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     Atari Karts 

In the years following the success of Super Mario Kart, Atari wanted an equivalent game for their 64-bit Atari Jaguar system. That game came in the form of 1995's Atari Karts

Miracle Designs did begin work on a sequel shortly following the game's original release, but this sequel never progressed past the planning phase.


Atari Karts contains examples of:

  • 1-Up: The Heart power up will give you one extra life if you collect it.
  • Beary Friendly:
  • Big Boo's Haunt: Pum King's domain is a dark graveyard with tombstones and pumpkins that act as roadblocks, and bloodstains that appear on the road.
  • Big Red Devil:
  • Book Ends: The first race of the Borreger Cup and the final race of the Tempest Cup both take place in the alien planet environment.
  • Cocky Rooster: One of the playable characters is Regius, a rooster wearing sunglasses and a leather jacket. He's one of the more competent racers when the computer is controlling him.
  • The Computer Is a Cheating Bastard: The computer racers are unaffected by the items lying on the road, meaning they cannot be slowed down by the turtle shells or get their steering reversed. This does at least have the perk of making them unable to collect the speed boost power ups, though.
  • Defeat Means Playable: Upon earning a gold trophy in all three cups on any difficulty, you unlock the Miracle Race, a one-on-one boss race against one of the hidden characters. Winning the race will unlock them as a playable racer.
  • Dem Bones: One of the playable characters is a living skeleton named Skully.
  • Idiosynchratic Difficulty Levels: From easiest to hardest, the game's difficulty levels are Beginner, Warrior, Miracle, and Jaguar Aces.
  • Interface Screw: Certain items cause the player's left and right steering controls to be swapped temporarily.
  • Jack of All Stats: Bentley Bear has just a little over two bars in all three stats.
  • Level in the Clouds: The final Miracle Race against Miracle Man takes place on a track made from clouds floating high up in a blue sky.
  • Mascot Racer: It's a Wacky Racing game featuring a variety of characters, although the "Mascot" aspect is downplayed, as the only preexisting character featured in the game is Bentley Bear from Crystal Castles, with the rest all having been made up for this game.
  • Master of None: Skully's best stat, his steering, is merely equal to that of Bentley Bear, while the rest of his stats are lesser than Bentley's.
  • Oil Slick: Tracks in the Route 99 world have spots of oil as obstacles on the road. Running over one will cause your racer to briefly lose control of their kart, potentially careening right off the track.
  • Player-Exclusive Mechanic: Only players can collect and take advantage of the items lying on the road. This means the computer-controlled racers cannot benefit from speed boosts or reverse the player's controls on command, but they will also never be affected by the slow-down turtles or be affected by control-reversing either.
  • Poison Mushroom:
    • Picking up a turtle shell item will cause your kart's speed to temporarily go way down.
    • Higher difficulties start throwing in red arrows on the road that temporarily cause your steering controls to be reversed if you drive over them.
  • Pumpkin Person: Pum King is a racer with a pumpkin for a head.
  • Punny Name: One racer is a woman named Miz Tress, a play on the word "mistress".
  • Purposely Overpowered: The secret characters have noticably higher stats than the default racers. The one exception is Haratari, who actually has a slightly lower stat average than Bentley.
  • Samurai:
  • Secret Character: In addition to the seven starter characters, there are four additional boss characters that can be unlocked by beating them in the Miracle Race on each difficulty.
  • Slippy-Slidey Ice World:
  • Snowlems: Ptarmigan is a snowman with a mean face who acts as one of the playable racers.

Racing Game, Platform.Atari Jaguar, Mascot Racer, Video Games of the 1990s

     Berenstein Bears 

There comes a time when bear cubs
are growing up, you see.
They can do things on their own
if they act (if they act)
responsibly (responsibly)

The Berenstain Bears On Their Own (And You On Your Own) is an educational video game based on the The Berenstain Bears children's book series. The game was released exclusively for the Philips CDI and was developed and published by Philips under their Philips Sidewalk Studios label. The game is designed to teach kids aged 3-6 how to be responsible and stay safe when they're on their own without their parents' supervision.

As indicated by the title, this game is divided into two halves: "On Their Own" and "On Your Own". The On Their Own portion of the game consists of a straightforward animated cartoon. The Bear County Fair is in town, and Brother and Sister really want to go. Unfortunately, their parents are busy, as are any other potential guardians. Mama and Papa are initially reluctant to let the two cubs go to the fair by themselves until Grizzly Gramps reminds them that the kids are growing up and need to learn how to do things on their own. Thus, the parents make a deal with the kids: If they can prove that they can be responsible on their own, they will be allowed to go to the fair by themselves.

The other half of the game is "On Your Own", an interactive point-and-click world in which the player can explore Bear Country and visit various locations, play mini-games, and learn how to stay safe and responsible on their own without the supervision of a grown-up. Grizzly Gramps acts as the player's guide, and provides them with instructions for how to play, as well as safety tips regarding many of the items the player will encounter in the game's world, which they can then apply to real life.


Ready to learn some tropes on your own?:

  • Arc Words: "On Your Own" or any variant thereof. Not only is it in the title, but the characters say it many times in the story, and most of the musical numbers feature the phrase as well.
  • Color-Coded for Your Convenience: The keys of the piano mini game in the Bear family house are color-coded based on which note they play, so the player can match the color of the notes on the sheet music to figure out what keys to play.
  • Don't Try This at Home: Many of the objects you can interact with while exploring Bear Country will prompt Grizzly Gramps to warn you not to touch them if they could be dangerous.
  • Exposition Fairy: Grizzly Gramps is your guide throughout the game and explains what to do.
  • He Knows About Timed Hits: Grizzly Gramps explains how certain aspects of the controls work, instructing the player to move their bear paw cursor and press an action button to click on interactive objects.
  • Hello, [Insert Name Here]: The player enters their name before they start exploring Bear Country, which appears on their passport. They also have to enter their home telephone number, which comes into play in a challenge at the market, where the player has to enter two phone numbers they can call in an emergency, one of which is whatever number they put in at the beginning.
  • Mr. Exposition: Not only does Grizzly Gramps appear within the story, he also narrates certain scenes and sings the musical numbers in the background.
  • Recurring Riff: The vocals for each of Grizzly Gramps' songs have the same melody.
  • Virtual Paper Doll: One minigame in the Bear family house allows you to dress the various Bear family characters by changing the color of their clothes.

     Contra 
The first installment of the Contra series released in 1987 as an Arcade Game developed and published by Konami. The game would go on to start a long-running series and set

The year is 2631 AD. An unidentified meteor falls to Earth and lands in the Galuga Archipelago off the coast of New Zealand. Two years later, the meteor is discovered to have housed an army of alien invaders known as "Red Falcon", who have fortified Galuga into an impenetrable fortress, and made it their mission to exterminate mankind. To counter this threat, the Earth Marine Headquarters has dispatched two of their best Contra soldiers, Bill Rizer and Lance Bean, and sent them to the island to infiltrate Red Falcon's base and destroy them from within.

The main gameplay is a side-scrolling Run-and-Gun shooter, though the action is broken up by a few pseudo-3D "base" stages where you run toward the background. Many gameplay staples the series is known for are established in this game. B

While the game started life in arcades, it is arguably most well-known for the port released on the Nintendo Entertainment System. This version of the game expanded on the original by increasing the length of several levels and splitting the final level into several full-length stages. The NES port is also famous for introducing the Konami Code to American audiences, as entering the code before starting the game will start you with thirty lives instead of the regular three. note  The port released in Europe under the title of Probotector, which also heavily censored the game by replacing many characters, including the ones you play as, with robots due to strict laws regarding violence in video games in Germany.


Contra contains examples of:

  • Classic Cheat Code: The NES port is widely considered the game that made the Konami Code famous. Entering up, up, down, down, left, right, left, right, B, A, and Start at the title screen will add a zero to the end of your life count, starting you with thirty lives instead of three.
  • Color-Coded Multiplayer: In the NES port, Bill and Lance use the same sprite, but Bill has blue pants and Lance has red.
  • Conspicuous Electric Obstacle: The base levels have an electrified barrier in every room. Trying to advance before destroying the core will give you a non-lethal electric shock.
  • Copycat Cover:
  • Cores-and-Turrets Boss:
    • The entrance to the first base is guarded by a pair of guns that rain down bombs in front of it, as well as a sniper on the roof, but in order to break in, you have to shoot the glowing core at ground level.
    • Each room of the base stages has a glowing core on the wall that you have to destroy in order to deactivate the electric barrier and advance. However, the walls the cores are mounted on also have guns that fire shots at you, as well as other soldiers that run in and fire off different attacks.
    • The final bosses of the two bases have similar initial setups: There are a series of cores that need to be destroyed in order to reveal the actual boss, but there are also turrets that fire a spread of bullets down at you. The boss appears once the cores are destroyed, even if there are still turrets remaining.
    • In the arcade version, the entrance to the second base has a single core at the top you need to destroy, but it is guarded by a gun that periodically fires a spread of bullets down, and an additional pair of turrets that aim at your position. The NES version replaces this boss with a giant alien that has a somewhat similar design, but the turrets are replaced with tentacles that
  • Creative Closing Credits: The credits in the arcade version include portraits of the staff members to accompany their names.
  • Diabolus ex Machina: In the Amstrad CPC port, a particularly sadistic example occurs after killing the final boss. For no reason at all, its destruction somehow triggers the Earth's self-destruct mechanism which then promptly wipes out humanity and all life along with it, rendering your entire effort moot. No, really, see for yourself here.
  • Difficulty by Region: The Famicom port has a stage select code that was removed from the international versions.
  • Dual Boss: The main boss of the second base stage is a pair of machines that split into two holograms each before briefly allowing you to shoot them. Both must be destroyed in order to clear the stage.
  • Dub Name Change: Bill Rizer and Lance Bean were renamed "Sgt. Bill 'Mad Dog' Ko" and "Corporal Lance 'Scorpion'" in the manuals for the NES versions.
  • Early-Installment Weirdness:
    • Unlike in most later games, if you run out of lives in a two-player game, you have to wait until the other player also runs out before you can resume play.
    • The original arcade version as well as its sequel use a vertical screen orientation, an odd choice for a primarily horizontal-scrolling game, one that would not be used in the majority of future Contra titles, including the home ports of this game.
  • Earth-Shattering Kaboom: In the Amstrad CPC port, your reward for winning is the activation of a self-destruction mechanism that blows up the entire planet and wipes out humanity.
  • Every 10,000 Points: The arcade version grants you an extra life for scoring 30,000 points, then an additional life for every 70,000 points scored after that.
  • Flame Spewer Obstacle: The Energy Zone has broken pipes that shoot out streams of fire in short intervals. You must wait for it to disappear before you progress.
  • Flunky Boss:
    • The boss at the end of stage 3 in the arcade version has soldiers periodically run in from either side of the screen.
    • The second base stage starts with enemies that appear on the higher platforms and either shoot at you or try to drop down on you as you try to destroy all the cores. These enemies stop appearing once the main boss appears, though.
    • The final boss is a giant heart that doesn't attack on it's own. The danger comes in the form of four pods (two above, two below) that spawn an endless stream of aliens that rush toward you as long as they haven't been destroyed. You can destroy these pods to make the fight easier, but the one on the top-right is nearly impossible to hit as it is blocked by the boss itself.
  • Hard Mode Filler: Clearing the NES version will restart the game on a harder difficulty, and you can play an unlimited number of loops until you run out of lives. The arcade version ends after one playthrough, though.
  • Jungle Japes: The first stage sees you approaching the first of Red Falcon's bases, which is located in the island's jungle. Enemy soldiers shoot at you while hiding in the trees, and you can take a dive into pools of water at the bottom of the screen.
  • Load-Bearing Boss: Destroying the final boss causes the entire island base to explode, but the heroes are able to escape by helicopter just in time.
  • Marathon Level: The final level in the arcade version is one long side-scrolling level that passes through multiple environments, including a snowfield, an energy plant, a hangar, and the alien's nest. The NES and MSX versions avert this by splitting each of these areas into separate stages.
  • Market-Based Title: The majority of the game's ports were renamed to Gryzor in Europe, with the exception of the NES version, which became Probotector.
  • No Ending: The arcade version simply fades to black and shows the credits after the final boss is defeated, and shows "The End" once they're done.
  • Point of No Continues: You can only continue up to three times per playthrough.
  • Ratchet Scrolling: Setting a standard for the future games, the screen can only scroll forward, not backward. This is particularly dangerous in the upward-scrolling waterfall stage, as any platforms that disappear off the bottom of the screen are removed from play and become pits that will cost you a life if you fall down.
  • The Stinger: The Famicom version has a secret message you can see if you hold Select and Start during the end credits. It's from Red Falcon, who were not completely destroyed during the battle, and threaten to return someday.
  • Timed Mission: In the arcade version, the two base stages need to be cleared within a time limit: 70 seconds in the first and 110 seconds in the second. This is done to prevent the player from leaving the game active, as the stages lack infinitely-respawning enemies, especially during the transitions between segments. The timer is removed from the NES version.
  • A Winner Is You: In the NES version, defeating the final boss simply shows a helicopter escaping the exploding island, before a brief victory message, then credits. The Famicom version's ending is slightly better, showing your character getting into the helicopter before it flies away.

