Follow TV Tropes

Following

History VideoGame / Tyrian

Go To

OR

Is there an issue? Send a MessageReason:
I remember the tracking and speed is much better too.


** Once fully upgraded, the Guided Micro Bombs spam the screen with a lot of miniature homing bombs that, via DeathOfAThousandCuts, do high saturation damage, making them a fantastic auxiliary weapon against single targets. The issue with them is that they are rarely found in the shop, you have no control over them if you're trying to focus fire on one target, and the high amount of micro bombs can increase the likelihood of duds. The more commonly available Heavy Guided Bombs can do what they can, but with much higher single-hit damage at a reduced number of bombs per shot.

to:

** Once fully upgraded, the Guided Micro Bombs spam the screen with a lot of miniature homing bombs that, via DeathOfAThousandCuts, do high saturation damage, making them a fantastic auxiliary weapon against single targets. The issue with them is that they are rarely found in the shop, you have no control over them if you're trying to focus fire on one target, and the high amount of micro bombs can increase the likelihood of duds. The more commonly available Heavy Guided Bombs can do what they can, but with much higher single-hit damage at a reduced number of bombs per shot.shot and tighter tracking and movement.
Is there an issue? Send a MessageReason:
Got rid of some Word Cruft.


** Once fully upgraded, the Guided Micro Bombs spam the screen with a lot of miniature homing bombs that, via DeathOfAThousandCuts, do high saturation damage, making them a fantastic auxiliary weapon against single targets. The issue with them is that they are rarely found in the shop, you have no control over them if you're trying to focus fire on one target, and the high amount of micro bombs can increase the likelihood of duds. The more commonly available Heavy Guided Bombs can do what they can, but with quality over quantity, and each bomb that hits hits, hits the target hard.

to:

** Once fully upgraded, the Guided Micro Bombs spam the screen with a lot of miniature homing bombs that, via DeathOfAThousandCuts, do high saturation damage, making them a fantastic auxiliary weapon against single targets. The issue with them is that they are rarely found in the shop, you have no control over them if you're trying to focus fire on one target, and the high amount of micro bombs can increase the likelihood of duds. The more commonly available Heavy Guided Bombs can do what they can, but with quality over quantity, and each bomb that hits hits, hits the target hard.much higher single-hit damage at a reduced number of bombs per shot.
Is there an issue? Send a MessageReason:
None


** Once fully upgraded, the Guided Micro Bombs spam the screen with a lot of miniature homing bombs that, via DeathOfAThousandCuts, do high saturation damage, making them a fantastic auxiliary weapon against single targets. The issue with them is that they are rarely found in the shop, you have no control over them if you're trying to focus fire on one target, and the more commonly available Heavy Guided Bombs can do what they can, but with quality over quantity.

to:

** Once fully upgraded, the Guided Micro Bombs spam the screen with a lot of miniature homing bombs that, via DeathOfAThousandCuts, do high saturation damage, making them a fantastic auxiliary weapon against single targets. The issue with them is that they are rarely found in the shop, you have no control over them if you're trying to focus fire on one target, and the high amount of micro bombs can increase the likelihood of duds. The more commonly available Heavy Guided Bombs can do what they can, but with quality over quantity.quantity, and each bomb that hits hits, hits the target hard.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The rear Heavy Guided Bombs also show up in the first episode and when fully upgraded, deploy four homing discs that each hit like a truck and do the aiming for you while you're busy raining destruction on your main target with your front weapon. They won't win the battle for you, but do help soften targets.
** The rear Sonic Wave is another solid option at full power. It provides powerful firepower to your sides or it can use its AlternateFire to direct four powerful green crescent waves forward and supplement your front weapon.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* MakeSomeNoise: The Sonic Wave weapon fires out damaging sonic waves. It even [[SpaceIsNoisy works in space]] and a datacube explains that a forced particle packing field is used to trap it within a gravitational center, which also makes the shots appear green.
Is there an issue? Send a MessageReason:
Updated a now-dead link and reduced some word cruft.


