Is there an issue? Send a MessageReason:
None
Changed line(s) 5,6 (click to see context) from:
Originally an EasterEgg in the ''VideoGame/ProjectGothamRacing'' series for the Xbox. The series' second incarnation, ''Geometry Wars: Retro Evolved'', and its sequel have been released as stand-alone games for the UsefulNotes/Xbox360 Arcade, in 2005 and 2008, and were eventually made available on [[UsefulNotes/IBMPersonalComputer PC]] via UsefulNotes/{{Steam}}. Before that, it had clashed with the creators of ''Grid Wars'', which started out as a pretty clear clone (but with more features): its development was reportedly stopped at the request of Bizarre Creations, but the issue was eventually sorted out, by making ''Grid Wars 2'' free to download. Lastly, the game has a [[UsefulNotes/NintendoDS DS]] and a UsefulNotes/{{Wii}} version, ''Geometry Wars: Galaxies''.
to:
Originally an EasterEgg in the ''VideoGame/ProjectGothamRacing'' series for the Xbox. The series' second incarnation, ''Geometry Wars: Retro Evolved'', and its sequel have been released as stand-alone games for the UsefulNotes/Xbox360 Platform/Xbox360 Arcade, in 2005 and 2008, and were eventually made available on [[UsefulNotes/IBMPersonalComputer [[Platform/IBMPersonalComputer PC]] via UsefulNotes/{{Steam}}.Platform/{{Steam}}. Before that, it had clashed with the creators of ''Grid Wars'', which started out as a pretty clear clone (but with more features): its development was reportedly stopped at the request of Bizarre Creations, but the issue was eventually sorted out, by making ''Grid Wars 2'' free to download. Lastly, the game has a [[UsefulNotes/NintendoDS [[Platform/NintendoDS DS]] and a UsefulNotes/{{Wii}} Platform/{{Wii}} version, ''Geometry Wars: Galaxies''.
Is there an issue? Send a MessageReason:
None
Changed line(s) 75 (click to see context) from:
* TeleFrag: You usually get a split second to move away should an enemy spawn in your exact location, usually.
to:
* TeleFrag: You usually get a split second to move away should an enemy spawn in your exact location, usually.location.
Changed line(s) 77 (click to see context) from:
* VariableMix: King's soundtrack in 2 and 3 becomes dulled whenever the player is out of a king zone, and becomes clear when inside of one. Checkpoint alternates between two different songs as you clear each wave, and the songs get more intense as the timer approaches 0, but it rewinds a bit if you clear a wave. Sequence's music fades out for a brief moment whenever you complete a wave/die/run out of time, but fades back in when the next wave starts up.
to:
* VariableMix: King's soundtrack in 2 and 3 becomes dulled whenever the player is out of a king zone, and becomes clear when inside of one. Checkpoint alternates between two different songs as you clear each wave, and the songs get more intense as the timer approaches 0, but it rewinds a bit if you clear a wave. Sequence's music fades out for a brief moment whenever you complete a wave/die/run out of time, but fades back in when the next wave starts up. Additionally, the song is broken up into several segments. A new segment is played each time a new wave starts.
Is there an issue? Send a MessageReason:
None
Changed line(s) 78 (click to see context) from:
* WeaponsThatSuck: Gravity wells are common enemy type in ''Galaxies''. Fortunately, they affect all shapes, even each other and they do not start until you shoot them. Described in more detail on UnrealisticBlackhole.
to:
* WeaponsThatSuck: Gravity wells are common enemy type in ''Galaxies''. Fortunately, they affect all shapes, even each other and they do not start until you shoot them. Described in more detail on UnrealisticBlackhole.UnrealisticBlackHole.
Is there an issue? Send a MessageReason:
None
Changed line(s) 55 (click to see context) from:
* MusicalisInterruptus: In ''Retro Evolved'', gravity wells that explode form eating too many enemies and smart bombs are punctuated with a temporary silence.
to:
* MusicalisInterruptus: In ''Retro Evolved'', gravity wells that explode form from eating too many enemies and smart bombs are punctuated with a temporary silence.
Is there an issue? Send a MessageReason:
None
Changed line(s) 33,34 (click to see context) from:
** The Battenberg in ''3'' splits into 4 seperate entities, 2 stationary blockers, and 2 tracking darts. The tracking darts move ''absurdly'' fast and while not perfect, can home in on you extremely competently.
* AttackAttackAttack: Many shapes, Weavers notably will only charge when not shooting and make great effort to avoid your shots, slowing to a possible stop should you even aim in their direction. In waves they most opt to sweep every single part of the screen rather than attack directly.
* AttackAttackAttack: Many shapes, Weavers notably will only charge when not shooting and make great effort to avoid your shots, slowing to a possible stop should you even aim in their direction. In waves they most opt to sweep every single part of the screen rather than attack directly.
to:
** The Battenberg in ''3'' splits into 4 seperate separate entities, 2 stationary blockers, and 2 tracking darts. The tracking darts move ''absurdly'' fast and while not perfect, can home in on you extremely competently.
* AttackAttackAttack:Many shapes, Most of the shapes' strategy is generally "charge at the player in a straight line". Weavers notably will are notable for being the only charge when not shooting and make great effort enemy (outside of NUFOs in ''Galaxies'') to avoid attempt to dodge your shots, slowing to a possible stop should you even aim in their direction. In waves they most opt to sweep every single part of the screen rather than attack directly.
* AttackAttackAttack:
* EliteMook: Several enemies that spawn later on can require a bit more thought to deal with, rather than just "shoot directly at them".
** Snakes move in a sidewind motion, making their vulnerable head rather hard to hit. Attacks on their body do nothing.
** Repulsors/Rhinos have a shield in the front, which redirects/completely blocks shots from the front, making it necessary to flank them.
** Battenbergs split into four components, two stationary blockers and two tracking darts, which makes taking on groups of them extremely dangerous.
** Snakes move in a sidewind motion, making their vulnerable head rather hard to hit. Attacks on their body do nothing.
** Repulsors/Rhinos have a shield in the front, which redirects/completely blocks shots from the front, making it necessary to flank them.