     Drac's Night Out 

Drac's Night Out is a video game developed by Mark Lesser and Rex Bradford of a company called Microsmiths Inc. for the Nintendo Entertainment System. The game contains a 1991 copyright date, but was never actually commercially released, though ROM data from a prototype of the game has been released on the internet. The game would have been published by Parker Brothers and featured a sponsorship with Reebok for their Reebok Pump, a type of shoe with an internal inflation mechanism.

The player takes control of Dracula, who awakens from his coffin and plans to leave his castle and go to a nearby village in search of his love, Mina. He begins his journey at midnight, and only has until the clock strikes 6 before the sun rises and ends him. Each of the game's stages are divided into two segments. In the first half, the action is viewed from a side perspective as Drac must descend many flights of stairs in order to reach the exit to his castle. Along the way, human villagers attempt to halt the count's progress. In order to incapacitate the villagers, Drac can flip switches that can send monsters after them or activate traps. When they are subdued, Drac can suck the villagers' blood to restore his energy, and having enough energy will allow him to turn into a bat to navigate the level more easily.

Upon leaving the castle, Drac takes a carriage to the village, where the game switches to a overhead bird's eye view where Drac must explore in order to find the house where Mina is waiting. The village is very expansive, so if Drac hopes to find her in time, he will need to search for hints regarding her location, such as maps and compasses he can collect from certain villagers, or by brainwashing them to lead him closer to his destination.. Not all villagers are non-hostile, however, as angry mobs are out to take the count down as well. If Drac cannot clear his mission before the sun rises, it's game over.


Drac's Night Out contains examples of:

  • Adaptational Wimp: While Dracula is typically a very powerful vampire, this version of him can be easily defeated by unarmed civillians unless he incapacitates them first.
  • Animorphism: If he has a sufficient amount of blood, Dracula can turn into different animals to make his life easier. In his castle, he can turn into a bat and fly past obstacles, while in the village he can turn into a wolf and get around much faster.
  • Bedsheet Ghost: The ghosts that Drac can send after the villagers in his castle are white with black holes for eyes and a mouth.
  • Big Boo's Haunt: Drac's castle, befitting its owner, is full of all kinds of creepy creatures like Frankenstein's monsters, ghosts, and a variety of other traps.
  • Big Fancy Castle: Dracula lives in a large tower adorned with
  • Cast from Hit Points: Drac has the ability to hypnotize the villagers to temporarily render them harmless, but doing so uses up some of his blood, so this ability should be saved for when Drac cannot reach any other traps.
  • Falling Chandelier of Doom: One of the traps in Drac's castle is a chandelier that falls from the ceiling when he presses the corresponding button, and can knock out a villager if they are underneath.
  • Four-Leaf Clover: Lucky four-leaf clovers can be found in the village, and are necessary to bypass certain barriers.
  • Hoist by His Own Petard: Drac can be damaged by some of his own traps if he's not careful, such as the rolling boulders.
  • Portal Network: All around the village are trap doors in certain buildings that can be used to instantly reach other areas on the map.
  • Product Placement: The game is sponsored by Reebok, specifically their Reebok Pump shoes. Within the game itself, Reebok Pumps appear as a power-up that greatly improve Drac's running and jumping abilities temporarily.
  • Spiders Are Scary: Certain doors contain giant spiders that Drac can release to attack the villagers.
  • Sprint Shoes: The Reebok Pumps greatly improve Dracula's running speed as long as he is wearing them.
  • Theme Music Power-Up: The music is replaced with a very upbeat tune any time Drac is wearing the Reebok Pumps.
  • Timed Mission: Drac has six in-game hours to find Mina, as he wakes at midnight, and the sun rises at six. The timer lasts for roughly one hour of real-time, and the game stops to warn you any time one in-game hour has passed.
  • Torches and Pitchforks: The main threat in the village are mobs of villagers that kill Drac on contact. The largest mobs take up the entire width of the street and can be seen carrying pitchforks.
  • Trial-and-Error Gameplay: Upon reaching the village, you get no indication of what house Mina is in, so Drac has to enter houses and drain the villagers inside in order to gather hints on where she is, or get them to lead him closer. With how large the map is, you'll need the help.
  • Vampiric Draining: Drac can suck the blood of any villagers that have been knocked out by one of his traps. Doing so improves his own vitality and grants him his other powers.

     Enchanted Castle 

Alex Kidd in the Enchanted Castle is a video game in the Alex Kidd series. It was developed and published by Sega, and released on the Sega Genesis in 1989, serving as a launch title for the system in North America. It is the only 16-bit Alex Kidd game, and also the only one that follows up on the gameplay established in Alex Kidd in Miracle World.

Having rescued his brother Igul and restored peace to the planet Aries, Alex Kidd's life goes on uneventfully until one day, Alex receives word that his long-lost father, King Thor, is still alive, and is being held hostage on the planet Paperock by their ruler, Ashra. Against the wishes of his family, Alex sets off for Paperock in the hopes of rescuing King Thor.

After previous Alex Kidd games took the series in different directions, this game returns to gameplay more in line with the original Alex Kidd in Miracle World.


Alex Kidd in the Enchanted Castle contains examples of:

  • 1-Up: Alex can find miniature versions of himself in black chests sometimes, which grant him an extra life.
  • Bears Are Bad News: A bear acts as a Janken opponent at the end of Hiho Forest.
  • Bowdlerise: In the Japanese version, the loser of any given match of Janken would be stripped of their clothes with an appriate Scenery Censor. The international versions would change this to the loser getting crushed by a giant weight.
  • Build Like an Egyptian: The fifth level is a pyramid out in the middle of Scorpion Desert.
  • Death Mountain: The eighth and ninth levels both take place at Rock Mountain, a trecharous mountain inhabited by hermits, falling rocks, and birds. The second level requires the Alex to ascend up the mountain.
  • Final Boss: At the end of Sky Castle, Alex confronts Ashra. He is the only character in the game who gets a boss battle in the normal platforming gameplay, but Alex has to beat him in Janken twice in a row before he can begin said fight.
  • First Town: The first level is Rookietown, a town with buildings Alex can enter to play Janken against the gorilla and win items to help him on his quest. The stage contains almost no platforming, and the enemies are the most straightforward to deal with in the game.
  • Flick Screen Scrolling: While most of the game has smooth scrolling, Sky Castle has one screen dedicated to each room and doesn't move on to the next one until Alex leaves the edge of the screen.
  • Green Hill Zone: The second level is the Prarie, a lush green field inhabited by hedgehogs and weasels that pop out of the ground. The beginning of the stage features a Janken game where Alex can win a Sukopako Motorcycle that is very handy for traversing this stage, which is a mostly flat plain with only a few red orbs that can crash the bike.
  • Invincibility Power-Up: The Cape can be used at any time to grant Alex temporary invincibility to everything aside from crushing ceilings and lava pits.
  • Levels Take Flight: Level ten is called "To the Sky..." and automatically grants Alex a Peticopter to fly through the clouds to the Sky Castle. Along the way, Alex must contend with various aviary threats, including blimps, birds, and miniature airplanes.
  • The Lost Woods: Level six is Hiho Forest, which takes place in the woods.
  • Luck-Based Mission: The Janken matches are a one-in-three shot at victory under normal circumstances. Alex can use a Token to see what his opponent is thinking of using to prepare his own choice, but without that, it's all down to luck if the player doesn't know the patterns.
  • Marathon Level: The final level, Sky Castle, is by far the longest, and can potentially take more time to beat than the entire rest of the game depending on how well the player does.
  • Ominous Floating Castle: The final stage is the Sky Castle, a floating castle up in the clouds where Ashra is waiting.
  • One-Hit-Point Wonder: Alex can't afford to take damage from anything, or else he will lose a life.
  • Poison Mushroom: Opening a black chest will sometimes spread out bombs instead of providing any helpful items. The bombs will kill Alex if he is caught in their explosion.
  • Rock–Paper–Scissors: The Janken matches from Miracle World return in this game. Not only does Alex still need to beat the boss characters in Janken in order to progress, but he now also must win Janken games in order to win items from the gorilla.
  • "Shaggy Dog" Story: The ending reveals that King Thor wasn't in any danger at all, he was just visiting Paperock, and Ashra was working as his servant. Alex and the rest of the people of Aries are at least relieved that the king is safe.
  • Shifting Sand Land: Level four is Scorpion Desert, a sandy desert inhabited by deadly scorpions and antlions that attack Alex as he approaches the Pyramid.
  • Stationary Boss: Ashra stands still on the right side of the room Alex faces him in. The Power Bracelet can be used to make short work of him from a distance.
  • Under the Sea: Stage three is Splashy Sea, a huge body of water. Alex can actually fly over it entirely if he uses the Peticopter, but if he doesn't have it or loses it midway through, he will fall in and be forced to swim through the ocean while contending with various marine life including sunfish and octopi.

