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Videogame: Little Big Adventure
Little Big Adventure, known outside Europe as Relentless: Twinsen's Adventure, is a 1994 PC game (later ported to the PlayStation) created by Adeline Software International. The game is set on a fantasy planet named Twinsun, populated by four intellectual races and a bunch of Intellectual Animals. The Player Character of the game is coincidentally called Twinsen; unknowingly even to himself, he is a descendant of a mysterious family, destined to save his home world. Of course, when an Evil Overlord rises, he is quickly forced to become a hero and start a long dangerous journey to obtain enough powers to overthrow him — with a little help from other Twinsunians and a local goddess named Sendell.

The game spawned a sequel, Little Big Adventure 2, also known as Twinsen's Odyssey. It had Twinsen dealing with the arrival of aliens from planet Zeelich, who claimed to be friendly but ended up wreaking havoc on behalf of their god, the Dark Monk — who somehow looked strangely familiar... A third game was planned, but never got released.

But it's not given up, and the team is now working on a remake of the first game.

No connection to LittleBigPlanet.
Both games provide examples of:
  • Ability Required to Proceed: Most items the player comes across is needed to bypass some form of a roadblock later on in the games; some examples being the Red Key Card to open certain doors with the red key-slot in Relentless, or using the Lightning Ring to shatter the ice globe in the sewers of Twinsen's Odyssey.
  • Absurdly Spacious Sewer: With streets and even small towns.
  • Action Adventure
  • Aerith and Bob
  • Ascended Extra: Jérome Baldino. A very minor NPC in the first game, The Lancer in the second game.
  • Badass Long Robe: Worn by Twinsen.
  • Big Bad: FunFrock. Yes, in both games.
  • Block Puzzle: The Sokoban-like puzzle in the first game. - The second game also had one of those.
  • Camera Centering: Pressing the ENTER key will center the camera on Twinsen. The game-video does not stay on Twinsen when you move about in the environment. Walking off the screen is the lone exception in regards to the camera resetting itself.
    • The sequel takes this further for the new 3D exterior environment. Pressing ENTER will center the camera in the direction Twinsen is facing.
  • Clothes Make the Superman: Twinsen's magical tunic stores Mana.
  • Collection Sidequest: The clover boxes are this. In addition to the two boxes you start out with in both games, each additional box you find will increase your total extra-life storage (The extra lives being the four-leaf clovers you put inside the boxes).
    • Relentless has three boxes you can collect for a total of five max extra-lives.
      • Citadel Island; sewers
      • Citadel Island; cafe basement
      • Principle Island; Coastal Island
    • Twinsen's Odyssey has seven boxes you can collect (plus a unique eighth case) for a total of nine extra-lives.
      • Desert Island; Turtle Rock
      • Desert Island; above the Protection-Spell cave.
      • Island of the Dome of the Slate
      • Citadel Island; sewers
      • Emerald Moon Base
      • Zeelich Undergas; Wannie mining cave
      • Zeelich Undergas; Island of the Volcano
      • Island CX; hidden elevator tunnel (this clover box only appears if you chose to not grab the Island of the Volcano clover box beforehand).
  • Color-Coded Armies: Played straight with most of Funfrock's clones in Relentless, the Franco guards in Twinsen's Odyssey and a few other occurrences. The Yellow/Green/Red colors of the enemy match the levels of your magic ball so you know who you can kill at your current level of magic.
  • Crate Expectations: Not so much as crates, but anything that you can interact with to get health, mana, cash and clovers from.
  • Cutscene
  • Dialog During Gameplay: Not so much as actual conversations, but a few short phrases here and there.
  • Dialogue Tree: Not exactly complex in either game, but there are a few times where you have the option to choose a dialogue path when in conversation.
  • Everything Fades: More like "Everything Pops And Leaves A Bonus Behind", but whatever.
  • Everything's Better with Penguins: Even with clockwork ones, especially if they explode.
  • Exposition Break: The dialogue interactions, especially the ones that create a dialogue block that covers the whole screen. Least players have the option to speed through them.
  • Fixed Camera: Both games will sometimes force the player into a fixed camera shot to make certain areas/puzzles easier to maneuver.
    • This is extremely apparent in the sequel game where sometimes the camera will be put ABOVE the player in the 3D exterior environment. Something you wouldn't be able to accomplish by setting the camera with the ENTER key.
  • Forbidden Zone:
    • The northern hemisphere of Twinsun in the first game.
    • CX Island in the second one. Asking about it is enough to draw the attention of the guards.
  • Giant Flyer: The Dino-Fly.
  • Global Airship: A catamaran and Dino-Fly in the first game, Dino-Fly in the second; though they only move you between islands, not everywhere.
  • Green-Skinned Space Babe: Somehow, the female rabbibunnies are considered very attractive by males of other races.
  • Hide Your Children: Aside from the plot-relevant Twinsun schoolchildren who get kidnapped to blackmail Twinsun's wizards to being of use to Funfrock in the second game.
  • Hit Points
  • Infallible Babble: Pay attention to what NPCs are saying regarding your quest. The chances of them giving you false information is absolutely non-existent.