** Battenbergs split into four components, two stationary blockers and two tracking darts, which makes taking on groups of them extremely dangerous.
Changed line(s) 41 (click to see context) from:
%% * EveryTenThousandPoints: for every 5,000 geoms collected. context, anyone?
to:
Changed line(s) 45 (click to see context) from:
* {{Mooks}} Most of the enemies are relativley straightforward and simple to deal with. Even a novice will end up killing thousands on their first go.
to:
* {{Mooks}} Most of the enemies are relativley relatively straightforward and simple to deal with. Even a novice will end up killing thousands on their first go.
Added DiffLines:
* HardModeFiller: The aptly named Hardcore mode in ''3: Dimensions Evolved''. It is composed of 20 levels from both the regular Adventure mode and Ultimate mode, and increases/changes the enemy spawns, dramatically increases the score threshold, changes the gimmick of the level, or ''all three at once.'' And the kicker? You don't get your drone to help you out (Super Sequence in Adventure mode requires 150 million points to three star. In Hardcore, the three star score is doubled to 300 million points.)
* HelpfulMook: Minelayers roam about, stopping occasionally to drop mines. These mines don't harm the player, but can kill enemies. Enemies destroyed by mines have their points multiplied. Just make sure you don't make contact with the minelayer itself.
* HelpfulMook: Minelayers roam about, stopping occasionally to drop mines. These mines don't harm the player, but can kill enemies. Enemies destroyed by mines have their points multiplied. Just make sure you don't make contact with the minelayer itself.
Is there an issue? Send a MessageReason:
None
Changed line(s) 20 (click to see context) from:
** ''3'' adds a multitude of extra ones.
to:
** ''3'' adds a multitude of extra ones.ones:
Deleted line(s) 35,36 (click to see context) :
* BulletHell: A variation. While there aren't really any projectiles to speak of, the screen tends to get insanely crowded with enemies, forcing you to use precise maneuvers while simultaneously destroying anything in your path.
** 3 has a level specifically named Bullet Hell, and focuses on spawning enemies that ''can'' shoot at the player.
** 3 has a level specifically named Bullet Hell, and focuses on spawning enemies that ''can'' shoot at the player.
Changed line(s) 45,48 (click to see context) from:
* LevelGrinding: In ''Galaxies'', you have to level up your drones by playing stages.
* MercyInvincibility: A protective bubble that blinks out a moment later.
* MightyGlacier: Slow moving white shapes surrounded by multiple blue bubbles are slow, but tough to destroy.
* MoneyForNothing: You'll unlock everything in ''Galaxies'' long before you receive all the bonus geoms for hitting score plateaus,
* MercyInvincibility: A protective bubble that blinks out a moment later.
* MightyGlacier: Slow moving white shapes surrounded by multiple blue bubbles are slow, but tough to destroy.
* MoneyForNothing: You'll unlock everything in ''Galaxies'' long before you receive all the bonus geoms for hitting score plateaus,
to:
* MightyGlacier:
* MoneyForNothing: You'll unlock everything in ''Galaxies'' long before you receive all the bonus geoms for hitting score plateaus,
Changed line(s) 66 (click to see context) from:
* ScoringPoints (The point of ''Retro Evolved'' and ''Retro Evolved 2'', and what you need to do to advance in ''Galaxies''.)
to:
* ScoringPoints (The ScoringPoints: The point of ''Retro Evolved'' and ''Retro Evolved 2'', and what you need to do to advance in ''Galaxies''.)''Galaxies'' and ''3''.
Changed line(s) 79 (click to see context) from:
to:
* ZergRush: The screen tends to get insanely crowded with enemies, forcing you to use precise maneuvers while simultaneously destroying anything in your path.
* LevelGrinding: Playing stages is required to level up drones.
* MoneyForNothing: You'll unlock everything in ''Galaxies'' long before you receive all the bonus geoms for hitting score plateaus.
* MoneyForNothing: You'll unlock everything in ''Galaxies'' long before you receive all the bonus geoms for hitting score plateaus.
Changed line(s) 110,112 (click to see context) from:
* ThemeNaming (levels in ''Galaxies'' follow a strict format - three letters for the type, then something denoting a cardinality; e.g. ''[=MinDuo=]'' is '''Min'''e level 2.)
** Scorpion levels are all named after... well... scorpions.
** Rainbow levels are all named after various art styles.
** Scorpion levels are all named after... well... scorpions.
** Rainbow levels are all named after various art styles.
to:
* ThemeNaming (levels ThemeNaming:
** Levels in ''Galaxies'' follow a strict format - three letters for the type, then something denoting a cardinality; e.g. ''[=MinDuo=]'' is '''Min'''e level 2.)
** Rainbow levels in ''3'' are all named after various art styles.
** Scorpion levels in ''3'' are all named after... well...scorpions.
** Rainbow levels are all named after various art styles.scorpion species.
** Levels in ''Galaxies'' follow a strict format - three letters for the type, then something denoting a cardinality; e.g. ''[=MinDuo=]'' is '''Min'''e level 2.)
** Rainbow levels in ''3'' are all named after various art styles.
** Scorpion levels in ''3'' are all named after... well...
** Rainbow levels are all named after various art styles.
Is there an issue? Send a MessageReason:
None
Changed line(s) 12,29 (click to see context) from:
* ArrangeMode:Starts off in ''2'', and more are added in the campaign of ''3''.
** 2 adds
** Deadline: 3 minutes and unlimited lives.
** King: 3 king zones are active at any given time. While outside of a king zone, the player(s) cannot shoot. When inside of one, they can. Enemies and geoms cannot enter king zones. King zones shrink after being entered 3 seconds later, and a new king zone will spawn to take its place. Only one life and no bombs.
** Evolved: A spin on the original Retro Evolved, no special rules are applied to this game mode. 3 lives and 3 bombs, you gain 1 life and 1 bomb every time your score multiplies by 10 at set intervals (100,000 1,000,000 10,000,000 etc.)
** Pacifism: You cannot shoot. You must run into gates and lure grunts into the ensuing explosion. 1 life.
** Waves: Rockets spawn in waves, taking up the entire side that they spawn on. This game escalates ''very'' quickly. Do not expect to survive more than a minute. 1 life.