     Grobda 

Grobda is an arcade game developed by Namco and released in 1984. The game was designed by Masanobu Endō as spin-off of his previous Xevious, and the tank you control in the game originally appeared as an enemy in that game. Grobda runs on the Namco Super Pac-Man hardware,

The game is a top-down perspective multi-directional shooter. You control the titular Grobda, a powerful tank armed with a laser cannon, partake in a dangerous sport known as "battling", run by the National Battling Association (NBA). In each battling, you must destroy all of the enemy tanks without getting destroyed yourself. In addition to the laser cannon, the Grobda has a protective barrier, of which can be activated with the press of a button, but doing so will drain your energy gauge. When the gauge falls below certain levels, you will be unable to keep using the barrier, and attacks will destroy you. When enemies are defeated, they create a large circular explosion that destroy any other tanks that enter its range, including your own.

Grobda has been re-released multiple times throughout the years in the Namco Museum series. The Nintendo Wii compilation Namco Museum Megamix features a minigame based on the game called Grobda Remix, which features Pac-Man driving the Grobda and being tasked with racking up a high score within two minutes.


Get ready:

  • A Winner Is You: Upon clearing the final battling, the player is presented with a short message congratulating them for clearing all the battlings, before also showing the credits.
  • Brought to You by the Letter "S": Your lives on the HUD are represented by the letter "G".
  • Kaizo Trap: Even if you destroy all the enemies, it's possible to still lose a life if you drive into their explosion before it disappears, though you will still get to move on to the next stage.
  • One-Hit-Point Wonder: You can only take one hit before exploding. This goes for the enemies as well, but some have their own barriers, so you will have to hit them with enough shots to lower their power before you can hit them.
  • Promoted to Playable: The Grobda was previously an enemy in Xevious, but it's the main playable vehicle here.
  • Tank Goodness: You drive a futuristic tank and fire lasers at other tanks.


     Lego Island 2 

Lego Island 2: The Brickster's Revenge is the sequel to LEGO Island. It was developed by Silicon Dreams Studio and released in 2001 on Windows and PlayStation. Additional versions were developed for Game Boy Color and Game Boy Advance, with Crawfish Interactive handling the GBC version.

Pizza delivery boy Pepper Roni has once again been tasked with delivering a pizza to the dastardly Brickster at the Lego Island prison. Despite taking measures to prevent him from using this pizza to escape again, The Brickster manages to break free anyway, and flees to the Information Center, where he steals the Constructopedia, a book containing building instructions for all the buildings on LEGO Island. He tears all the book's pages out, causing all the buildings to disassemble, then scatters the pages across LEGO Island, as well as other neighboring islands. In order to restore the Island, Pepper must retrieve all the missing pages and put the Brickster back in his place.

Lego Island 2 presents a major shift in gameplay compared to its predecessor. Pepper is the only playable character this time, and the game is presented in a third-person perspective instead of the first-person from the first game. The game also forgoes the original game's more open structure, instead presenting a linear storyline that gives you specific objectives to work toward. Many of these objectives require Pepper to complete different minigames, which introduce various shifts in the gameplay.


Lego Island 2: The Brickster's Revenge contains examples of:

  • Adaptation Explanation Extrication:
    • The Fishing Minigame was removed in the PS1 version, but even so, the pond at the end of Desert Speedster is still intact, and Pepper still tells Johnny, Miss Reed and Dr. Kilroy he caught a big fish.
    • The PS1 version completely leaves out the Brickster's initial exchange with Pepper at the end of the last minigame before he runs for water. While it didn't make much sense in the first place why he has water inside a cell that one can easily lock himself into, the PS1 version just makes it even more nonsensical by removing the mention that he was even getting water in the first place, making it seem like he just runs for his own cell and locks himself in it for absolutely no reason.
  • Advancing Wall of Doom: Matching Mummies ends with Pepper having to outrun a giant rolling boulder to escape from the temple.
  • All There in the Script: Although not displayed in-game, the files include a list of the ages of many LEGO Island citizens. For example, Pepper Roni is 12, the Brickster is 35, and the Infomaniac is 55. Apparently, the Infomaniac and Brickolinis being over a zillion years old in the original LEGO Island was quietly retconned into Canon Discontinuity (which makes sense considering "zillion" is just a made-up number often used as a hyperbole).
  • Alternate Continuity: Each port of the game has a different story than the other versions. While the PS1 and PC versions had somewhat similar stories, the GBA and GBC versions had completely different plots, leaving it questionable which one of the three story variations is canon.
  • Argument of Contradictions: Happens just before heading to Castle Island.
    Infomaniac: Ha! Got here first!
    Pepper: Didn't.
    Infomaniac: Did too.
    Pepper: Did not!
    Infomaniac: Did too, and no tag-backs!
  • Artifact of Doom: The constructopedia, a book that somehow holds the island together.
  • Asteroid Thicket: Pepper has to fly a space shuttle through a trecharous asteroid field in order to reach Ogel Island.
  • Big "NO!": The Infomaniac pulls one off after the Brickster lures pizza-immune bots to the island.
  • Button Mashing: The jousting minigame on Castle Island requires the player to mash a button to build up power before charging forward.
  • Complaining About Things You Haven't Paid For:
    • After the Brickster escapes from jail:
      Brickster: See you later, brickulator.
      Pepper: Hey! Wait! You didn't pay for your pizza!
    • This gets referenced again later on:
      Pepper: Let's get [the Brickster]! He owes me for the pizza!
    • And again:
      Brickster: Mama and Papa are now my personal chefs.
      Pepper: You still owe me for that last pizza.
  • Dance Party Ending: The game ends with a celebration after Pepper defeats the Brickster and returns home with Mama and Papa from OGEL Island. The party is almost ruined when Brickster Bots bust out of crates, but it turns out they only want to join in the fun.
  • Demoted to Extra: Pepper is the only playable character this time, so Mama and Papa Brickolini and Officers Nick and Laura Brick are NPCs now.
  • Developer's Room: One exists in the form of a cheat. Once you beat the game, go to the secret cave on the other side of the mountain, type "sdreams" and a portal will open. When you enter it, you'll end up in a room with a bunch of minifigures, and talking to them shows a developer name at the bottom.
  • Dinosaurs Are Dragons: Parodied. Mr. Hates feeds "Papa's Sizzling Tongue-Numbing Hot Pizzas" to a Brontosaurus so it can belch fireballs at Pepper's hot-air balloon.
  • Dolled-Up Installment: This game originally had nothing to do with LEGO Island at all; the original intention was to make it a tie-in for an animated LEGO TV show that never saw the light of day. Once the show was canned the game development was handed off from Krisalis to Silicon Dreams, and the entire project was retooled into a LEGO Island game.
  • Edible Ammunition: Pepper's primary attack is pizza throwing, and it's deadly enough to defeat Brickster Bots. When done up close, his attack animation is smacking their heads with two pizzas.
  • Final Boss, New Dimension: The fight with the Brickster takes place in Ogel Island, the Brickster's own island in space.
  • Fire-Breathing Diner: The Brickster escapes his prison cell by ordering a chili pizza and using the chilis to breathe fire.
  • Fishing Minigame:
    • The PC version has a game where Pepper must catch a fish named Big Bertha, who has swallowed a Constructopedia page. You can also catch other fish for extra points. The PS1 version, which was otherwise a straight port, dropped the fishing game.
    • The GBA version also has one; Pepper receives a Fishing Rod that he can use at any spot on the island that has a fish jumping out of it (provided you're traveling on foot), and catch a fish for the Lighthouse Keeper's dinner. Different ponds have different-sized fish, but it doesn't matter what size you catch for the purpose of the game.
  • Game-Breaking Bug:
    • The pterodactyl is unlocked in the jungle part of Adventure Island. If you use the pterodactyl to fly to the desert part of the island, though, it respawns itself in the jungle... and leaves you trapped with no way home.
    • One of the mini-games on Adventure Island has you flying a biplane through a jungle canyon shooting targets and collecting fuel along the way. Unfortunately, the fuel consumption of the biplane is altered by the framerate of the game, meaning that at higher framerates the game becomes all but impossible to beat.
    • In the Game Boy Advance version, Space Mountain can't be entered after you beat the game. If you get off of the train after defeating the Brickster, you will be stuck there.
  • Guide Dang It!: The Fishing Minigame tells you the controls beforehand, but doesn't explain the optimal strategy for catching Big Bertha or how the controls actually work. The objective tells you that you can use "your bait" to catch Big Bertha, but bait does not actually play a part in the minigame, making the hint misleading.
  • Hand Wave: The manual tried to justify the Geographic Flexibility by stating that the island underwent several changes and was rebuilt since the Brickster's last arrest.
  • History Repeats: In the first game, the Brickster escapes from jail when Pepper brings him a pizza. In this game, the Brickster escapes from jail when Pepper brings him a pizza.
  • I Am Not Weasel: At Mr. Hates' Camp, Pepper freaks out that he has to save Velociraptors only to realize they are baby Tyrannosaurus.
  • Idiot Ball: Not only does Pepper go through with the Brickster's order once again, but seems more concerned that he never paid for the pizza even as he pursues the Brickster to stop his rampage.
  • Loads and Loads of Loading: The load times are very long and very frequent. The reason for it is that, if you extract the files using a fan-made explorer by LEGOmoe, you'll discover that a lot of files are put in the wrong places and unorganized. So, it'll often load things that don't even need to be loaded. On top of this, the loading screen prioritizes rendering itself over actually loading, so every individual frame of the loading screen that gets rendered is accompanied by loading maybe a single byte of actual data behind it.
  • Memory Match Mini-Game: "Matching Mummies" is a minigame on Adventure Island where Pepper must match hieroglyphs by knocking on sarcophagi while also dodging the mummies in the center to collect a Constructopedia page. After the page is collected, the rest of the minigame is a chase against a giant boulder coming after Pepper.
  • Mythology Gag: After defeating Mr. Hates, the Infomaniac speculates that Mr. Hates may end up changing his name, referencing the character's unfortunate history of Dub Name Changes.
  • Names to Run Away from Really Fast: Mr. Hates (who is similarly named Sam Sinister in some of the "Adventurers" LEGO sets).
  • Nice Job Breaking It, Hero: Pepper accidentally breaks the Brickster out of jail again by delivering him a pizza that's so spicy he gains fire breath and melts the door down.
  • Pass Through the Rings: There are two parachuting levels where Pepper must fall through rings and land on a target.
  • Plot Coupon: Pepper must collect the Constructopedia pages in order to progress through the story.
  • Police Are Useless: Nick's only role is granting Pepper permission to use the police helicopter, while Laura does nothing, and Pepper is ultimately the one who has to do all the work catching the Brickster.
  • Prolonged Video Game Sequel: LEGO Island is set on a very small island, hosting 5 characters with 5 missions apiece. This game reduced the number of playable characters to one and increased the linearity, with the payoff being that the game is much larger and more structured, featuring several different islands that can be visited and explored to varying extents.
  • Rail Shooter: One minigame tasks Pepper with protecting a car from snakes chasing behind by shooting at them while another character drives the car.
  • Robot Me: This game introduces the Brickster-Bots, robotic copies of the Brickster that he sends to harass the residents of the island and stop Pepper from collecting the Constructopedia pages.
  • Skewed Priorities: As the Brickster is busy wreaking havoc across Lego Island and elsewhere, Pepper is just a little too concerned about the fact that the guy didn't pay for the pizza.
  • Soundtrack Dissonance:
  • Too Dumb to Live: The Brickster was nice enough to put a jail cell on the roof of his own palace. He's finally defeated when he's tricked into running into it and locking himself inside.
  • Whack-a-Monster: One minigame involves using a mallet to smash the heads of the Brickster-Bots that rise out of four different panels marked with arrows. Press the arrow key in the direction you want to hit, but avoid hitting the Infomaniac when his head pops up. A reskin of this minigame appears later in the game, this time having you smash snakes that pop out of pots.
  • What Happened to the Mouse?: In the ending FMV, a girl randomly walks up and kisses Pepper and dances with him. She was never seen anywhere else in the series, and nothing is known about why she was there in the first place.

