cross-relations with the aliens, destroying an alien ship and the nearby Mars colony (and making it look like the aliens did it), and firing a ''nuclear missile'' in order to keep the countries of Earth from achieving world peace and thus being seen as viable candidates for the Symbiotry (apparently, WorldWarWhatever is the LesserOfTwoEvils in Sinclair's eyes!). His last-ditch plan is to assassinate the delegate in the present, and if you fail to stop him, you get to hear the crowds ''scream in horror'' as he kills the poor sap, before opening fire on you for a GameOver.
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** Sinclair's time-travel plans in the first game to prevent humans from establishng relations with Cyrollans in the first game are, in order of least to most drastsic: assassinating the person who's trying to convince fellow scientists to support cross-relations with the aliens, destroying an alien ship and the nearby Mars colony (and making it look like the aliens did it), and firing a ''nuclear missile'' in order to keep the countries of Earth from achieving world peace (apparently, WorldWarWhatever is the LesserOfTwoEvils in Sinclair's eyes!). His last-ditch plan is to assassinate the delegate in the present, and if you fail to stop him, you get to hear the crowds ''scream in horror'' as he kills the poor sap, before opening fire on you for a GameOver.

to:

** Sinclair's time-travel plans in the first game to prevent humans from establishng relations with Cyrollans in the first game are, in order of least to most drastsic: drastic: assassinating the person who's trying to convince fellow scientists to support cross-relations with the aliens, destroying an alien ship and the nearby Mars colony (and making it look like the aliens did it), and firing a ''nuclear missile'' in order to keep the countries of Earth from achieving world peace (apparently, WorldWarWhatever is the LesserOfTwoEvils in Sinclair's eyes!). His last-ditch plan is to assassinate the delegate in the present, and if you fail to stop him, you get to hear the crowds ''scream in horror'' as he kills the poor sap, before opening fire on you for a GameOver.
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** Sinclair's time-travel plans in the first game to prevent humans from establishng relations with Cyrollans in the first game are, in order of least to most drastsic: assassinating the person who's trying to convince fellow scientists to support cross-relations with the aliens, destroying an alien ship and the nearby Mars colony (and making it look like the aliens did it), and firing a ''nuclear missile'' in order to keep the countries of Earth from achieving world peace (apparently, WorldWarWhatever is the LesserOfTwoEvils in Sinclair's eyes!). His last-ditch plan is to assassinate the delegate in the present, and if you fail to stop him, you get to hear the crowds ''scream in horror'' as he kills the poor sap, before opening fire on you for a GameOver.

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* 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.

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* ScrappyMechanic: 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. \n** 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.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.



* ScrappyMechanic: 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.
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Added DiffLines:

* ScrappyMechanic: 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.
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* CrowningMusicOfAwesome: For example, [[http://www.youtube.com/watch?v=BtU-7KG82V4 Mars Maze]], Coprates Minor, Plasma Rock, and the credits theme.

to:

* CrowningMusicOfAwesome: For example, [[http://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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** And it can be seen as an EasterEgg in the 2014 ''Pegasus Prime'' rerelease.

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** And it can be seen as an EasterEgg in the 2014 ''Pegasus Prime'' rerelease.rerelease.
* 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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*** After Gage retrieves the historical record in ''Pegasus Prime'', he returns to a changed world with a much more militant version of the TSA. After his commander grills him for a bit, he acknowledges the validity of Gage's mission, but refuses to let him use the time machine again, because allowing Gage to continue with his mission would ''erase the world he knows and the person he is''. Even though history was tampered with, you have to admit he has a point.
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* DodgyTimeStamp: Meta example. The dates and times shown in Buried in Time are, ironically, 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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* 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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* MostAnnoyingSound: The alert in NORAD VI of sleeping gas in the base's vents. This goes off for almost the ENTIRE TIME ZONE! '''entire time zone'''. At least ''Pegasus Prime'' tones it down a bit.
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** The Interactive News Network in the second game provides you with articles to read, with some important words highlighted which you can click in order to get to another articles that explains what that word is all about. Essentially, the game contains a miniature WikiWalk!

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** The Interactive News Network in the second game provides you with articles to read, with some important words highlighted which you can click in order to get to another articles that explains what that word is all about. Those articles in turn can contain more highlighted words. Essentially, the game contains a miniature WikiWalk!

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

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* HilariousInHindsight: HilariousInHindsight:
**
The acronym for the Temporal Security Agency has a double meaning with the Transport Security Administration.Administration.
** The Interactive News Network in the second game provides you with articles to read, with some important words highlighted which you can click in order to get to another articles that explains what that word is all about. Essentially, the game contains a miniature WikiWalk!
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* {{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.

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.close.
** And it can be seen as an EasterEgg in the 2014 ''Pegasus Prime'' rerelease.
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* HellIsThatNoise: Any time a robot speaks to you, really.
--> "Out of my way, human, or '''die.'''"
** 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!"

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