** Sequence: You are given a series of 20 levels, and 30 seconds to complete each level. Each level spawns the exact same enemies every time you play. Dying in a level skips it, but if you lose all your lives, the game ends early. 3 lives and 3 bombs, you gain 1 life and 1 bomb every time your score multiplies by 10 at set intervals.
** 3 adds
** Rainbow: Special painter enemies spawn in and will paint the grid behind them as they move. The game ends when either you die, or the painters cover a set amount of grid.
** Checkpoint: A variant of Deadline, you have unlimited lives, but a much shorter amount of time (usually between 1 to 15 seconds.). Enemies spawn in waves. Killing all enemies in a wave extends your time by a small amount. Dying incurs a small time loss penalty.
** Sniper: You are given a set amount of ammo. Run out of ammo or die and the game ends.
** Claustrophobia: The walls are slowly closing in, restricting the play-field size over the course of the game.
** Titan: Enemies spawn as large, passive titan versions of themselves that need to be broken down into smaller forms. When small enough, enemies behave like their normal selves.
** Scorpion: A variant of Pacifism, instead of using gates to kill enemies, you trail a laser tripwire behind yourself.
** Stock: A variant of Sniper, you must run around collecting ammo packets to replenish your supply of bullets. You won't lose the game if you run out of ammo.
** Boss: A boss must be defeated to win. Your score is not counted if you do not kill the boss. Each boss has multiple timed phases, and if you run out of time, the boss unleashes a shock wave that kills you instantly.
** Retro Evolved: While not in the campaign, Retro Evolved is a recreation of the original Geometry Wars, with some minor mechanical differences (i.e, Gravity well explosions kill enemies instead of merely shoving enemies away).
** 2 adds
** Deadline: 3 minutes and unlimited lives.
** King: 3 king zones are active at any given time. While outside of a king zone, the player(s) cannot shoot. When inside of one, they can. Enemies and geoms cannot enter king zones. King zones shrink after being entered 3 seconds later, and a new king zone will spawn to take its place. Only one life and no bombs.
** Evolved: A spin on the original Retro Evolved, no special rules are applied to this game mode. 3 lives and 3 bombs, you gain 1 life and 1 bomb every time your score multiplies by 10 at set intervals (100,000 1,000,000 10,000,000 etc.)
** Pacifism: You cannot shoot. You must run into gates and lure grunts into the ensuing explosion. 1 life.
** Waves: Rockets spawn in waves, taking up the entire side that they spawn on. This game escalates ''very'' quickly. Do not expect to survive more than a minute. 1 life.
** Sequence: You are given a series of 20 levels, and 30 seconds to complete each level. Each level spawns the exact same enemies every time you play. Dying in a level skips it, but if you lose all your lives, the game ends early. 3 lives and 3 bombs, you gain 1 life and 1 bomb every time your score multiplies by 10 at set intervals.
** 3 adds
** Rainbow: Special painter enemies spawn in and will paint the grid behind them as they move. The game ends when either you die, or the painters cover a set amount of grid.
** Checkpoint: A variant of Deadline, you have unlimited lives, but a much shorter amount of time (usually between 1 to 15 seconds.). Enemies spawn in waves. Killing all enemies in a wave extends your time by a small amount. Dying incurs a small time loss penalty.
** Sniper: You are given a set amount of ammo. Run out of ammo or die and the game ends.
** Claustrophobia: The walls are slowly closing in, restricting the play-field size over the course of the game.
** Titan: Enemies spawn as large, passive titan versions of themselves that need to be broken down into smaller forms. When small enough, enemies behave like their normal selves.
** Scorpion: A variant of Pacifism, instead of using gates to kill enemies, you trail a laser tripwire behind yourself.
** Stock: A variant of Sniper, you must run around collecting ammo packets to replenish your supply of bullets. You won't lose the game if you run out of ammo.
** Boss: A boss must be defeated to win. Your score is not counted if you do not kill the boss. Each boss has multiple timed phases, and if you run out of time, the boss unleashes a shock wave that kills you instantly.
** Retro Evolved: While not in the campaign, Retro Evolved is a recreation of the original Geometry Wars, with some minor mechanical differences (i.e, Gravity well explosions kill enemies instead of merely shoving enemies away).
to:
* ArrangeMode:Starts off in ''2'', and more are added in the campaign of ''3''.
ArrangeMode:
**2 adds
**''2'' has six different game modes:
*** Deadline:3 minutes and unlimited lives.
**Unlimited lives, limited time per game.
*** King:3 king Three zones are active at any given time. While Players outside of a king zone, the player(s) zones cannot shoot. When inside of one, they can. fire. Enemies and geoms cannot enter king the zones. King Said zones shrink a few seconds after being entered 3 seconds later, entered, and a new king zone one will spawn to take its place. Only one life and no bombs.
**place.
*** Evolved: A spin on the original Retro Evolved, no special rules are applied to this game mode. You start with 3 lives and 3 bombs,you and gain 1 life and 1 bomb of each for every time power of 10 (starting at 100,000) your score multiplies by 10 at set intervals (100,000 1,000,000 10,000,000 etc.)
**reaches.
*** Pacifism: You cannot shoot. You must runinto through gates and lure grunts enemies into the ensuing explosion. 1 life.
**explosion.s
*** Waves: Rockets spawn inwaves, long lines, taking up the entire side that they spawn on. This (This game escalates ''very'' quickly. Do not expect to survive more than a minute. 1 life.\n** )
*** Sequence: You are given a series of 20 levels, and 30 seconds to complete each level. Each level spawns the exact same enemies every time you play. Dying in a level skips it, but if you lose all your lives, the game ends early. You start with 3 lives and 3 bombs,you and gain 1 life and 1 bomb of each for every time power of 10 (starting at 100,000) your score multiplies by 10 at set intervals.
reaches.
**3 adds
** Rainbow: Special painter enemies spawn in''3'' adds a multitude of extra ones.
*** Boss: A boss must be defeated to win. Your score is not counted if you do not kill the boss. Each boss has multiple timed phases, andwill paint if you run out of time, the grid behind them as they move. The game ends when either boss unleashes a shockwave that kills you die, or the painters cover a set amount of grid.