     Quest for Camelot 

Quest for Camelot is a video game developed by Titus and released for the Game Boy Color in 1998. The game is a tie-in to the animated film of the same name by WarnerBros that released in the same year. While additional tie-in games were planned for other systems of the time, none of these other versions would end up getting made.

The game follows a similar plot to the movie. A traitorous knight named Ruber has kidnapped the widow of a fellow knight and stolen King Arthur's sword Excalibur, and now the widow's daughter, aspiring knight Kayley, must rescue her mother, defeat Ruber, and bring peace back to Camelot. Throughout the adventure, she will encounter a colorful cast of characters, make new allies, and be trained in the way of the sword, achieving her dream of being a valiant knight in the process.

The game is an overhead third-person action adventure game, in a similar vein to the handheld games from The Legend of Zelda series from the time. The game's world is divided into various areas where Kayley must complete a variety of tasks in order to continue her quest. These tasks can include collecting items, defeating bosses, and solving puzzles. Along the way, Kayley will meet many of the characters featured in the movie, who will offer her more quests and ways to progress the story.

On September 6, 2023, the game was made available for owners of Nintendo Switch Online as part of its Game Boy collection, making it one of the first licensed games to be added to the service.


  • Adaptational Badass: While Kayley aspired to be a knight in the movie, she was still young and naive, and spent much of the film on the run from the villains and getting into trouble due to being in over her head. In this game, she gets trained in swordplay and becomes a capable fighter throughout the adventure.
  • Big Bad: As in the movie, the main antagonist is Ruber, a traitorous knight who has kidnapped Kayley's mother and plans to use the power of Excalibur to overthrow King Arthur and take over Camelot.
  • Block Puzzle
  • Book Ends: The first and last boss fights in the game are both against Ruber.
  • Cast from Money: The gems you use as currency can also be used as ammo for the slingshot.
  • Demoted to Extra: Garrett was the deuteragonist of the film, but in this game, he's a non-playable NPC who only appears a few times.
  • Experience Points: You earn points by defeating enemies, and when you've earned enough, the power of your sword will go up.
  • Giant Spider
  • Game-Over Man: The Game Over screen depicts an image of Ruber with an evil smile on his face.
  • Giant Mook: One boss is a giant version of the dragons that appear as regular enemies throughout the swamp.
  • Guide Dang It!: The game never tells you what you have to do in order to defeat Ruber during the final battle, and the solution isn't obvious unless you know how the movie ends. You have to trick him into stabbing Excalibur into the stone it was originally pulled from.
  • Heart Container: There are rare heart containers that can be found in specific locations throughout the game that permanently increase the length of Kayley's health bar.
  • Hearts Are Health: Kayley's health is represented by hearts in the bottom-right of the screen. She can collect hearts from defeated enemies to restore lost health, and occasionally she can find a giant heart power up she can use at any time to refill her hearts completely.
  • Hitbox Disonnance: When using the Dragon Scale to jump across rocks, it isn't always clear where you can stand to safely stay on the platforms without falling, or where you need to stand in order to clear the jumps.
  • Man-Eating Plant
  • Permanently Missable Content: The game offers no way to backtrack to previous areas once you've cleared them, so any optional items you may have missed will no longer be obtainable once you clear the area they're in.
  • Rhymes on a Dime: The trivia questions that Merlin asks in the snowy mountain are all delivered in rhyme.
  • Save-Game Limits: It costs thirty gems every time you want to use the save option in your inventory.
  • Spin Attack: One of Kayley's special attacks is a spin with her sword. By holding the attack button, you can store power and hold the sword in front of you, and releasing the button will have Kayley twirl the sword in a circle.
  • Super-Deformed: Unlike the movie's Disney-esque art style, the character sprites in this game have giant heads on top of small bodies.
  • Unexpected Shmup Level: One of the final stages has Devon and Cornwall give Kayley a lift through the skies to rush to Camelot, at which point the game temporarily turns into an auto-scrolling shooter. You can steer the dragon duo left and right and breath fire at the enemies in front of you.


Licensed Game, Game Boy Color, Nintendo Switch (for some reason), Adventure Game, Video Games of the 1990s

Old pantheon stuff

    The Katawa Shoujo Main Cast 

Hisao Nakai, Emi Ibarazaki, Hanako Ikezawa, Lilly Satou, Rin Tezuka, Shizune Hakamichi, and Shiina "Misha" Mikado, Divine Representatives of Romance Involving Disabled People(Hisao: Hicchan, Master of Romance | Emi: The Fastest Thing on No Legs | Shizune: Shicchan)

https://static.tvtropes.org/pmwiki/pub/images/2098916_main_image_7.jpg
Hisao
https://static.tvtropes.org/pmwiki/pub/images/most_viewed_katawa_shoujo_wallpapers_4k_wallpapers_3.jpg
L-R: Lilly, Hanako, Rin, Emi, Misha, Shizune
  • Quasideities
  • Symbol(s):
    • Hisao: A heart with an x-shaped bandage
    • Emi: A pair of running prosthetics
    • Hanako: A copy of Life of Pi. Alternatively, a black chess King.
    • Lilly :A white teacup
    • Rin: Her mural
    • Shizune & Misha: A pair of hands
  • Theme Song(s): Wiosna
  • Alignments:
  • Portfolio: Story with multiple paths,
  • Domains: Love, Romance, Happiness, Tenderness,
    • Hisao: Health, Adjustment,
    • Emi: Amputation, Athletics
    • Hanako: Scars, Anxiety,
    • Lilly: Blindness,
    • Rin: Amputation,
    • Shizune: Deafness, Leadership
    • Misha: Translation, Laughter, Homosexuality
  • Followers: Alicia Masters, Shannon
  • Allies: Tamie Nogi, Konomi Yanase Dick "Nightwing" Grayson, Shouko Nishimiya and Shoya Ishida
  • Odd Friendship: Anton Ego (Lilly)
  • Opposes: GUAE Trollkaiger, Goetia
  • Rivals: Darjeeling (Shizune)
  • Avoids: The entire House of Fire and Heat (Hanako)
  • Conflicting Opinion: Dr. Perry Cox (Hisao)
  • Odd Relationship: Kotaro Minami (Hisao)
  • Hisao Nakai was a fairly typical high-school student, until one fateful day, when he received a Love Confession from his mutual crush... only to suddenly suffer a heart attack. It turned out that he suffers from arrhythmia, a life-threatening heart condition that could unexpectedly kill him at any moment. The heart attack left him in the hospital for the next four months, during which his entire world seemingly disappeared all round him, culminating in him being forced to ransfer to a new school. Yamaku Academy, a school specializing in catering to students with disabilities and outstanding medical conditions. Thrust into a new environment where he feels he doesn't belong, Hisao is rather pessimistic about his future... until he starts to meet Yamaku's students and learns that under the disabilities li
  • Originally, Hisao was placed separately from the rest of the group over in the House of Medical Conditions, where he represented Heart Trauma. However, the Court of the Gods decided to have him grouped with the girls after finding some other potential representatives for that title. While initially unsure of this change, he quickly came to appreciate being able to see his friends more easily.
  • (memories of all romantic paths taken, and lesser memories of bad endings, such as Hisao's "manly picnic" with Kenji, becoming nihilistic, and falling off the roof to his death)
  • For the group as a whole:
    • The group (especially Hisao and Lilly) are particularly vulnerable to some rather mean-spirited pranks and other misdemeanors. As such, Dick Grayson, having had experience with disabled girlfriends in the past, has made it a point to keep an eye out for them.
    • (general disdain for ableists, and Hisao used to be one of those people before his time in Yamaku High School changed that)
  • Exclusive to Hisao:
    • (became a bookworm due to his time in the hospital when his conditon was discovered. For some reason, watching television didn't feel right)
    • There are rumors that Hisao originally ascended after getting drunk and falling to his death from a rooftop. He's not sure where these allegations came from.
    • While he was happy to see his dorm neighbor Kenji Setou ascend, he's not too thrilled with his placement. When Kenji originally ascended into the House of Hatred, Hisao tried to convince him to stop believing that the entire Pantheon is is part of a feminist conspiracy to kill all men, but Kenji being Kenji couldn't wrap his head around it. Things only escalated after an incident where Kenji tried to prove a link between the Magical Girl Sisterhood and feminists, and in the process, mistook Absol for Kyubey. After having to clean up the confusion surrounding what would become known as "The Absol Incident", Hisao decided to take up some suggestions he had received, and take Kenji to the GUAG Medical Department in hopes of getting Kenji to talk to someone. This seemed to work, and ultimately, he was successful in getting Kenji removed from the House of Hatred... only for him to end up in the House of Insanity instead.
    • Given his condition, it's only natural that Hisao regularly pays visits to the Pantheon's medical doctors for checkups. Unfortunately, one of said doctors happens to be one Perry Cox. While Hisao doesn't disagree with the doc's position and acknowledges the value of Brutal Honesty, that doesn't make Cox any more pleasant to deal with. As such, Hisao dreads any meetings with him, and would much rather see someone more approachable.
  • (hates riding on buses with the swaying, odor, and bumping on the road)
  • Exclusive to Emi:
    • (interaction with Ryuji Sakamoto, who used to be in track before his leg was busted out of malice. Probably starts on the wrong foot given his occasional insensitivity, and then he feels like he shouldn't complain given how much better he already has it over Emi, and that's without considering the whole Phantom Thief thing. Also is probably impressed with her dedication and compliment her routine)
    • (Can't sing because she can't carry a tune, and is not a fan of karaoke anyway. Humming is okay, though)
    • Can you stand up for yourself?
  • Exclusive to Hanako:
    • Can you face your fears?
    • Having spent most of her life being ostracized due to her scars, Hanako was initially fearful that this would continue even after joining the Pantheon. Thankfully, she quickly came to learn of the existence of other deities that underwent very similar struggles in their lives. Rudolph spent most of his own childhood being bullied by nearly everyone just for being the only reindeer to to ever born with a glowing red nose, and likewise, Quasimodo was made a laughingstock for his deformities the first time he ever went out in public. Nevertheless, both would eventually go on to become heroes in their own rights, and finally earn the respect of their communities. The two have become good friends with Hanako, who looks to them as inspirations for what she could do in her own future.
    • Considering how much Hanako hates to be overprotected, one would think that she and Chie Satonaka of the Investigation Team wouldn't get along that well. The two actually became good friends: Chie is well aware of how shallow and self-serving a Declaration of Protection can be, as she can attest from her encounter with her Shadow, considering it is literally her greatest weakness, and sympathizes with Hanako's anger at feeling like that's why people try to protect her. On the other hand, Chie wants Hanako to know that when somebody tries to protect someone else, it's not always because they want to uplift themselves: most of the time, it's because they care about their friends and don't want to see them suffer.
      • Regrettably, however, an unfortunate series of events has left Hanako fearful of Chie's childhood friend and teammate, Yukiko Amagi. Chie had been introducing Hanako to Yukiko, and the two were hitting it off pretty well when Yuuki Terumi decided to crash the party as payback for an earlier "Inn"-cident. Yukiko managed to match him insult for insult, before he finally lost his temper and tried to attack her outright. Before Chie could stop her, Yukiko summoned her Persona and turned Terumi into a screaming fireball. Unfortunately, the sight sent Hanako into a panic attack, and nowadays she shies away from Yukiko whenever she approaches, utterly unable to speak. Yukiko has expressed a lot of regret for this: she hadn't noticed Hanako's burns hidden under her hair, and has a sinking feeling that it was what Terumi had been planning all along. On the plus side, both Chie and Yukiko find Ikezawa much more agreeable than their mortal classmate, Hanako Ohtani.
    • One day, Lilly decided to introduce Hanako to her new friend, Toph Beifong. While she was initially somewhat intimidated by the Earthbender's rough personality, the two were able to hit it off quite well. While Toph's blindness certainly helped, they both understand the pain of being treated as an object of pity,
    • Unsurprisingly, given her background, Hanako stays as far away from both the Hall of Fire and Heat as possible.
  • Exclusive to Lilly:
    • Can you see what I see?
    • The Pantheon is home to several blind or visually-challenged deities, so naturally, Lilly decided to seek them out and introduce herself.
      • Her first meeting with Toph Beifong got off to a bit of an awkward start, as the Blind Bandit turned out to be a good deal more boisterous than she had been expecting. However, they bonded rather quickly after Lilly suggested they settle down and enjoy some tea. Lilly was quite impressed with Toph's ability to use her Earthbending to "see" the world around her, while Toph, likewise was impressed with Lilly's ability to get around without Earthbending.
    • Lilly regularly visits Uncle Iroh's tea shop in the House of Food, and frequently takes Hanako along with her. On the days that her friend doesn't accompany her, however, she's still not alone, as there are plenty of like-minded deities that have made the place into something of a hangout spot. Many of the regulars, including Tsumugi Kotobuki and Darjeeling, happen to also be Proper Ladies like herself, so she had a pretty easy time fitting in with them.
      • While she's better known for her love of tea, Lilly surprisingly has quite the taste for fine wine as well. One day, she was feeling adventurous, and decided to check out the Hall of Alcohol, where she had a chance meeting with the notorious food critic, Anton Ego. The critic was initially skeptical that someone as young as Lilly could match his appreciation for wine, but she was able to impress him by using her enhanced sense of taste to pick out one of the finer selections of wine available in the Pantheon. Ego, feeling much more affable than usual after that, sat down with her for a while, as the two discussed some of the better drinks they've known. Ego suggested that Lilly could become a great food critic herself; Lilly doesn't plan to do so, but she felt flattered to have gained his respect.
  • Exclusive to Rin:
    • Can you seize the day?
    • Rin is notoriously difficult to talk to, simply because her line of thinking is so different from that of most people. However, the Pantheon has an entire cast of similarly out-there individuals, who have tried their luck at understanding her. The results have been mixed.
    • She can often be found painting at the House of Craft, and as such has become acquainted with a variety of other artistically-minded individuals. One such example, Yusuke Kitagawa, has proven to be one of the few members of the Pantheon able to carry a conversation with her.
  • Exclusive to Shizune:
    • Can you tell me what you think?
    • Of the girls, Shizune naturally had the easiest time connecting with Shouko Nishimiya, since they both share the same disability. While Nishimiya is grateful that many people sympathize with her deafness, it doesn't help her already extremely low opinion of herself. Shizune, being able to relate better, took it upon herself to raise Nishimiya's motivation by introducing her to other deaf/mute people like themselves.
  • Exclusive to Misha:
    • Unlike the rest of the group, Misha is not known to have any disabilities, which, under normal circumstances would disqualify her for the title. It certainly doesn't help that Hisao cannot romance due to certain... reasons. However, Shizune made it very clear that Misha's inclusion was non-negotiable. The Court of the Gods agreed to let her slide on the basis that she's an integral part of the group, especially with regard to the aforementioned Shizune.
  • (Mitsuka mourning overMisha losing her twintails in a certain traumatic story path, and her and Shizune's reaction over this)