* [[AmericanKirbyIsHardcore Australian Phoenix is Hardcore]]: Compared to the American box art at the top of this article, the Australian box art, viewable [[http://members.iinet.net.au/~vannevar/tyrian/boxfront.jpg here]], has a darker palette, and shows a ship in the shape of a Gencore Phoenix/Maelstrom with more realistic proportions from a low angle, giving the viewer a full view of the ordnance it's carrying, while it has just launched a missile and its guns are blazing, complete with smoke and muzzle flash effects.

to:

* [[AmericanKirbyIsHardcore Australian Phoenix is Hardcore]]: Compared to the American box art at the top of this article, the Australian box art, viewable [[http://members.[[https://web.archive.org/web/20221230210841/http://members.iinet.net.au/~vannevar/tyrian/boxfront.jpg here]], Australian box art]] has a darker palette, and shows a ship in the shape of a Gencore Phoenix/Maelstrom with more realistic proportions from a low angle, giving the viewer a full view of the ordnance it's carrying, while it has just launched a missile and its guns are blazing, complete with smoke and muzzle flash effects.
Is there an issue? Send a MessageReason:
Updated the external links in the opening description.


Three iterations of the game were released. Version 1.x contained three episodes (with the first being released for free, as was common among shareware publishers in the 90's) and chronicled Trent's escape from Tyrian and his hunt for the Microsol invasion fleet. Version 2.x added a few extra levels to Episode 1 as well as a new fourth episode featuring a raid on the research planet Ixmucane. A later re-release, ''Tyrian 2000'' (Version 3.0), added a short fifth episode. Game Boy Color and Game Boy Advance ports were started but never released. ROM images of these uncompleted games are available from the author's website. An iPhone- and iPod touch-compatible applet based on Version 2.1 is also available.

It is freeware since 2004. The official page of author Jason Emery no longer exists (and was quite sparse), so it's better to refer to [[http://members.iinet.net.au/~vannevar/tyrian/ this excellent fansite]] or [[http://tyrian.wikia.com this excellent wiki]]. Since 2010, it is also available on [[http://www.gog.com/game/tyrian_2000 GOG.com]], with the game's music encoded into a collection of [=MP3=] files (about 12 times as large, disk-space-wise, as the game itself) as a bonus download. [[http://lostgarden.com/2007/04/free-game-graphics-tyrian-ships-and.html Even the graphics were released with an open license]]. A source port of the game that ports the game from Turbo Pascal to C, called ''[[https://github.com/opentyrian/opentyrian OpenTyrian]]'', is available for many platforms and consoles; ''[[https://github.com/KScl/opentyrian2000 OpenTyrian2000]]'', a fork of ''[=OpenTyrian=]'' that supports ''Tyrian 2000'', is also available.

Back around 2005, a small group of fans got the OK from Jason Emery to make a freeware sequel, which would have featured a retired, alcoholic Trent Hawkins fighting against the Zica, who had returned to conquer the sector. Unfortunately, the project never seems to have left the planning stage (scroll down to the January 27, 2005 entry on [[http://members.iinet.net.au/~vannevar/tyrian/ this page]] to see details).

to:

Three iterations of the game were released. Version 1.x contained three episodes (with the first being released for free, as was common among shareware publishers in the 90's) and chronicled Trent's escape from Tyrian and his hunt for the Microsol invasion fleet. Version 2.x added a few extra levels to Episode 1 as well as a new fourth episode featuring a raid on the research planet Ixmucane. A later re-release, ''Tyrian 2000'' (Version 3.0), added a short fifth episode. episode as well as additional ships and weapons. Game Boy Color and Game Boy Advance ports were started but never released. released; ROM images of these uncompleted games are were available from the author's website. An iPhone- and iPod touch-compatible applet based on Version 2.1 is also available.

[[https://web.archive.org/web/20081219190042/http://www.freewebs.com/worldtreegames/ Tyrian Repository]], managed by author Jason Emery.

It is freeware since 2004. The official page of author Jason Emery no longer exists (and Tyrian Repository was quite sparse), sparse, so it's better to refer to [[http://members.[[https://web.archive.org/web/20230625120131/http://members.iinet.net.au/~vannevar/tyrian/ this excellent fansite]] or [[http://tyrian.wikia.com this excellent wiki]]. archived fan site]] for more comprehensive information about the game. Since 2010, it ''Tyrian 2000'' is also available on [[http://www.gog.com/game/tyrian_2000 GOG.com]], with the game's music encoded into a collection of [=MP3=] files (about 12 times as large, disk-space-wise, as the game itself) as a bonus download. [[http://lostgarden.Even the graphics were released by artist Daniel Cook on [[https://web.archive.org/web/20090209030835/http://lostgarden.com/2007/04/free-game-graphics-tyrian-ships-and.html Even the graphics were released with his website]] under an open license]]. licence. A source port of the game Version 2.1 that ports the game from Turbo Pascal to C, called ''[[https://github.com/opentyrian/opentyrian OpenTyrian]]'', is available for many platforms and consoles; ''[[https://github.com/KScl/opentyrian2000 OpenTyrian2000]]'', a fork of ''[=OpenTyrian=]'' that supports ''Tyrian 2000'', is also available.