**instantly.
*** Checkpoint: A variant of Deadline, you have unlimited lives, but a much shorter amount of time (usually between 1 to 15 seconds.). Enemies spawn in waves. Killing all enemies in a wave extends your time by a small amount. Dying incurs a small time loss penalty.
** Sniper: You are given a set amount of ammo. Run out of ammo or die and the game ends.
** Claustrophobia: The walls are slowly closing in, restricting the play-field size over the course of the game.
***** Titan: Enemies spawn as large, passive titan versions of themselves that need to be broken down into smaller forms. When small enough, enemies behave like their normal selves.
** *** Rainbow: Special painter enemies spawn in and will paint the grid behind them as they move. The game ends when either you die, or the painters cover a set amount of grid.
*** Sniper: You are given a set amount of ammo. Run out of ammo or die and the game ends.
*** Claustrophobia: The walls slowly close in, restricting the play-field size over the course of the game.
*** Scorpion: A variant of Pacifism, instead of using gates to kill enemies, you trail a laser tripwire behind yourself.
** *** Stock: A variant of Sniper, you must run around collecting ammo packets to replenish your supply of bullets. You won't lose the game if you run out of ammo.
** Boss: A boss must be defeated to win. Your score is not counted if you do not kill the boss. Each boss has multiple timed phases, and if you run out of time, the boss unleashes a shock wave that kills you instantly.
** Retro Evolved: While not in the campaign, Retro Evolved is a recreation of the original Geometry Wars, with some minor mechanical differences (i.e, Gravity well explosions kill enemies instead of merely shoving enemies away).ammo.
**
**
*** Deadline:
**
*** King:
**
*** Evolved: A spin on the original Retro Evolved, no special rules are applied to this game mode. You start with 3 lives and 3 bombs,
**
*** Pacifism: You cannot shoot. You must run
**
*** Waves: Rockets spawn in
*** Sequence: You are given a series of 20 levels, and 30 seconds to complete each level. Each level spawns the exact same enemies every time you play. Dying in a level skips it, but if you lose all your lives, the game ends early. You start with 3 lives and 3 bombs,
**
** Rainbow: Special painter enemies spawn in
*** Boss: A boss must be defeated to win. Your score is not counted if you do not kill the boss. Each boss has multiple timed phases, and
**
*** Checkpoint: A variant of Deadline, you have unlimited lives, but a much shorter amount of time (usually between 1 to 15 seconds.). Enemies spawn in waves. Killing all enemies in a wave extends your time by a small amount. Dying incurs a small time loss penalty.
** Claustrophobia: The walls are slowly closing in, restricting the play-field size over the course of the game.
**
*** Sniper: You are given a set amount of ammo. Run out of ammo or die and the game ends.
*** Claustrophobia: The walls slowly close in, restricting the play-field size over the course of the game.
*** Scorpion: A variant of Pacifism, instead of using gates to kill enemies, you trail a laser tripwire behind yourself.
** Boss: A boss must be defeated to win. Your score is not counted if you do not kill the boss. Each boss has multiple timed phases, and if you run out of time, the boss unleashes a shock wave that kills you instantly.
** Retro Evolved: While not in the campaign, Retro Evolved is a recreation of the original Geometry Wars, with some minor mechanical differences (i.e, Gravity well explosions kill enemies instead of merely shoving enemies away).
Changed line(s) 44 (click to see context) from:
* [[EveryTenThousandPoints Every Five Thousand Geoms]]
to:
%% * [[EveryTenThousandPoints Every Five Thousand Geoms]]EveryTenThousandPoints: for every 5,000 geoms collected. context, anyone?
Changed line(s) 56 (click to see context) from:
* MusicalisInterruptus: In ''Retro Evolved'', Gravity wells that explode form eating too many enemies and smart bombs are punctuated with a temporary silence.
to:
* MusicalisInterruptus: In ''Retro Evolved'', Gravity gravity wells that explode form eating too many enemies and smart bombs are punctuated with a temporary silence.
Changed line(s) 75 (click to see context) from:
* TheSwarm: Mayflies usually spawn in the hundreds, move towards you erratically and are very tiny. If you aren't careful or paying attention, a single one can easily end you. While they don't score much themselves, they can easily increase your score multiplier.
to:
* TheSwarm: Mayflies usually spawn in the hundreds, move towards you erratically and are very rather tiny. If you aren't careful or paying attention, a single one can easily end you. While they don't score much themselves, they can easily increase your score multiplier.
Changed line(s) 93 (click to see context) from:
** ''3'''s Classic Mode houses ''Retro Evolved'' mode and all modes from ''2'' except Sequence.
to:
** ''3'''s Classic Mode houses ''Retro Evolved'' mode (with some of the later games' mechanical differences) and all modes from ''2'' except Sequence.
Changed line(s) 100 (click to see context) from:
* MythologyGag: Super Sequence in 3 is a reference to the Sequence mode in 2.
to:
* MythologyGag: Super Sequence in 3 ''3'' is a reference to the Sequence mode in 2.''2''.
Is there an issue? Send a MessageReason:
TTE is IUEO
Deleted line(s) 77 (click to see context) :
* TheTetrisEffect: Given the simple designs of the enemies, it's not too far-fetched to suddenly imagine shapes around you to start moving in ''Geometry Wars'' patterns.
Is there an issue? Send a MessageReason:
None
Changed line(s) 116,117 (click to see context) from:
** Mutators inflict this on enemies, turning them into Mutated. Mutated, regardless of prior behavior will beeline straight at the player, and cannot be dodged at all.
to:
Is there an issue? Send a MessageReason:
None
Deleted line(s) 12 (click to see context) :
* ActionBomb: Gravity wells if they consume to many enemies without getting shot at explode into a bunch of protons. Protons move and track the player FAST, but bounce off of walls.