On Hold

    Deemo 
Deemo, God of Lonely Piano Pieces, Supreme Commander of Absolute Clownery, (Hans)
https://static.tvtropes.org/pmwiki/pub/images/deemo_char_1_2.png
His true form(SPOILERS)
  • Potential House: Music/Musical Compositions, Despondency/Tragedy and Despair.
  • Rank: Lesser God /Demigod as Hans
  • Symbol: A tree growing out of a piano
  • Theme Song: Untitled2
  • Alignment: Neutral Good
  • Portfolio: An older brother figure with a protective side, Benevolent despite his creepy looks, Flower Motifs, Losing his life to save his loved ones, Lacking a mouth and never speaking, Sharp-Dressed Man, unsettlingly long arms and fingers
  • Domains: Piano, Otherness, Family, Death
  • Herald: The Little Girl, The Masked Lady both being his younger sister, Alice
  • High Priest: Miki Kaoru
  • Allies: Frisk, Yusuke Urameshi, The Elite Beat Agents, Kousei Arima,
  • Fears: The Mad Piano, The Oni
  • Odd Friendship: PaRappa
  • Pities: Hal, Kaban Kazuma Satou
  • Opposes: The Slender Man
  • Deemo is a mysterious, shadowy figure who lived in a castle, with his only company being a reclusive girl in a white mask, and his piano. That all changed one fateful day, when an amnesiac young girl fell from a window in the sky, and into Deemo's arms. As Deemo continued to play his piano, a sprout began to grow out the top, eventually growing into a large tree, that would eventually grow enough that the girl could reach the window, and return to wherever she came from. However, the closer the two come to their goal, the closer they come to an unfortunate truth...
  • After the Girl made it back to the other side of the window, it was believed that Deemo, who turned out to be the girl's recently deceased older brother Hans, had disappeared from existence forever, as his sister Alice had returned to the land of the living. However, it appears that he instead ended up here in the Pantheon. While saddened at the fact that he cannot see his sister anymore, he's happy that she can now at least move on with her own life, and he hopes that maybe she can make it to the Pantheon one day.
  • One day, Deemo encountered a small child who resembled his sister and was concerned that they had followed him to the Pantheon. Upon approaching them, he instead ended up face to face with Frisk. As Frisk has made friends with all manner of different monsters, the two hit it off quite well. Deemo was intrigued when he learned that Frisk's first meeting with monsters began after they fell into the Underground, not too dissimilar to how Deemo first met the Girl, and is interested in meeting the other monsters from the Underground.
  • On account of them both being tall, creepy Sharp Dressed Men, Deemo sometimes gets mistaken for The Slender Man. Given that Slendy is commonly believed to be a Child Eater, he doesn't particularly appreciate this comparison, especially since this means that his sister could be a potential target. Given Slender Man's elusive nature, it is unknown if the two have ever met, or if he shares this sentiment.
  • Deemo managed to befriend Yusuke Urameshi thanks to an unfortunate experience they both share: having lost their lives to save a child from an oncoming vehicle. The Spirit Detective has offered to introduce Deemo to his allies from the spirit world, and possibly convince them to help Deemo get his life back. While Deemo was tempted by the chance to see his sister again, so far he has not taken Urameshi up on this offer.
    • Urameshi's not the only one, either. Kazuma Satou is another deity who died under similar circumstances to Deemo's own, although his death was... substantially less dignified. Nevertheless, Deemo still finds that the situation hits too close to home to feel any amusement about it.
  • Upon first glance, one might think that Deemo wouldn't exactly gel with the Elite Beat Agents, due to his calming, serene piano pieces contrasting with their usual bombastic, rock heavy preferences. However, the EBA do occasionally call for slower, more sentimental pieces, most famously, You're The Inspiration. Likewise, Deemo's song catalog does include some songs that are more intense than his usual, even implementing techno elements on occasion. As a result, Deemo sometimes joins forces with the agents, providing backup piano for their performances.
  • The other members of the house have warned Deemo to stay far away from the Mad Piano. Fortunately, the piano in Deemo's temple looks too different, so there's no chance of the Mad Piano disguising itself as that one. Unfortunately, this hasn't stopped Trollkaiger from sending the piano after him regardless, and Deemo has suffered his fair share of Jump Scares as a result. As such, he is one of the more prominent supporters for the piano's removal from the Pantheon.
  • He's afraid of The Ao Oni, after an incident in which the creature ambushed him in his temple. Deemo had returned to his temple, only to discover a mysterious red bloodstain on the keys of his piano. After using a handkerchief to wipe the stain away, he found a code on the keys underneath that he couldn't understand. He barely had enough time to turn around before the Oni was right in front of him. Deemo barely remembers anything from this encounter, but will certainly never be able forget the creature's face.
  • The Pantheon is home to a handful of young girls afflicted with memory loss at one point in their lives, including the likes of Hal and Kaban. Having watched the Girl go through this in the past, Deemo immediately sympathized with their positions.
  • Upon hearing of the presence of another pianist over in the house of Couple Archetypes, Deemo decided to check the house out to introduce himself. There, he met one Kousei Arima. While Arima does have a bit of a complicated history with the piano, Deemo was able to relate to and understand his position. The two were able to hit it off, and practice together sometimes. However, Arima occasionally tries to pawn his job as Kaori Miyazono's stage partner off to Deemo. She's, rather... vocal about her disapproval of this setup.
  • Rumors are circulating that Deemo was sighted in another world deep underground beneath a train station. While it's too early to confirm, they appear to be a separate entity from the one in the Pantheon. This Deemo is seemingly made of water, and has a brighter look to them. Our Deemo has yet to comment on this development.