Back around 2005, a small group of fans got the OK from Jason Emery to make a freeware sequel, which would have featured a retired, alcoholic Trent Hawkins fighting against the Zica, who had returned to conquer the sector. Unfortunately, the project never seems to have left the planning stage (scroll down to the January 27, 2005 entry on [[http://members.iinet.net.au/~vannevar/tyrian/ this page]] to see details).
stage.



** On newer computers running the game via UsefulNotes/DOSBox, attempting to view a datacube, sent by Reid after IXMUCANE in Episode 3, will cause the game to crash.

to:

** On newer computers running the game via UsefulNotes/DOSBox, attempting to view a datacube, sent by Reid after IXMUCANE in Episode 3, will may cause the game to crash.



** The game often crashes [=DOSBox=] upon quitting. Frontends, such as the GOG.com version, or third-party forks like SVN-daum, would close [=DOSBox=] without incident, whereas a factory [=DOSBox=] installation would sometimes hang and lag the entire system it is running on until it is killed using a process manager.

to:

** The game often crashes [=DOSBox=] upon quitting. Frontends, such as the GOG.com version, or third-party forks like SVN-daum, [=DOSBox=] Staging, would close [=DOSBox=] without incident, whereas a factory [=DOSBox=] installation would sometimes hang and lag the entire system it is running on until it is killed using a process manager.

Added: 247

Changed: 78

Is there an issue? Send a MessageReason:
None


* DegradedBoss: The boss of Deliani in Episode 1 returns as a GiantMook in Harvest, Episode 4.

to:

* DegradedBoss: DegradedBoss:
**
The boss of Deliani in Episode 1 returns as a GiantMook in Harvest, Episode 4.4.
** Same goes for the bosses you face in Asteroid 1 and Asteroid 2 respectively; both return as [[GiantMook large enemies]] several times in one asteroid secret level.

Added: 2011

Changed: 1234

Is there an issue? Send a MessageReason:
None


* BlessedWithSuck: Your Story Mode game turns into [[spoiler:a Super Tyrian run]] if you are flying The Stalker 21.126 at the end of Episode 4 [[spoiler:and complete Zinglon's Revenge. All your weapons and sidekicks will be replaced by whatever you managed to generate while playing the minigame and your shield gets dropped to a basic level.]] The ease with which a player can accidentally ButtonMash some of the [[SomeDexterityRequired secret twiddles]] for the hidden special weapons or functions, combined with the fact that all of them drain some of your shields or your armor, means that you will inevitably trigger one at a bad moment. Using a mouse to play, however, makes it a lot harder to execute them, although this may not be a good idea in some cases. If you choose to [[HeroicWillpower just finish the last episode]] and adapt to the quirks of The Stalker 21.126, however, this trope is subverted as instead of reloading your game in Story Mode and skipping Zinglon's Revenge, your game is ''permanently'' converted into [[spoiler:a Super Tyrian run]] and loops back to Episode 1 on the next higher difficulty, but you will be rewarded with [[spoiler:the secret code to use the [[PurposelyOverpowered Nort Ship Z]] in Super Arcade Mode]].

to:

* BlessedWithSuck: BlessedWithSuck:
**
Your Story Mode game turns into [[spoiler:a Super Tyrian run]] if you are flying The Stalker 21.126 at the end of Episode 4 [[spoiler:and complete Zinglon's Revenge. All your weapons and sidekicks will be replaced by whatever you managed to generate while playing the minigame and your shield gets dropped to a basic level.]] The ease with which a player can accidentally ButtonMash some of the [[SomeDexterityRequired secret twiddles]] for the hidden special weapons or functions, combined with the fact that all of them drain some of your shields or your armor, means that you will inevitably trigger one at a bad moment. Using a mouse to play, however, makes it a lot harder to execute them, although this may not be a good idea in some cases. If you choose to [[HeroicWillpower just finish the last episode]] and adapt to the quirks of The Stalker 21.126, however, this trope is subverted as instead of reloading your game in Story Mode and skipping Zinglon's Revenge, your game is ''permanently'' converted into [[spoiler:a Super Tyrian run]] and loops back to Episode 1 on the next higher difficulty, but you will be rewarded with [[spoiler:the secret code to use the [[PurposelyOverpowered Nort Ship Z]] in Super Arcade Mode]].Mode]].
** In one Secret Level in Episode 3, destroying all enemy carrot ships you encounter will make the last one drop a Hot Dog icon, grabbing it will instantly convert the front and rear weapon you've currently equipped to the Hot Dog Front and Hot Dog Rear respectively. While this can easily be traded against other, more preferred weapons in both Story and Arcade Modes, you will be stuck with both weapons in Super Tyrian mode instead of the Atomic Railgun, making the game notably harder given the Front Hot Dog's lower rate of fire. But in any of the Super Arcade Mode, it nets you with a little bit of extra firepower; while you can switch the Front Gun out with any of the weapons available for the mode, you retain a Level 1 Hot Dog Rear for the remainder of the game.
Is there an issue? Send a MessageReason:
None


** The Mega Pulse is easy to find, available as early as the second level via an easy-to-find SecretLevel powerup, and is surprisingly powerful at full power. It is available long before the [[EnergyWeapon Zica Laser]], [[WaveMotionGun standard Laser]], and SDF Main Gun yet can feasibly be used for the entire game. It pairs well with the equally accessible rear Sonic Wave, which can be directed to fire four powerful waves forward with the SecondaryFire toggle (once fully upgraded).

to:

** The Mega Pulse is easy to find, available as early as the second level via an easy-to-find SecretLevel powerup, and is surprisingly powerful at full power. It is available long before the [[EnergyWeapon Zica Laser]], [[WaveMotionGun standard Laser]], and SDF Main Gun yet can feasibly be used for the entire game. It pairs well with the equally accessible rear Sonic Wave, which can be directed to fire four powerful waves forward with the SecondaryFire toggle (once fully upgraded). Alternatively, when paired with the Rear Mega Pulse (found in later levels of Episode 3), it lets the player bring the BulletHell to the enemies as, when fully powered up, the Rear Mega Pulse fires two shots to the left and right, as well as one forward and one covering the rear.
Is there an issue? Send a MessageReason:
None


** Each and every ship in the game, even ones that look the same, have secret moves that can only be performed if you did the right button combination, which you wouldn't know unless you've either looked up a guide or discover them by accident. One mode in the game, [[spoiler: particularly the hidden "Super Tyrian" mode]], even forces you to learn these moves in order to even change the weapon you're currently using.

to:

** Each and every ship in the game, even ones that look the same, have secret moves that can only be performed if you did the right button combination, which you wouldn't know unless you've either looked up a guide or discover them by accident. One mode in the game, [[spoiler: particularly being the hidden "Super Tyrian" mode]], even forces you to learn these moves in order to even change the weapon you're currently using.as an alternate method of attack, as some moves generate a few companion ships and front attachments as your sidekick weapons.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DidntSeeThatComing: One of the game's hints is described as a 'Test of Courage', where the player is instructed to not shoot ''any'' of the dark gray ships at the beginning of SURFACE until after they pass through the second arch. If the player does destroy all those ships, a Secret Level orb will appear, but if they do ignore those ships, [[spoiler:shortly after the mid-boss battle a new enemy will suddenly appear and circle around the screen, firing green balls ''relentlessly'' at the player ship. Destroying that enemy rewards the player with one of the rare purple crystals for 5000 points.]]
Is there an issue? Send a MessageReason:
None


*** SOH JIN: ''Do not'' destroy [[spoiler:any of the U-ships at the start of the level[[note]]although the very first U-ship can still be destroyed, when it moves back up the screen, to drop a powerup[[/note]].]] This will spawn [[spoiler:an additional interceptor]] near the end of the level that drops the secret level orb when destroyed.

to:

*** SOH JIN: ''Do not'' destroy [[spoiler:any [[spoiler:all of the U-ships of the first wave at the start of the level[[note]]although level [[note]]although the very first U-ship can still be destroyed, when it moves back up the screen, to drop a powerup[[/note]].Rear Weapon Powerup[[/note]].]] This will spawn [[spoiler:an additional interceptor]] near the end of the level that drops the secret level orb when destroyed.