Changed line(s) 31 (click to see context) from:
* AsteroidsMonster: Spinners split into 3 Tiny Spinners when killed. Also, Galaxies has an entire level based on the ''Asteroids'' game, only the {{captain ersatz}} asteroids may turn hostile depending on their shape, especially if it is a Weaver or Spinner asteroid. The Battenberg splits into 4 seperate entities, 2 stationary blockers, and 2 tracking darts.
to:
* AsteroidsMonster: AsteroidsMonster:
** Spinners split into3 three Tiny Spinners when killed. Also, Galaxies has an entire level based on the ''Asteroids'' game, only the {{captain ersatz}} asteroids may turn hostile depending on their shape, especially shot.
** Gravity Wells, ifit is they consume too many enemies without getting shot at, explode into a Weaver or Spinner asteroid. bunch of swift, chasing Protons that can bounce cleanly off of walls.
** The Asteroids/Titans in ''Galaxies'' and ''3'' are hefty enemies that slowly bounce around. They can be broken into smaller versions of themselves, which can then be broken into several of a corresponding normal enemy.
** The Battenberg in ''3'' splits into 4 seperate entities, 2 stationary blockers, and 2 trackingdarts.darts. The tracking darts move ''absurdly'' fast and while not perfect, can home in on you extremely competently.
** Spinners split into
** Gravity Wells, if
** The Asteroids/Titans in ''Galaxies'' and ''3'' are hefty enemies that slowly bounce around. They can be broken into smaller versions of themselves, which can then be broken into several of a corresponding normal enemy.
** The Battenberg in ''3'' splits into 4 seperate entities, 2 stationary blockers, and 2 tracking
Deleted line(s) 33,34 (click to see context) :
* {{Cap}}: The highest composite score obtainable on ''Galaxies'' is 26,843,545,575.
** The DS version also has some unfortunate (or maybe ''fortunate'') limits to onscreen objects.
** The DS version also has some unfortunate (or maybe ''fortunate'') limits to onscreen objects.
* {{Cap}}:
** The highest composite score obtainable on ''Galaxies'' is 26,843,545,575.
** The DS version of ''Galaxies'' also has some unfortunate (or maybe ''fortunate'') limits to onscreen objects.
** The highest composite score obtainable on ''Galaxies'' is 26,843,545,575.
** The DS version of ''Galaxies'' also has some unfortunate (or maybe ''fortunate'') limits to onscreen objects.
Deleted line(s) 112 (click to see context) :
* TurnsRed: The Battenberg is initally passive, wandering around the map in a straight line, but when shot, it divides into 2 stationary blocker enemies, and 2 tracking darts. The tracking darts move ''absurdly'' fast and while not perfect, can home in on you extremley competently.
Is there an issue? Send a MessageReason:
Elite Mooks are intentionally "your typical enemy but stronger", not Demonic Spiders. Also, the original Waves is not a precursor to the racing game. Also, Pacifism's name is sufficiently non-indicative enough for it to avert Pacifist Run; you still score points by killing enemy shapes.
[[foldercontrol]]
[[folder:Tropes that apply to the whole franchise]]
[[folder:Tropes that apply to the whole franchise]]
Deleted line(s) 31 (click to see context) :
* AttackDrone: Several in Galaxies, but they have to be bought.
Deleted line(s) 34,36 (click to see context) :
* BoringButPractical:
** The Sweep drone in ''Galaxies''. It doesn't fire, instead sweeping around your ship and damaging any enemies that happen to touch it. At higher levels, it makes faster and more precise circles around your ship, serving as a very useful defensive barrier.
** Attack and Defend fire forwards and backwards respectively. They don't do much else, but more importantly, higher levels of these drones can help augment your firepower very effectively. A max-level Attack drone effectively doubles your firepower, while a max-level Defend drone keeps you covered in large, crowded spaces.
** The Sweep drone in ''Galaxies''. It doesn't fire, instead sweeping around your ship and damaging any enemies that happen to touch it. At higher levels, it makes faster and more precise circles around your ship, serving as a very useful defensive barrier.
** Attack and Defend fire forwards and backwards respectively. They don't do much else, but more importantly, higher levels of these drones can help augment your firepower very effectively. A max-level Attack drone effectively doubles your firepower, while a max-level Defend drone keeps you covered in large, crowded spaces.
Changed line(s) 39,41 (click to see context) from:
* CallBack: Super Sequence in 3 is a reference to the Sequence mode in 2.
* CollisionDamage: Pretty much all other shapes other than the harmless NUFO targets; walls are usually safe however. There is a group of red enemies that will shoot you if given the chance. Luckily their range is shorter than yours. Also, your shots will bounce off gates so you have to run into them.
* EmbeddedPrecursor: ''Retro Evolved'', minus the Retro mode, is playable in ''Galaxies''. ''Waves'' is playable in [=PGR=]4.
* CollisionDamage: Pretty much all other shapes other than the harmless NUFO targets; walls are usually safe however. There is a group of red enemies that will shoot you if given the chance. Luckily their range is shorter than yours. Also, your shots will bounce off gates so you have to run into them.
* EmbeddedPrecursor: ''Retro Evolved'', minus the Retro mode, is playable in ''Galaxies''. ''Waves'' is playable in [=PGR=]4.
to:
* CallBack: Super Sequence in 3 is a reference to the Sequence mode in 2.
* CollisionDamage:CollisionDamage:
** Pretty much all other shapes other than the harmless NUFO targets; walls are usually safe however. There is a group of red enemies that will shoot you if given the chance. Luckily their range is shorter than yours. Also, your shots will bounce off gates so you have to run into them.
* EmbeddedPrecursor: ''Retro Evolved'', minus the Retro mode, is playable ** The Ram drone in ''Galaxies''. ''Waves'' is playable in [=PGR=]4.''Galaxies'' and ''3'' turns this trope on your enemies, which rams into enemies, but needs a little cooldown between uses.
* CollisionDamage:
** Pretty much all other shapes other than the harmless NUFO targets; walls are usually safe however. There is a group of red enemies that will shoot you if given the chance. Luckily their range is shorter than yours. Also, your shots will bounce off gates so you have to run into them.
Deleted line(s) 43,45 (click to see context) :
* EliteMooks: Some of the enemies in Geometry Wars can be especially problematic.