References

Katawa Girls

Hisao Nakai

SA 2 Randomizer Trope List

     Open 
  • Action Politician: Shadow, who has been upgraded to president, and Knuckles, who is running against him.
  • Adaptational Badass: Amy was a Non-Action Guy in the original game, but here, she is Promoted to Playable.
  • Adaptational Job Change: Shadow is the president in this version of the story.
  • Adaptational Villainy: Maria is depicted in this version as a jewel hoarder who launched Shadow into space sometime prior to the events of the game. This is zigzagged in a later scene, where it's revealed that she was actually Omochao, a heroic being who once wielded the Chaos Emeralds.
  • Adaptation Expansion: This version of the game includes a variety of new plot threads not featured in the original, starring some new characters.
  • Adapted Out: Because Shadow is the president in this version, the president from the original game does not appear.
  • Ass Pull: No explanation is given as to how Eggman managed to get the five Emeralds that Knuckles had collected.
  • The Bad Guy Wins: Ultimately, it's Eggman who ends up becoming president.
  • Bigger on the Inside: The ARK. Here, the inside is massive enough to contain a forest, island, pyramid, and even a small city.
  • Butt-Monkey: The Egg Golem. It gets destroyed three times over the course of the story.
  • Cardboard Prison: Amy seemingly has absolutely no difficulty breaking Sonic out of jail multiple times throughout the story.
  • Daddy's Little Villain: Metal Sonic raises a Chao named Captain Puff, who he trains to help him in his quest to destroy Eggman's machines.
  • Dead Person Impersonation: Silver Sonic attempts to pull this after the supposed death of Sonic.
  • Decoy Protagonist: Despite being The Hero of the original game and still having his name in the title, Sonic is not actually playable until the final boss fight. He initially appears to be playable in Eternal Engine, but this is later revealed to have been Espio in disguise.
  • Disney Death: Sonic is seemingly killed off after Eggman's second attempt at launching him into space. He's not revealed to have survived until the end of the Last story.
  • Downer Ending: The majority of the heroes end the story worse off then when they began, and Eggman manages to become president.
  • Dude, Where's My Respect?: Infinite's entire motive for appearing in the story is an attempt to prove that he's a great villain. None of the other characters even realize he showed up, meaning that his mission ends in failure.
  • Easily Forgiven: Sonic is oddly eager to help Knuckles with his presidential campaign, despite the fact that the latter began the story by blaming the destruction of Big Foot on Sonic.
  • Enemy Mine: As is the case in the original game, Sonic and Shadow are forced to team up in order to defeat the Final Boss.
  • Fantastic Racism: Captain Puff believes itself to be superior to it's rival, the Dark Chao. By the end of the story, this ascends into a full-on war.
  • Final Boss: Just like in the original game, all three stories end with one.
    • Hero Side: Tikal vs. Chaos
    • Dark Side: Metal Sonic vs. Amy
    • Last: Super Sonic and Super Shadow vs the Finalhazard
  • Flashback: The story occasionally flashes back to show how Chaos got involved in the plot.
    • After Chaos is killed by Knuckles, the next level shows how Chaos got into space.
    • One boss fight is a flashback to Chaos killing a random member of the Echidna tribe. Later in the Dark Story, another stage shows how the tribe member found Chaos.
    • The final boss of the Hero side story against Chaos takes place in one, with the player playing as Tikal.
  • Hero of Another Story: Metal Sonic and his team, who have nothing to do with the presidential race, and are simply part of the story to destroy Eggman's machines.
  • Identical Stranger: Tails encounters one at the end of Route 280. It's never explained who the other Tails is.
  • Intra-Franchise Crossover: With Sonic Forces and the movie, of all things, as Infinite and Movie Sonic have been added to the plot in this version.
  • Killed Off for Real: Espio never appears again after being killed by Shadow.
  • Ms. Fanservice: Rouge, as is the case in the original game. Even moreso this time, as she occasionally wears her alternate multiplayer costume during the story.
  • Never Recycle Your Schemes: Averted. Not only does Eggman reuse his plan to kill Sonic with no changes, but Sonic somehow manages to fall for it the second time anyway.
  • Nice Job Breaking It, Hero: Knuckles attempts to use the Master Emerald to become president without needing the Chaos Emeralds, but ends up allowing the Biolizard to take the presidental status for itself.
  • Precision F-Strike: Many times.
  • Random Events Plot: The plot is very disjointed, almost as if the cutscenes are all placed in a completely random order.
  • Real After All: Inverted. During the Last Story, it's revealed that Tails never existed, and was merely a figment of everyone else's imagination.
  • Running Gag: A handful.
    • Sonic landing in jail and needing to broken out by Amy.
    • Knuckles and Rouge arguing.
  • Sanity Slippage: Amy starts to lose her mind after Sonic's Disney Death. This eventually leads to her atttempting to destroy the entire ARK.
    • During the Last Story, Tails is shown to not be doing much better, having begun to go feral in Aquatic Mine. However, he is revealed to have not been real shortly after, so this doesn't mean much.
  • Soundtrack Dissonance: All over the place. You would be forgiven for assuming that the songs were placed in completely random scenes.
  • The Starscream: Eggman initially helps Shadow in the presidential race, but at the end of the Dark side story, he steals the presidential title for himself.
  • Too Dumb to Live: Sonic somehow falls for Eggman's plan to launch him into space, despite the fact that Eggman literally explains his entire plan before doing it. If that wasn't bad enough, later on, Eggman tries the exact same plan a second time, and Sonic still falls for it.
  • Unexplained Recovery: Happens a few times.
    • The Egg Golem gets destroyed three times over the course of the story; once by Silver Sonic, once by the blue Chao, and once by the Dark Chao.
    • During the Last Story, Chaos is revealed to have survived his encounter with Knuckles during the Hero Story. No explanation is given for this.
  • Unexpected Gameplay Change: At one point, the cast decide to play a game of Mario Kart in order to settle an argument.
  • Unknown Rival: Infinite to the rest of the cast, as no one ever even finds out about his involvement in the plot. This is actually a plot point, as he ends up stealing the title of president from the Biolizard, but since no one knows he exists, in doing so, he puts the title back up for grabs.
  • Villain Protagonist: Despite being the protagonist of the Hero side story, Knuckles spends most of his time beating up everyone for no real reason and arguing with Rouge.
  • Villains Out Shopping: Chaos spends the majority of the story just chilling out and not harming anybody. This does not stop the other characters from attacking him at certain points.
  • Wham Shot: At the very end of the Dark side story, Eggman is suddenly revealed to have gotten all seven Chaos Emeralds offscreen.
    • A second one occurs during the Last Story, when Sonic is seen boarding a NASA rocket after seemingly dying earlier.
  • What Happened to the Mouse?: Infinite completely disappears from the story after he steals the title of President from the Biolizard.
  • "Where Are They Now?" Epilogue: The plot ends with one.
    • Sonic gets arrested again after returning to Earth.
    • Tails never existed.
    • Knuckles falls into a depression after losing the presidential race, before getting arrested for his assualt of random people over the course of the game.
    • Amy continues to try and break Sonic out of jail, with little success.
    • Eggman maintains the title of president.
    • Rouge gets her job with GUN back.
    • Chaos continues chilling in the flooded sections of the ARK.
    • Infinite fails to prove his worth as a villain, and returns to Forces.
    • Metal Sonic and Silver Sonic are trying to take down President Eggman
    • The Chao start a race war.
    • The ghost of President Shadow watches with disappointment at the direction everything is going.

Pac N' Roll

https://static.tvtropes.org/pmwiki/pub/images/pacnroll.png

Pac 'n Roll includes examples of:

     Tropes 
  • Adapted Out
    • Said version also omits the Ghost Land world from the original game.
  • Big "WHAT?!": Pac-Man reacts with one after Crystal tells him to use a cannon to reach Golvis’ UFO.
  • Fairy Companion: Pac-Man is accompanied by a fairy named Crystal. She provides him with instructions in the tutorial levels.
  • Goldfish Poop Gang: Golvis is a one-man version. While introduced as the game’s main villain, he quickly devolves into being treated as a total buffoon who throws tantrums every time Pac-Man defeats him, and the other characters don’t take him seriously. Even the Ghost Gang gradually lose their patience for him over the course of the game.
  • Kid Hero: Pac-Man himself is depicted as being much younger than in most incarnations. He is treated as a trainee under the Pac-Master, and has a childlike voice.
  • The Klutz: Golvis. After each of his defeats, he complains about how Pac-Man takes advantage of his clumsiness to defeat him. At the end of the game, it’s revealed that the reason he was initially sent away was because he was so clumsy that he did nothing but cause problems for everyone.
  • The Very Definitely Final Dungeon: Golvis’ UFO in the DS version, and Golvis’ Hideout in the Remix version. As their names indicate, both involve Pac-Man finally making it to Golvis’ own domain to confront him for the final time.