Added: 258

Removed: 255



* BrokeTheRatingScale: The front and rear guns all have ''eleven'' power levels. This trope is also the basis of a joke in one of the datacubes that manages to poke fun at ''{{Film/The Ten Commandments|1956}}'' and ''Film/ThisIsSpinalTap'' simultaneously.


Added DiffLines:

* ReadingsAreOffTheScale: The front and rear guns all have ''eleven'' power levels. This trope is also the basis of a joke in one of the datacubes that manages to poke fun at ''{{Film/The Ten Commandments|1956}}'' and ''Film/ThisIsSpinalTap'' simultaneously.

Added: 911

Changed: 483

Is there an issue? Send a MessageReason:
None


* InfinityMinusOneSword: The Mega Pulse is easy to find, available as early as the second level via an easy-to-find SecretLevel powerup, and is surprisingly powerful at full power. It is available long before the [[EnergyWeapon Zica Laser]], [[WaveMotionGun standard Laser]], and SDF Main Gun yet can feasibly be used for the entire game. It pairs well with the equally accessible rear Sonic Wave, which can be directed to fire four powerful waves forward with the SecondaryFire toggle (once fully upgraded).

to:

* InfinityMinusOneSword: InfinityMinusOneSword:
**
The Mega Pulse is easy to find, available as early as the second level via an easy-to-find SecretLevel powerup, and is surprisingly powerful at full power. It is available long before the [[EnergyWeapon Zica Laser]], [[WaveMotionGun standard Laser]], and SDF Main Gun yet can feasibly be used for the entire game. It pairs well with the equally accessible rear Sonic Wave, which can be directed to fire four powerful waves forward with the SecondaryFire toggle (once fully upgraded).upgraded).
** The Atom Bomb sidekicks are available early in the very first episode but are among of the most powerful side weapons in the game with generous ammo capacity and each missile hitting like a rocket truck. Their raw damage rate combined with other powerful weapons can make bosses melt away in seconds. They may not have the sheer burst damage of the Plasma Storm sidekicks but the much higher ammo capacity makes up for it.
Is there an issue? Send a MessageReason:
Corrected a spelling error.


*** SOH JIN: ''Do not'' destroy [[spoiler:any of the U-ships at the start of the level[[note]]although the very first U-ship can still be destroyed, when it moves back up the screen, to drop a powerup[[/note]].]] This will spawn [[spoiler:an additional intereptor]] near the end of the level that drops the secret level orb when destroyed.

to:

*** SOH JIN: ''Do not'' destroy [[spoiler:any of the U-ships at the start of the level[[note]]although the very first U-ship can still be destroyed, when it moves back up the screen, to drop a powerup[[/note]].]] This will spawn [[spoiler:an additional intereptor]] interceptor]] near the end of the level that drops the secret level orb when destroyed.
Is there an issue? Send a MessageReason:
None


* NominalHero: Trent, of the "leave me alone", "annoyance/revenge", and "force" types.

to:

* NominalHero: Trent, of the "leave me alone", "annoyance/revenge", and "force" types. He [[IJustWantToBeNormal just wants to be normal]] after losing friends [[spoiler:and family]] to the belligerents, and put a pointless conflict to an end, and [[spoiler:fled when he refused to be exploited for his heroism anymore]].
Is there an issue? Send a MessageReason:
IUEO now


* AwesomeMcCoolname: Quite a bit of everything in the game has some sort of fancy name to it. The Gencore Phoenix and Maelstrom's not-so-signature [[HealingFactor armor recovery]] twiddle command, for example, is called "particle redefinition technology".

Added: 339

Changed: 854

Is there an issue? Send a MessageReason:
Re-wrote Guide Dang It a little.