** Weavers, shaped like a green square will dodge your shots with astounding speed if the shot isn't aimed dead center at them.
** Repulsors have a frontal shield/armor, negating any attacks from the front. Explosions (Gates, Gravity wells, Smart Bombs, etc) however can bypass the shield.
** Weavers, shaped like a green square will dodge your shots with astounding speed if the shot isn't aimed dead center at them.
** Repulsors have a frontal shield/armor, negating any attacks from the front. Explosions (Gates, Gravity wells, Smart Bombs, etc) however can bypass the shield.
Changed line(s) 49,55 (click to see context) from:
* EverythingTryingToKillYou: Except for the N[=UFOs=], who simply avoid you once fired on.
* FlyingSaucer: Comes in 3 flavors, the yellow NUFO, the red UFO and the blue UFO
** [=NUFOs=] are harmless in ''Galaxies'', but will attempt to dodge any shots aimed at them. In ''3'' however, they move in a straight line and gain collision damage.
** [=UFOs=] in ''Galaxies'' spawn with an alert sound, zoom relativley close to you, then immeidetly flee in another direction. ''3'' has them spawn and directly charge you down in a straight line extremley fast, and can easily kill you if you don't pay attention.
** Blue [=UFOs=] are exclusive to ''3'' and behave similarly to [=UFOs=], but take multiple hits to kill. However, they move much slower.
* SinisterGeometry: In a game called Geometry Wars, what did you expect?
* InvincibleMinorMinion: Flippers in ''Galaxies'' are completely invincible, but they don't kill you. However, they ''do'' let enemies pass freely through themselves while blocking you and your shots.
* FlyingSaucer: Comes in 3 flavors, the yellow NUFO, the red UFO and the blue UFO
** [=NUFOs=] are harmless in ''Galaxies'', but will attempt to dodge any shots aimed at them. In ''3'' however, they move in a straight line and gain collision damage.
** [=UFOs=] in ''Galaxies'' spawn with an alert sound, zoom relativley close to you, then immeidetly flee in another direction. ''3'' has them spawn and directly charge you down in a straight line extremley fast, and can easily kill you if you don't pay attention.
** Blue [=UFOs=] are exclusive to ''3'' and behave similarly to [=UFOs=], but take multiple hits to kill. However, they move much slower.
* SinisterGeometry: In a game called Geometry Wars, what did you expect?
* InvincibleMinorMinion: Flippers in ''Galaxies'' are completely invincible, but they don't kill you. However, they ''do'' let enemies pass freely through themselves while blocking you and your shots.
to:
* EverythingTryingToKillYou: Except for the N[=UFOs=], who simply avoid you once fired on.
* FlyingSaucer: Comes in 3 flavors, the yellow NUFO, the red UFO and the blue UFO
** [=NUFOs=] are harmless in ''Galaxies'', but will attempt to dodge any shots aimed at them. In ''3'' however, they move in a straight line and gain collision damage.
** [=UFOs=] inN[=UFOs=]' ''Galaxies'' spawn with an alert sound, zoom relativley close to you, then immeidetly flee in another direction. ''3'' has them spawn and directly charge version, who simply avoid you down in a straight line extremley fast, and can easily kill you if you don't pay attention.
** Blue [=UFOs=] are exclusive to ''3'' and behave similarly to [=UFOs=], but take multiple hits to kill. However, they move much slower.
* SinisterGeometry: In a game called Geometry Wars, what did you expect?
* InvincibleMinorMinion: Flippers in ''Galaxies'' are completely invincible, but they don't kill you. However, they ''do'' let enemies pass freely through themselves while blocking you and your shots.once fired on.
* FlyingSaucer: Comes in 3 flavors, the yellow NUFO, the red UFO and the blue UFO
** [=NUFOs=] are harmless in ''Galaxies'', but will attempt to dodge any shots aimed at them. In ''3'' however, they move in a straight line and gain collision damage.
** [=UFOs=] in
** Blue [=UFOs=] are exclusive to ''3'' and behave similarly to [=UFOs=], but take multiple hits to kill. However, they move much slower.
* SinisterGeometry: In a game called Geometry Wars, what did you expect?
* InvincibleMinorMinion: Flippers in ''Galaxies'' are completely invincible, but they don't kill you. However, they ''do'' let enemies pass freely through themselves while blocking you and your shots.
Deleted line(s) 60 (click to see context) :
* MoneySpider: In ''Galaxies'', you'll occasionally stumble upon a red UFO that swoops in, then vanishes very shortly afterwards. Hitting it will yield a large sum of points.
Deleted line(s) 67 (click to see context) :
* MookMaker: They can already spawn at incredible rates, but these guys make them come in even quicker.
Changed line(s) 71,73 (click to see context) from:
* OneGameForThePriceOfTwo: the DS and Wii versions of ''Galaxies'' unlock content on each other - the same content on both - but are otherwise identical.
** Also inverted in that Geometry Wars started out as a game inside Project Gotham Racing, and has since had some form in its games. Geometry Wars Retro in [=PGR2=], Evolved in [=PGR3=], and waves in [=PGR4=].
* OneHitPointWonder: The protagonist in all games. However, you can get extra lives through an OneUp equivalent.
** Also inverted in that Geometry Wars started out as a game inside Project Gotham Racing, and has since had some form in its games. Geometry Wars Retro in [=PGR2=], Evolved in [=PGR3=], and waves in [=PGR4=].
* OneHitPointWonder: The protagonist in all games. However, you can get extra lives through an OneUp equivalent.
to:
* OneGameForThePriceOfTwo: the OneGameForThePriceOfTwo:
** The DS and Wii versions of ''Galaxies'' unlock content on each other - the same content on both - but are otherwise identical.
**Also inverted Inverted in that Geometry Wars started out as a game inside Project Gotham Racing, and has since had some form in its games. Geometry Wars Retro in [=PGR2=], Evolved in [=PGR3=], and waves in [=PGR4=].
* OneHitPointWonder: The protagonist and most enemies in all games. However, you can get extra lives throughan a OneUp equivalent.