Sonic Lost World folder split

     Both versions 

  • Acrofatic:
    • Much like in previous games, Eggman is still somehow able to keep up with Sonic in terms of speed when the Deadly Six revolt against the Doctor's enslavement.
    • For such a hefty guy, Zomom shows an impressive amount of agility and jumping prowess during his boss fights.
  • Alas, Poor Yorick: Orbot quotes this in response to Cubot losing his body during the Deadly Six's revolt.
  • Arc Number: 6. Sonic and Tails travel to Lost Hex, which is made up of hexagonal tiles (which are six-sided), and he must fight the Deadly Six.
  • Arson, Murder, and Jaywalking: After the Deadly Six failed him in the Desert Ruins, Eggman angrily lists the things he's done for them.
    Eggman: "I hone your abilities; I equip you with the most powerful mechs I can create; I even give you a giant sandwich, and you still disappoint me!"
  • The Artifact: While they're useful, the Wisps' presence in the game is not justified in the story.note 
  • Art Shift:
    • The art style is a lot more stylistic than before. This could be seen as taking it to the logical conclusion of the most recent games, which used surreal environments, but with realistic detail.
    • Previous modern Sonic games, especially starting from 06 onwards, add realistic detail by including setpieces and additional scenery in the near background or other unreachable areas. Lost World takes a more Mario-esque approach by focusing stage graphics to the playable area only and using a blurred, pre-rendered background that's clearly in the distance. A simple way to understand this is that in previous games, it's not always clear where it's possible to go; in Lost World, if it's modeled, it can usually be visited.
      • The notable exception to this is the DLC Legend of Zelda zone, which features almost all of Hyrule Field rendered, but only a small part of it can actually be accessed.
    • Dr. Eggman's robots are directly lifted from the original concept art from the Genesis/Mega Drive era.
  • Art-Style Dissonance: A stylized Mario-esque game where you fight zany colorful demons, who provide the darkest dialogue in the Sonic series. It's rated E10+ for a reason.
  • The Atoner: Sonic impulsively kicks the magic conch Eggman was using away without even bothering to find out what it was for, thus allowing the Deadly Six to usurp Eggman's mechs and operations and try to destroy the world. The rest of the game deals with Sonic trying to stop the Six and make up for it.
    Sonic: "The whole world's in danger because I did something stupid! Do you have any idea how much that bites?"
  • Backhanded Apology: Sonic makes one in response to Zeena being more concerned about her nails than how she's helping to destroy his world.
    Zeena: "The last time we met, you ruined my nail art. Now I have to reapply a whole new coat!"
    Sonic: "Oh, my gosh, are you serious?! I am so, so sorry."
    Zeena: "Oh! Well, in that case..."
    Sonic: "Uh, no. What I meant to say is I am so sorry that you have nothing more important to do in life!"
  • Badass in Distress: Tails is captured in Silent Forest, and left to be turned into a robot. He manages to hack the machine that would have done so to retain his free will, rescuing himself from the Deadly Six's fox-napping.
  • Beware the Nice Ones: Sonic actually gets rather antsy with a Zeti after Tails is captured. Of course, given said Zeti is Zor, it doesn't really have much effect.
  • Big Bad: After they usurp Dr. Eggman, the Deadly Six’s leader Zavok become the main antagonist, only for Eggman to overshadow them in the end when he reveals he was just using Sonic to get rid of them.
  • Big "NEVER!": This is what Robot Tails yells in response to Zavok's order to destroy Sonic.
  • Big "NO!": Two of them, both yelled by Sonic. The first happens when Tails is captured by the Zetis, and the second when Zavok reveals what they're planning to do with him.
  • Blood Knight: Zazz. Seriously, he loves a good fight more than eating three square meals a day.
  • Bond Villain Stupidity: Zavok. Instead of personally supervising the roboticization of Tails, he and Zomom just leave him all alone in the lab. Being The Smart Guy he is, Tails successfully modifies the machine he's bound to to his own advantage.
  • Brainwashed and Crazy: The Deadly Six appear to hijack Eggman's Badniks using mind control. Specifically, they can control his mechs because they can innately manipulate electro-magnetic fields.
  • Broken Ace: The usually high-spirited and unstoppable Sonic becomes increasingly disillusioned as the story progresses, as his recklessness triggers events that seemingly doom his world and kill his friends before his very eyes.
  • The Bus Came Back:
  • Cerebus Syndrome: The game starts off light enough with Sonic & Tails doing their usual routine of stopping Eggman, but once the Deadly Six turn on him, things get progressively darker. Tails is kidnapped and nearly turned into a robot under their control, Amy & Knuckles have the life sucked out of them while Sonic helplessly watches, and even Eggman looks like he bites it saving Sonic from Zik, Zazz, and Zomom.
  • The Charmer: Zavok knows exactly what to say to convince Zeena to attack Sonic.
  • Chekhov's Gun: Believe it or not, Zomom's giant sandwich, which he forgets on the roboticization machine Tails is tied to. After the Zetis leave him alone, Tails uses one of his tails to grab the toothpick stuck in the sandwich and uses it as a pen on the machine's touch screen to modify the program to his advantage.
  • Chekhov's Skill: Tails stated that he reprogrammed a supercomputer with a toothpick. Later on, he managed to hack the robotization machine using only Zomon's sandwich toothpick to save his own life.
  • Creepy Shadowed Undereyes: Zazz, Zik, and Zor each have some variation of under-eye shadow, denoting their respective insanity, age, and depression.
  • Darker and Edgier: Despite the more stylized look and brighter colors, the dialogue gets surprisingly harsh in this game, with straight references to genocide, strangling, and being skinned alive. And let's not forget that Eggman tells the Six that he'll "eat their black hearts" and destroy "everything they love". Though it's nowhere near as edgy as Shadow the Hedgehog.
    • There's a more concerted effort to portray a more complicated relationship between Sonic and Tails, one that isn't always jokes and happy agreements and instead includes some jealousy and bickering. The concept of Sonic gradually losing his friends, ending up entirely alone, all due to his trademark attribute of speed, also sheds a more serious tone on the events.
    • There's also the scene where Amy and Knuckles have the life sucked out of them.
  • Deadpan Snarker: Sonic's in top form here. Just read this exchange:
    Zazz: "I've been itchin' for a fight all day!"
    Sonic: (sniffs) "I think you're itching 'cause you need a bath!"
    *Zazz looks at the player, unamused*
    Zazz: "Are you disrespectin' me?!"
    Sonic: "Maybe."
    • Then there's this exchange between Sonic and Zeena:
    Zeena: "The last time we met, you ruined my nail art. Now I have to reapply a whole new coat!"
    Sonic: "Oh, my gosh, are you serious?! I am so, so sorry."
    Zeena: "Oh! Well, in that case..."
    Sonic: "Uh, no. What I meant to say is I am so sorry that you have nothing more important to do in life!"
  • Despair Event Horizon: Sonic of all people reaches this. Despite continuing on, he's incredibly affected as everyone seemingly drops like flies thanks to his bull-headed stunt that led to the Deadly Six breaking free: his world has been sucked dry of its life-force, Amy and Knuckles seemingly die because of it, Tails has been captured by the villains (and Sonic is also mortified when Zavok tells him that they're going to turn him into a robot), and, for extra measure, he's forced to watch Eggman, Orbot, and Cubot plunge into lava. He almost seems resigned when he sees Tails turned into a cyborg of sorts until he reveals he's still in control and not a robot. Eggman even returns, ready to reclaim his victory, and, at the end, everyone's revived.
  • Despotism Justifies the Means: When Eggman stands poised with his latest weapon, the Eggrobo after Sonic defeats the Six, he says that, while it's a pity that the Deadly Six have largely destroyed the world below, at least there's still enough of said world left for him to conquer.
  • Disney Villain Death: Dr. Eggman falls off a collapsing bridge near the end while saving Sonic, but it's later revealed he had a jetpack to save himself and work on his plans. Then he falls for real at the end, thanks to Sonic removing a part of the jetpack. He somehow survives the fall, but got stuck in a patch of soft dirt and had half of his mustache eaten by a rabbit. Also, you get the actual death of Zor, who is sent falling into the lava.
  • Disproportionate Retribution: The Deadly Six decide to use Eggman's planet-sucking machine, the Extractor to destroy the world completely simply to get revenge on Eggman for enslaving them. Eggman also contemplates killing the Deadly Six by causing the entire Lost Hex to implode via "null-gravity effects", but that idea is swiftly shot down by Sonic.
  • The Dog Bites Back: After being under Eggman's thumb due to his torturous conch, the Deadly Six waste no time unleashing swift payback once Sonic obliviously gets rid of it.
  • Double Jump: A more effective one than the double jump in Colors, though Sonic uncurls after using it in the Wii U version, leaving him vulnerable. He stays curled in the 3DS version. The 3DS version's Red Burst wisp gives Sonic infinite double jumps as usual.
  • Dwindling Party: First Tails is kidnapped to be converted to a robot, then Amy & Knuckles seemingly are sucked into the Extractor offscreen, and then Eggman sacrifices himself to save Sonic from the Deadly Six. By the time Sonic fights them in Lava Mountain, he's very much alone. Zavok actually mocks Sonic about it in Sky Road Zone 4.
  • Emo Teen: Zor is a self-aware parody of this trope.
    Zor: I suppose I should care that Sonic's heading my way to hand me a beating. But caring would cut into my sulking time.
  • Enemy Mine: Sonic and Eggman have to team up to take on the Deadly Six and shut down the Extractor. Notably, unlike all earlier appearances of this trope between the two, it gets averted at the very end.
  • Even Evil Has Loved Ones: As evil as Zavok is, he genuinely does respect his teacher, Master Zik, begging him not to fight Sonic, as he feels that it's beneath him, and thanking and bowing to him after he gives him the idea to turn Sonic into a robot.
  • Even Evil Has Standards: Eggman only wants to borrow the planet's energy to conquer it, and is shocked when he discovers that the Deadly Six intend to destroy the world outright.
  • Evil Is Petty: Zeena cares more about doing her nails and makeup than helping her comrades take down Sonic.
  • Evil Virtues: Eggman's redeeming aspects are Lampshaded during his team-up with Sonic, even going so far as to put himself in harm's way to save his enemies.
    Sonic: "I can't figure you out. One second you're contemplating genocide, and the next, you're saving one of your worst enemies!"
    Eggman: "I'm a complicated guy."
  • Eviler than Thou: The Deadly Six prove to be a greater evil than Eggman after they break free of his control.
  • Face Palm: Eggman, after Zomom smashes part of his lair's floor to grab a sandwich.
    Eggman: "Ohhh, help me..."
  • Fangs Are Evil: Zeena sports a pair of these, most prominently shown when she responds to Sonic's Backhanded Apology..
  • Fat Bastard: Zomom, the Brute of the Deadly Six.
  • Foe Romance Subtext: Zeena makes a few flirty/teasing remarks towards Sonic, such as calling him "adorable", and telling him to call her.
  • For the Evulz: Though the Deadly Six destroying the world is mainly an act of vengeance against Eggman for enslaving them, they also seem to just really enjoy causing destruction.
  • Floating Continent: The Lost Hex, the domain of the Deadly Six, is a hollowed-out miniature planet floating above Sonic's world.
  • Forced to Watch: Invoked; while ranting at the Deadly Six for their rebellion, Eggman vows that he will "destroy everything they love and make them watch."
    • Later in the game, the trope is played straight for Sonic, who's forced to watch Amy and Knuckles die through the Miles Electric and can't do anything but desperately call their names.
  • Gadgeteer Genius: Exaggerated with Tails here. He claims that he made a TV set out of paper clips and hacked a supercomputer using nothing but dish soap and a toothpick, and thus repairing the Tornado is as easy as taking a nap for him. He also later manages the impressive feat of kinda robotizing himself. In the 3DS version, he uses a random assortment of rudimentary materials (including rocks and leaves) to make RC vehicles that are actually quite helpful in-game, similar to his role in Sonic Rush Adventure.
  • Golden Super Mode: As in Sonic Colors, a playable Super Sonic in normal levels is the reward for collecting all Red Rings on the Wii U version, while special stages like that of Sonic 3 & Knuckles are used on the 3DS one. Notably, this is the first time the ability has been featured in a handheld Sonic game, ever.
  • Hidden Depths: Zomom is implied to have self-esteem issues, wondering if it's possible to make him look worse than he already does, and telling Sonic not to make fun of his size. The real kicker, though, is his quote upon being defeated in the last level.
  • Hollywood Magnetism: The Deadly Six have power over magnetic fields, though here, it's largely used to hack into electronics such as Eggman's Badniks and take control of them. Fridge Brilliance here, as it's possible that the Badniks aren't really sentient and receive their orders through electromagnetic waves. They could've just made it so that Eggman's waves are blocked and that their waves would come through.
  • Horned Humanoid: All members of the Deadly Six; most of them have two, Zeena has only one, and Zomom has a crown of five horns.

