Plazma Burst: Foward to the Past and Plazma Burst 2 are online, freeware 2D [[RunAndGun platform shooters]] created in Adobe Flash (or rather, Adobe Animate) by Ukrainian developer Eric Gurt. Due to the discontinuation of Flash Player, both of these games cannot be played on the website; however, you can download them with the [[https://www.plazmaburst2.com/?s=2&a= Plazma Burst Launcher.]]
----
!!This game provides examples of:
%%* Action Girl: [[spoiler:Proxy]] in the second game.
* AirborneMook: [[spoiler:Level 11]] in the first game, and Drones in the second game.
* AndNowForSomeoneCompletelyDifferent: One for each game. In the first game, [[spoiler:you meet Noir Lime at the end of Level 10 and play him on levels 14 and 15]]. In the second game, [[spoiler:Proxy]] on [[spoiler:levels 30-36]].
* ArmCannon: Some aliens in the first game have rapid-fire energy guns where their hands should be.
* {{BFG}}: Several, especially in the second game. The CS-BNG in particular is practically a direct clone of the BFG, all the way down to the Doom 3 version's tracer beam mechanic.
* BloodierAndGorier: The second game is [[LudicrousGibs almost the 2d-shooter version of]] ''VideoGame/HappyWheels''.
* BoomHeadshot: Shooting an enemy in the head can cause its head to explode, killing it instantly.
* BottomlessMagazines: Except for grenades and the rocket launcher in the first game.
* BulletTime: Pressing Z in the second game, also happens in level 40 when [[spoiler:Noir Lime's ship crashes.]]
* CombatPragmatist: What you are forced to be in order to win in hard difficulty and above.
* CrateExpectations: Wooden crates in the second game, which may contain guns or grenades.
* CriticalExistenceFailure: You and vehicles fight to the last hit point.
* DamageDiscrimination: No infighting in Hard mode in the second game. [[SetAMookToKillAMook Otherwise...]]
* TheDeterminator: In the second game, dying enemies, even if they are [[{{Ludicrous Gibs}} cut in half and bleeding out]], will still try to kill you as long as they are alive.
* DifficultyLevels: Three in the first, four in the second.
* DropPod: You drop from the sky in one at the start of the second game.
* EnergyWeapon: Plenty, including weapons that shouldn't be, like pistols, rifles, and shotguns.
* ExcusePlot: Something about time travel.
* ExplodingBarrels: Both games have barrels (red metal in the first, glass in the second) whose only purpose is to explode.
* ExportSave: The second game lets you copy-and-paste game states as text to save as a file and/or load one such game state you have saved. This option can be found as "Export game state" located in the "Settings & Performance" option in the main menu.
* FallingDamage: You, enemies and vehicles take damage if they hit the ground (or a wall) at high speed. The second game uses this to introduce your character: He appears in a container falling from the sky, and when it hits the ground, Falling Damage breaks it open and the game begins.
* FriendlyFireproof: Two or three heroes fight together in the final levels of each game. You can't shoot each other, but you can hurt each other with SplashDamage.
* GatlingGood: [[spoiler:Noir Lime]] has a minigun in the second game.
* GrimyWater: Acid in the second game.
* HealThyself: Medikits in the first game.
* HitPoints: The first game gives you 100, the second gives you either 500 or 750 (or 130 or 200, if at impossible difficulty) depending on your battle suit.
* HumongousMecha: [[spoiler:The final boss]] in the first game, and the Hound Walker in the second game.
* InformedEquipment: Averted in the second game, as all your weaponry can be seen on your back, his hip, or (in the case of the [[MagicalDefibrillator defibrillator]]), strapped to your thigh.
* ItemDropMechanic: When enemies die, they drop their weapons (unless the weapon is built into their arm). Sometimes you can pick these up.
* JokeWeapon: [[https://plazmaburst.miraheze.org/wiki/Shark The Shark.]] Firing it results in white flashes that are absolutely harmless.
* LaserBlade: Swords in the second game.
* LensFlare: Lights flare in the second game.
* LevelEditor: The second game allows you to create your own maps, including single-player, cooperative multiplayer, and team deathmatch.
* MeleeATrois: You, humans of the world you've entered, and aliens.
* MagicalDefibrillator: The aptly-named Defibrillator in the second game.
* MindOverMatter: The kinetic module in the second game allows for telekinesis.
* {{Mooks}}: Bad guys by the dozen, both human and alien.
* NotTheFallThatKillsYou: You don't fall off the bottom of the screen like in an old platformer. There's always something down there. If you fall too far and hit the floor, [[FallingDamage you'll get hurt or killed]]. But you might fall harmlessly into [[SoftWater water]]. Or you could hit the bottom of the game world and die instantly. In the first game, this looks like ordinary ground, which doesn't make sense. In the second game, it's a black void, which also doesn't make sense.
* OneHitPointWonder: The enemies in the first level of the first game appear to have 1 HP. They can be killed by shards of glass from ExplodingBarrels.
* RagdollPhysics: Corpses and the living who have lost their balance tumble around like ragdolls. You can also press X to ragdoll yourself.
* RecoilBoost: From minor speed boosts to flying at speeds that would turn you into fine gibs when meeting a wall.
* RegeneratingHealth: Health recovers in the second game, for you and for the enemies in Hard mode.
* RocketJump: Both games have a rocket launcher. Point it at the ground, jump, fire, and away you go. You can also jump with grenades and other explosive weapons.
* RunAndGun: Both games are straightforward platform shooters.
* ScoringPoints: The first game has a completely pointless scoring system.
* ScratchDamage: In the first game, everyone can be hurt by shards of flying glass from ExplodingBarrels, even though everyone appears to be wearing some sort of body armor.
* SetAMookToKillAMook: The enemies in the first game and on Easy or Normal difficulty in the second game ''can'' shoot each other, and when they do, they get into firefights to the last one standing.
* SideView: Both games are seen in a straight side view.
* SoftWater: Water tends to break your fall in several levels without so much as a point of damage. Don't try this with [[HollywoodAcid acid]] [[GrimyWater pools]], though.
* ASpaceMarineIsYou: You play a time traveling armored space marine.
* SplashDamage: Grenades and rockets [[spoiler:and the BNG and plasma gun in the second game]] cause damage over a small area.
* SpreadShot: Shotguns and shotgun-like weapons fire two or more projectiles that spread out as they travel.
* StealthyMook: Invisible human enemies in the higher levels of the second game.
* SteppingStonesInTheSky: You can jump off of the explosive canister in mid-air.
* UnusableEnemyEquipment: Almost all weapons that appear in the campaign can eventually be retrieved from map placements, taken from dead enemies, or bought from the store. The [[GrenadeSpam Grenade Launcher]] is the sole exception, as every instance of this gun is carried by enemies and marked unusable to you, and is never purchasable in any of the equipment stores.
* UnexpectedGameplayChange: [[spoiler:Level 11]] in the first game.
* WallJump: You can bounce off walls in the second game.
* WeaksauceWeakness: At the end of the first game [[spoiler:a boss comes and one-hits your partner with swords. The seemingly invincible enemy isn't injured by anything except getting the door closed on it, and that isn't hard to do]].
* WebGame: Both games are online Flash games.
----