** The DS and Wii versions of ''Galaxies'' unlock content on each other - the same content on both - but are otherwise identical.
**
* OneHitPointWonder: The protagonist and most enemies in all games. However, you can get extra lives through
Deleted line(s) 75 (click to see context) :
* PacifistRun: The "Pacifism" mode in ''Geometry Wars 2'' is of the TechnicalPacifist variety, as you cannot shoot but you can still destroy shapes.
Deleted line(s) 79,80 (click to see context) :
* RammingAlwaysWorks: The Ram drone in ''Galaxies'', which rams into enemies, but needs a little cooldown between uses.
* RepurposedPopSong: ''Galaxies'' uses [[Music/TheyMightBeGiants "Particle Man"]] [[https://www.youtube.com/watch?v=3GpsG8iQ5oY here]].
* RepurposedPopSong: ''Galaxies'' uses [[Music/TheyMightBeGiants "Particle Man"]] [[https://www.youtube.com/watch?v=3GpsG8iQ5oY here]].
Changed line(s) 82,84 (click to see context) from:
* SegmentedSerpent: The snake enemies, which can only be attacked in the head.
* SelfImposedChallenge: Due to how Min- stages have disproportionately higher scores than other stages, some players will make files where they don't play Min- stages at all so that their total scores don't end up skewing towards these sorts of stages.
* ShieldBearingMook: Repulsors have a frontal shield/armor and can only be hit on the parts where they are not shielded/armored.
* SelfImposedChallenge: Due to how Min- stages have disproportionately higher scores than other stages, some players will make files where they don't play Min- stages at all so that their total scores don't end up skewing towards these sorts of stages.
* ShieldBearingMook: Repulsors have a frontal shield/armor and can only be hit on the parts where they are not shielded/armored.
to:
* SegmentedSerpent: The snake enemies, which can Snakes have visible segments, and the only be attacked in bulnerable one is the head.
* SelfImposedChallenge: Due to how Min- stages have disproportionately higher scores than other stages, some players will make files where they don't play Min- stages at all so that their total scores don't end up skewing towards these sorts of stages.
* ShieldBearingMook: Repulsors have a frontal shield/armor armor and can only be hit on the parts where they are not shielded/armored.shielded.
Changed line(s) 86 (click to see context) from:
* SmartBomb: Unlike many other games with a bomb system, your bombs don't reset count each time you die. Instead, the only way to gain bombs back is through points or geoms, and that's if the game allows extra bombs.
to:
* SinisterGeometry: In a game called Geometry Wars, what did you expect?
* SmartBomb: You have a limited supply of boms that destroy all onscreen enemies. Unlike many other games with a bomb system, your bombs don't reset count each time you die. Instead, the only way to gain bombs back is through points or geoms, and that's if the game allows extra bombs.
* SmartBomb: You have a limited supply of boms that destroy all onscreen enemies. Unlike many other games with a bomb system, your bombs don't reset count each time you die. Instead, the only way to gain bombs back is through points or geoms, and that's if the game allows extra bombs.
Changed line(s) 88,97 (click to see context) from:
* SpreadShot: Like many other games it the genre it gets wider as you do better in Retro Evolved and Galaxies. Unlike others it periodically switches between wider spreads and MoreDakka.
* SuperMode: ''3'' introduces super states, a cluster of small stationary enemies that spawn in a formation. When killed, they will greatly enhance the player's weapon or ship in some way.
** Quad Fire: Gives you 4 times the shots. Most common.
** Split Fire: Gives you two additional projectiles per shot to the front of the player's ship that fire at a 45° angle from the main gun
** Reverse Fire: Gives you an additional weapon that shoots directly behind where you are aiming.
** Missiles: Gives you a pair of missiles that are automatically shot out from your ship. Missiles home in on enemies.
** Magnet: Increases your geom collection radius by a very large margin. Uncommon.
** Trail Bombs: As you move, you leave behind explosions. Rare.
** Shield: Makes you invinicble. Very rare.
* TheSwarm: Mayflies/Jacks usually spawn in the hundreds, move towards you erratically and are very tiny. If you aren't careful or paying attention, a single one can easily end you. While they don't score much themselves, they can easily increase your score multiplier.
* SuperMode: ''3'' introduces super states, a cluster of small stationary enemies that spawn in a formation. When killed, they will greatly enhance the player's weapon or ship in some way.
** Quad Fire: Gives you 4 times the shots. Most common.
** Split Fire: Gives you two additional projectiles per shot to the front of the player's ship that fire at a 45° angle from the main gun
** Reverse Fire: Gives you an additional weapon that shoots directly behind where you are aiming.
** Missiles: Gives you a pair of missiles that are automatically shot out from your ship. Missiles home in on enemies.
** Magnet: Increases your geom collection radius by a very large margin. Uncommon.
** Trail Bombs: As you move, you leave behind explosions. Rare.
** Shield: Makes you invinicble. Very rare.
* TheSwarm: Mayflies/Jacks usually spawn in the hundreds, move towards you erratically and are very tiny. If you aren't careful or paying attention, a single one can easily end you. While they don't score much themselves, they can easily increase your score multiplier.
to:
* SpreadShot: Like many other games it the genre it gets wider as you do better in Retro Evolved ''Retro Evolved'' and Galaxies.''Galaxies''. Unlike others it periodically switches between wider spreads and MoreDakka.
* SuperMode: ''3'' introduces super states, a cluster of small stationary enemies that spawn in a formation. When killed, they will greatly enhance the player's weapon or ship in some way.
** Quad Fire: Gives you 4 times the shots. Most common.
** Split Fire: Gives you two additional projectiles per shot to the front of the player's ship that fire at a 45° angle from the main gun
** Reverse Fire: Gives you an additional weapon that shoots directly behind where you are aiming.
** Missiles: Gives you a pair of missiles that are automatically shot out from your ship. Missiles home in on enemies.
** Magnet: Increases your geom collection radius by a very large margin. Uncommon.
** Trail Bombs: As you move, you leave behind explosions. Rare.
** Shield: Makes you invinicble. Very rare.
* TheSwarm: Mayflies/Jacks Mayflies usually spawn in the hundreds, move towards you erratically and are very tiny. If you aren't careful or paying attention, a single one can easily end you. While they don't score much themselves, they can easily increase your score multiplier.