** Getting to Holes, one of three secret levels in ''Tyrian'', Episode 1, requires the player to [[spoiler:destroy all U-ships at the start of the preceding level very quickly and a spinning enemy in the first wave of ships after the "Approaching enemy platforms..." message]]. This is why some people still have not found the exact way to get to it.
** Arguably even harder to do is getting to one of the other secret levels, Soh Jin, which [[spoiler:requires the player to ''not'' shoot all of the U-ships in the first wave [[note]]The first U-ship STILL can be destroyed when it moves back up the screen to obtain a power-up.[[/note]] and obtain the level orb from destroying an additional interceptor near the end of the level.]]

to:

** Getting The very first level of Episode 1, TYRIAN, links to Holes, one of three ''three'' secret levels in ''Tyrian'', Episode 1, (BUBBLES, HOLES, and SOH JIN). Access to BUBBLES only requires the player to [[spoiler:destroy all [[spoiler:blow up, then fly over, a rock formation that extends off the right side of the screen]], but the way to access the HOLES and SOH JIN is much more convoluted:
*** HOLES: Destroy [[spoiler:all of the
U-ships at the start of the preceding level very quickly and a level.]] This causes one of the spinning enemy ships in the first wave of ships after the "Approaching enemy platforms..." message]]. This is why some people still have not found message to drop the exact way to get to it.
** Arguably even harder to do is getting to one of the other
secret levels, Soh Jin, which [[spoiler:requires the player to ''not'' shoot all level orb.
*** SOH JIN: ''Do not'' destroy [[spoiler:any
of the U-ships in at the first wave [[note]]The start of the level[[note]]although the very first U-ship STILL can still be destroyed destroyed, when it moves back up the screen screen, to obtain drop a power-up.[[/note]] and obtain the level orb from destroying an powerup[[/note]].]] This will spawn [[spoiler:an additional interceptor intereptor]] near the end of the level.]] level that drops the secret level orb when destroyed.

Added: 255

Changed: 28

Removed: 242

Is there an issue? Send a MessageReason:
None


** The UpToEleven Lightning Cannon emits a dazzling stream of opaque lightning and is relatively powerful, but the power it drains is colossal (even the most powerful generator in the game, the Gravitron Pulse-Wave, cannot recharge fast enough if it is used alongside other energy-draining weapons such as the Zica Flamethrower), higher than the Level 2 or 5 Mega Pulse, and it is often less effective than the Level 11 Mega Pulse due to its lack of spread. This is not helped by the fact that the Mega Pulse is cheaper and usually available for purchase ''before'' the Lightning Cannon. Leaving the Lightning Cannon at Level 9 mitigates its lack of spread but nerfs its damage.

to:

** The UpToEleven full-power Lightning Cannon emits a dazzling stream of opaque lightning and is relatively powerful, but the power it drains is colossal (even the most powerful generator in the game, the Gravitron Pulse-Wave, cannot recharge fast enough if it is used alongside other energy-draining weapons such as the Zica Flamethrower), higher than the Level 2 or 5 Mega Pulse, and it is often less effective than the Level 11 Mega Pulse due to its lack of spread. This is not helped by the fact that the Mega Pulse is cheaper and usually available for purchase ''before'' the Lightning Cannon. Leaving the Lightning Cannon at Level 9 mitigates its lack of spread but nerfs its damage.



* BrokeTheRatingScale: The front and rear guns all have ''eleven'' power levels. This trope is also the basis of a joke in one of the datacubes that manages to poke fun at ''{{Film/The Ten Commandments|1956}}'' and ''Film/ThisIsSpinalTap'' simultaneously.



** Taken UpToEleven with the Hot Dog Front and Rear guns. Yes, they fire hot dogs. Bun, mustard, and all.

to:

** Taken UpToEleven even further with the Hot Dog Front and Rear guns. Yes, they fire hot dogs. Bun, mustard, and all.



* UpToEleven: The front and rear guns all have eleven power levels. This trope is also the basis of a joke in one of the datacubes that manages to poke fun at ''{{Film/The Ten Commandments|1956}}'' and ''Film/ThisIsSpinalTap'' simultaneously.
Is there an issue? Send a MessageReason:
None


* UpToEleven: The front and rear guns all have eleven power levels. This trope is also the basis of a joke in one of the datacubes that manages to poke fun at ''Film/TheTenCommandments'' and ''Film/ThisIsSpinalTap'' simultaneously.

to:

* UpToEleven: The front and rear guns all have eleven power levels. This trope is also the basis of a joke in one of the datacubes that manages to poke fun at ''Film/TheTenCommandments'' ''{{Film/The Ten Commandments|1956}}'' and ''Film/ThisIsSpinalTap'' simultaneously.

Top