  • Stealth Pun: After Sonic knocks away Eggman's conch and thus prevents his control over the Deadly Six, Sonic states that "Eggman's shell is gone."
  • Straw Nihilist: Zor. He's constantly depressed, doesn't really care if he wins or loses, and even has Death Seeker tendencies.
  • Sugar Bowl: The Lost Hex is definitely one of the most bright and colorful locations ever visited in the Sonic series.
  • Suspiciously Similar Substitute:
    • The new Indigo Asteroid has an ability very similar to that of the Violet Void (consuming all objects around it and making falls slower).
    • People who finished the Wii version of Sonic Colors will see obvious recycling of that final boss' attacks in Lost World's final boss' attacks. The Wii U one uses the Laser Wisp attack, and the 3DS one uses the Cube Wisp attack.
  • Suspicious Video-Game Generosity: In the lead up to the rematch against Zavok, a secret corridor holds several extra lives, where he unsurprisingly goes One-Winged Angel after beating his first form.
  • Sympathy for the Hero: Eggman had even comforted Sonic after Tails was captured by the capsule trap.
  • Teeth-Clenched Teamwork: Sonic, Tails, and Eggman spend just as much, if not even more, time bickering with and insulting one another as they do actually working together.
  • Theme Naming: All the Deadly Six have names that start with 'Z': Zavok (Red), Zazz (Magenta), Zeena (Green), Zik (Blue), Zomom (Yellow), and Zor (White). They are also a member of a race called the Zeti.
  • Took a Level in Badass: Tails, who actually tricks the Deadly Six into thinking that he's been robotized, and quickly reprograms Eggman's machine.
  • Took a Level in Jerkass: Tails. The childlike naivete and humility that defined him in previous titles turns into a smug, self-centered, obnoxious, whiny, and snarky attitude. He had a falling-out with Sonic because he was interested in teaming up with Dr. Eggman to corral the Deadly Six, even though he was perfectly fine with it before. The worst part is that he never owns up to it at the end of the game. It was probably an attempt at character development, but it wasn't handled nearly as smoothly as in the Adventure games.
  • A Tragedy of Impulsiveness: Sonic's tendency to smash first and ask questions later is nastily deconstructed in Lost World:
    • First, he recklessly charges in and kicks the Cacophonic Conch out of Eggman's hands, completely ignoring Tails' warnings to stay back and not even caring about what it does. As it turns out, said conch was a Restraining Bolt Eggman was using to control the Deadly Six, and Sonic's impulsiveness allows the Deadly Six to turn on Eggman and usurp his plans and operations.
    • When Sonic, Tails, and Eggman learn that the Deadly Six are using Eggman's life-sucking machine to drain their world dry, Tails immediately states that Sonic's first instinct would be to destroy it, which he doesn't even bother to deny. Eggman quickly calls him out on it and explains that destroying it like that would cause an explosion that would incinerate everything within a hundred miles of ground zero.
    • Later in the game, Sonic's impulsiveness ends up triggering a trap, but gets Tails captured instead. Suffice it to say this was an eye-opener.
    • In a metaphorical sense, this extends to the gameplay itself. It's much less about speed as it is about puzzles and slower platforming, what with the new controls and level design. There are even stealth sections, like the owl in Silent Forest, and there's a hell of a lot of tight platforming. Going too fast in this game will cause Sonic to die... many, many times.
  • Villainous Glutton: Zomom loves to eat. Also has shades of Extreme Omnivore, as he threatens to eat Sonic and Eggman at different points.
  • Vile Villain, Saccharine Show: The Deadly Six, especially Zazz and Zavok.
  • Weaksauce Weakness: The Deadly Six are restrained by a special conch shell that hurts them when Eggman blows it. Unfortunately for Eggman, Sonic's impulsiveness leads him to kicking it away without even bothering to learn what it does.
  • Wham Episode: After the end of Silent Forest Act 1, when Tails gets captured by a trap of the Deadly Six that was supposed to snag Sonic. This is the moment when Sonic starts getting serious for real.
  • What Happened to the Mouse?: For prominent antagonists, the Deadly Six completely disappear from the plot after Sonic defeats them for the final time. There's no final cutscene showing their fate (which is rather ambiguous, given Zor's seemingly-fatal lava baths and the other four Zeti disappearing in puffs of smoke) and once Eggman retakes the helm they're more or less forgotten about. The 3DS version does slightly alleviate this by clearly depicting them flying away after their respective final battles, but they still remain absent from the climax.
  • What the Hell, Hero?: Three examples:
  • Wrong Genre Savvy:
    • This exchange after Sonic disposes of the conch Eggman was using on the Deadly Six:
    Eggman: "That was a mistake..."
    Sonic: "Whatever! When is it a mistake to take your toys away?"
    Eggman: "When it's the only thing keeping six angry Zeti from controlling my mechs, you moronic hedgehog!!"
    • The trap set for Sonic: he automatically assumes it's full of animals and tries to smash it, instead getting Tails into a mess. Clearly, he didn't learn from his experience in Sandopolis Zone...

     HD version 

  • Action Bomb: The Black Wisp. When used, it turns Sonic into a rolling bomb. In this form, Sonic can bowl over enemies to defeat them, and after a few seconds of use, he automatically explodes, taking out all enemies in range. It is the only Wisp that acts as an expendable power-up, and does not appear within stages normally.
  • Adaptation Amalgamation: The The Legend of Zelda Zone combines various aspects from past Zelda titles. Hyrule Field itself and the Gorons in the cave are based off of The Legend of Zelda: Ocarina of Time, Link has his The Legend of Zelda: Skyward Sword appearance and is shown riding the Loftwing from that game and the music for both Hyrule Field and the cave are rearrangements of music from The Legend of Zelda: A Link to the Past.
  • Anti-Frustration Features:
    • Some of the stages are on-rails, in which Sonic is constantly running and cannot stop. In those stages, there are chains of enemies moving with you in places that you must homing attack continually. However, if you — say — hit one of those streams a little too late and end up hitting the last enemy further down than you ought to have, such as just before a pit, the game freezes momentarily to allow the player to see what they're heading into, get their bearings, and avoid panic.
    • Dying a couple of times causes a special "Wing Item Box" to appear. Hitting it will automatically teleport you to the next checkpoint, or the end of the level if you've already reached the last checkpoint.
  • Attack of the 50-Foot Whatever: In Lava Mountain Zone 3, Zavok utilizes his "full strength" to grow into a giant, whom you must evade and send exploding platforms into.
  • Auto-Scrolling Level: There are three such levels:
    • Desert Ruins Zone 4, due to a slowly advancing dust devil summoned by Zomom to kill Sonic. It is also the first classically slow auto-scrolling stage since Lava Reef Act 2 in Sonic 3 & Knuckles.
    • Tropical Coast Zone's extra level and Sky Road Zone 3 both have Sonic riding the air currents while engaging with the Deadly Six's fleet of robots.
  • Beyond the Impossible: The explosive carts in Lava Mountain Act 2 can kill even Super Sonic in one hit. For the record, the only other things in the entire franchise that can damage Super Sonic are the Big Arm's grab attack in Sonic 3 & Knuckles (and that is most likely a bug), along with a handful of attacks from ultra-powerful machines like the Egg Salamander and Phantom Heavy King or godlike beings such as Solaris and Perfect Dark Gaia.
  • Big Boo's Haunt: Sky Road Zone 4 is haunted by Boom Boos, who serve as invincible obstacles.
  • Blackout Basement: The later parts of Silent Forest Zone 4 has segments where Sonic must grab pulleys to turn on the lights, or else the room will go dark. Sonic can't use his Homing Attack as long as the lights are out.
  • Bonus Stage: The Hidden World, which unlocks after beating the game.
  • Boss Bonanza: Act 1 of Lava Mountain features Zazz, Zomom, and Zik challenging Sonic to one last battle, one after the other. Zeena, Zor, and Zavok do the same thing in Act 3, though that Act has platforming segments between the fights.
  • Boss-Only Level: Acts 1 and 4 of Lava Mountain consist entirely of boss fights. Act 1 is a Boss Bonanza featuring the final battles with Zazz, Zomom and Zik, while Act 4 is dedicated to the final battle against Dr. Eggman.
  • Cash Gate: The final Act of each Zone cannot be accessed until Sonic has rescued a prerequisite number of Animals.
  • Crossover:
    • NiGHTs, Reala and the bosses from NiGHTS into Dreams… make an appearance in the NiGHTMARE Zone from the Deadly Six Edition of the game (and the later Steam rerelease).
    • The Wii U version contains DLC zones crossing over with other Nintendo games. There's one where Sonic visits the world of Yoshi's Island, complete with Yoshi and Mario enemy cameos, and one where Sonic runs around Hyrule, dressed in a green hat and tunic and fighting Deku Scrubs, Stalchildren, etc.
  • Dream Land: Nightmare Zone, the first DLC in the Wii U version (and only DLC in the PC version), takes place in Sonic's dream, where he fights the boss Nightmaren from NiGHTS into Dreams….
  • Dropped a Bridge on Him: The Deadly Six almost all die during gameplay rather than in cutscenes. Zazz, Zomom, and Master Zik are killed off like common enemies.
  • Epileptic Flashing Lights: A glitch found in the second pinball table (where a red ring resides) of Frozen Factory Zone 3, where results causes the entire screen (except the HUD) to flash constantly, and Sonic will be stuck until the timer runs out, the stage is reset, or the game is closed. Caution must be taken, especially if you're epileptic — that is, if you haven't downloaded the patch that fixes this.
  • Freeze-Frame Bonus: From the Nintendo Direct "Yoshi's Island Zone" trailer, part of the checkerboard background in Windy Hill is changed, showing the Triforce, hinting at the Zelda-themed DLC level that came a little while later.
  • Gameplay and Story Segregation: The second cutscene has Sonic tell Amy that he only managed to free the animals in the capsule that Eggman tossed from his Egg Mobile, but it's possible to find other capsules aside from the one at the end of Windy Hill Act 1, so the cutscene only makes sense if the goal capsule was the only one opened in that level.
  • Hornet Hole: Desert Ruins Zone 2 has Sonic running through a series of giant beehives to reach Zomom.

  • Soundtrack Dissonance: The Black Bomb theme is rather a bouncy bluegrass melody than agressive rock music you'd expect for an Action Bomb.

  • Why Won't You Die?: Zeena expresses this in the Lava Mountain Zone
    Zeena: Ugh, why won't you die?! You're like a cockroach with a bad fashion sense!

     3 DS version 

  • Anti-Frustration Features: Dying enough times will cause an Assist RC robot to appear (a feature lifted right out of the recent Mario games). These devices can do anything from drastically decreasing gravity (UFO) to letting Sonic simply fly through the level (hovercraft), or attack enemies and make him invisible (and invincible). They're actually very helpful at times, and some even let Sonic break the levels in ways that Super Sonic can't. These RC robots can also be crafted out of materials by Tails, and transferred to the Wii U version or used in other levels normally.
  • Boss-Only Level:
    • The final Act of each Zone is dedicated entirely to that Zone's boss, and ends once the boss is defeated.
    • Lava Mountain. The first three Acts are entirely dedicated to rematches against two of the Deadly Six per Act, with Zazz and Zomom in Act 1, Zeena and Zor in Act 2, and finally Zik and Zavok in Act 3. Just like the Wii U version, Act 4 is dedicated to the final boss fight against Dr. Eggman.
  • Boss Rush: Lava Mountain is entirely dedicated to rematches against all of the Deadly Six one after another, before moving on to the final boss fight with Eggman.
  • Demo Bonus: The 3DS version allows you to carry over your save from the demo, which consists of the tutorial and the first level.
  • Kaizo Trap: In the 3DS version of Frozen Factory Zone 2, spin-dashing after a checkpoint will cause Sonic to go too fast and die for absolutely no reason, a strange glitch that somehow managed to creep in from the original Sonic the Hedgehog.
  • Sprite/Polygon Mix: Objects like rings and rotating fireballs are rendered in billboarded sprites, while everything else is rendered using models.

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