** Quad Fire: Gives you 4 times the shots. Most common.
** Split Fire: Gives you two additional projectiles per shot to the front of the player's ship that fire at a 45° angle from the main gun
** Reverse Fire: Gives you an additional weapon that shoots directly behind where you are aiming.
** Missiles: Gives you a pair of missiles that are automatically shot out from your ship. Missiles home in on enemies.
** Magnet: Increases your geom collection radius by a very large margin. Uncommon.
** Trail Bombs: As you move, you leave behind explosions. Rare.
** Shield: Makes you invinicble. Very rare.
Deleted line(s) 100,103 (click to see context) :
* ThemeNaming (levels in ''Galaxies'' follow a strict format - three letters for the type, then something denoting a cardinality; e.g. ''[=MinDuo=]'' is '''Min'''e level 2.)
** Scorpion levels are all named after... well... scorpions.
** Rainbow levels are all named after various art styles.
* ThirdIs3D: Well, its not exactly the third game in the series, but ''Geometry Wars 3'' changes the formula up by adding levels where the playfield warps around several 3d objects while maintaining the top down 2D movement and shooting.
** Scorpion levels are all named after... well... scorpions.
** Rainbow levels are all named after various art styles.
* ThirdIs3D: Well, its not exactly the third game in the series, but ''Geometry Wars 3'' changes the formula up by adding levels where the playfield warps around several 3d objects while maintaining the top down 2D movement and shooting.
Deleted line(s) 105,106 (click to see context) :
* TurnsRed: The Battenberg is initally passive, wandering around the map in a straight line, but when shot, it divides into 2 stationary blocker enemies, and 2 tracking darts. The tracking darts move ''absurdly'' fast and while not perfect, can home in on you extremley competently.
** Mutators inflict this on enemies, turning them into Mutated. Mutated, regardless of prior behavior will beeline straight at the player, and cannot be dodged at all.
** Mutators inflict this on enemies, turning them into Mutated. Mutated, regardless of prior behavior will beeline straight at the player, and cannot be dodged at all.
Added DiffLines:
[[/folder]]
[[folder:Tropes exclusive to ''Galaxies'' and/or ''3: Dimensions Evolved'']]
* AttackDrone: Several in Galaxies, but they have to be bought.
* BoringButPractical:
** The Sweep drone in ''Galaxies''. It doesn't fire, instead sweeping around your ship and damaging any enemies that happen to touch it. At higher levels, it makes faster and more precise circles around your ship, serving as a very useful defensive barrier.
** Attack and Defend fire forwards and backwards respectively. They don't do much else, but more importantly, higher levels of these drones can help augment your firepower very effectively. A max-level Attack drone effectively doubles your firepower, while a max-level Defend drone keeps you covered in large, crowded spaces.
* EmbeddedPrecursor:
** ''Retro Evolved'''s Evolved mode is playable in ''Galaxies''.
** ''3'''s Classic Mode houses ''Retro Evolved'' mode and all modes from ''2'' except Sequence.
* FlyingSaucer: Comes in 3 flavors, the yellow NUFO, the red UFO and the blue UFO
** [=NUFOs=] are harmless in ''Galaxies'', but will attempt to dodge any shots aimed at them. In ''3'' however, they move in a straight line and gain collision damage.
** [=UFOs=] in ''Galaxies'' spawn with an alert sound, zoom relativley close to you, then immeidetly flee in another direction. ''3'' has them spawn and directly charge you down in a straight line extremley fast, and can easily kill you if you don't pay attention.
** Blue [=UFOs=] are exclusive to ''3'' and behave similarly to [=UFOs=], but take multiple hits to kill. However, they move much slower.
* InvincibleMinorMinion: Flippers/Rocks in ''Galaxies'' and ''3'' are completely invincible, but they can only kill you in the latter game. However, they ''do'' let enemies pass freely through themselves while blocking you and your shots.
* MookMaker: Spawners cause more of a certain type of enemy to appear.
* MythologyGag: Super Sequence in 3 is a reference to the Sequence mode in 2.
* PinataEnemy: In ''Galaxies'', you'll occasionally stumble upon a red UFO that swoops in, then vanishes very shortly afterwards. Hitting it will yield a large sum of points and geoms.
* RepurposedPopSong: ''Galaxies'' uses [[Music/TheyMightBeGiants "Particle Man"]] [[https://www.youtube.com/watch?v=3GpsG8iQ5oY in this trailer]].
* SuperMode: ''3'' introduces super states, a cluster of small stationary enemies that spawn in a formation. When killed, they will greatly enhance the player's weapon or ship in some way.
** Quad Fire: Gives you significantly more firepower.
** Split Fire: Gives you two additional projectiles per shot to the front of the player's ship that fire at a 45° angle from the main gun.
** Reverse Fire: Gives you an additional weapon that shoots directly behind where you are aiming.
** Missiles: Gives you a pair of homing missiles that are automatically shot out from your ship.
** Magnet: Increases your geom collection radius by a very large margin.
** Trail Bombs: As you move, you leave behind explosions.
** Shield: Makes you temporarily invinicble.
* ThemeNaming (levels in ''Galaxies'' follow a strict format - three letters for the type, then something denoting a cardinality; e.g. ''[=MinDuo=]'' is '''Min'''e level 2.)
** Scorpion levels are all named after... well... scorpions.
** Rainbow levels are all named after various art styles.
* ThirdIs3D: Well, its not exactly the third game in the series, but ''Geometry Wars 3'' changes the formula up by adding levels where the playfield warps around several 3d objects while maintaining the top down 2D movement and shooting.
* TurnsRed: The Battenberg is initally passive, wandering around the map in a straight line, but when shot, it divides into 2 stationary blocker enemies, and 2 tracking darts. The tracking darts move ''absurdly'' fast and while not perfect, can home in on you extremley competently.
** Mutators inflict this on enemies, turning them into Mutated. Mutated, regardless of prior behavior will beeline straight at the player, and cannot be dodged at all.
[[/folder]]