  • Intellectual Animal: Many. Including your personal living aircraft, Dino-Fly.
  • It's Up to You: Nothing is going to happen unless you do it, as usual for games.
  • Knock Back: Possibly due to bad programming, both games take this to a rather frustrating level where Twinsen always gets pushed backwards, no matter from which direction he received the hit. This leads to situations where sometimes, your best bet in trying to run away from enemies is to move backwards while facing them.
  • Life Meter / Mana Meter
  • Limited Sound Effects: Averted.
  • Locked Door: Many, both common and plot related, in both games.
  • Magic Knight: Twinsen, sort of.
  • Magitek
  • Magnet Hands: Climbing a ladder while holding a gun/sword/whatever? Not a problem.
  • Meaningful Name:
    • Twinsen's race is called "Quetch", which means "plum" in German. It describes their plum-shaped heads.
    • The Francos are called "Knarta" in the French version. Knarta is based on "Knacki" and "Herta", popular brands of sausages in France.
    • Subverted with Dr. Funfrock. He does wear a frock, but "Funfrock" is a real French surname; the most famous one with it is Queen Elizabeth II look-alike impersonator Huguette Funfrock.
  • Monsters Everywhere: The first game falls hard on this trope with all of Funfrock's clones running about. The sequel slowly goes into this as the Zeelichians become more of a threat.
  • Mooks: Robotic clones in the first game. The Francos soldiers in the second one.
  • Now, Where Was I Going Again?: Talk to any friendly NPC, and your character will ask about his latest objective.
  • Outside-the-Box Tactic: The unique ways you can kill enemies on some occasions like those mentioned in the Video Game Cruelty Potential example below, are definitely not something you'd find out just doing the basics.
  • Power Levels: There are four levels of magic you obtain throughout both games, which will enable you to fight enemies that require a higher level of magic to defeat. Weaker enemies also take a lot more damage from higher level of magic; the second game has added visuals to make this more obvious, and these Power Levels become a problem for balancing the weapons of the second game. The Com Mons trope mentioned below goes into further detail surrounding this.
    • Level 1 = Yellow
      • Levels up to Green in Relentless when you obtain the Book of Bu.
      • Levels up to Green in Twinsen's Odyssey when you complete the School of Magic.
    • Level 2 = Green
      • Levels up to Red in Relentless when you obtain Sendall's Medallion.
      • Levels up to Red in Twinsen's Odyssey when you obtain Sendall's Ball.
    • Level 3 = Red
      • Levels up to Fire in Relentless when you fill the Empty Vial with pure water.
      • Levels up to Fire in Twinsen's Odyssey when you complete Dark Monk's Fragment Key.
    • Level 4 = Fire
  • Respawning Enemies: Annoying, but they do leave bonuses behind when killed, so this can work for you.
  • Respawn Point: If you have extra lives, you respawn right at the spot of death, unless you drowned in water or fell to your death, where the spawn point will be at the edge of the nearest walkable ground instead.
  • Scripted Event: Pretty much all character interactions/cutscenes seen throughout the two games. You at least have the option to speed through it.
  • Sidetrack Bonus: You don't need to go look for clover boxes, but having extra lives is handy. The second game has optional Protection-Spell cave that you can skip entirely.
  • Shifting Sand Land: To some extent, the Desert Island.
  • Spread Shot: Funfrock's basic clones in Relentless have this. In the sequel, the Sup guards are seen using guns with this function. The Tralu and the Protection-Spell cave boss also have a spread type attack.
  • Sprite/Polygon Mix
  • Stance System: Twinsen's four "moods".
  • Sound of No Damage: Connected with Video Game Cruelty Potential, your hard-sounding attacks on any NPC do no actual damage (with a few exceptions). Also applies to enemies that are higher rank if you don't have the right level of magic to kill them.
  • Super Drowning Skills: Probably one of the most annoying things about Twinsen.
  • Talk to Everyone: Gathering new information is the essential part of the gameplay.
  • Temple of Doom: The Temple of Bù in the first game. And the second. Though the source of the "doom" is different.
  • Video Game Cruelty Potential: You can beat up any NPC you (don't) like, although most of the friendly civilians can't be hurt and some of them will actually fight back. Francos can be killed in a variety of ways, such as electrocution or Explosive Decompression
  • Video Game Cruelty Punishment: Attacking children will result in Twinsen getting beaten up by their big brothers.Attacking Joe the elf in his maze will make him angry and result in him taking back your elf badge.
  • The War Sequence: Occurs in both games.
    • In Relentless, the Rebel forces ship-docking on the icy Hamalayi coastline to battle Funfrock's clones in the area.
    • In Twinsen's Odyssey, The Franco soldiers of Island CX invading Mosquebee Island. Throughout the invasion, you watch as Mosquebees and Francos duke it out and witness Francos parachuting in from above the gas cloud sky.
  • World Shapes: Twinsun is spherical, but is positioned between two suns, with tropical poles and an icy "ring" around the equator.

Examples from the first game:
  • A God Am I: Funfrock.
  • Backtracking: You meet an old rabibunny early in the game. After going a good portion into the Northern Hemisphere much later on, the story will then force you to go all the way back to the old man in the Southern Hemisphere to... trade a flute for his guitar.
  • Cardboard Prison: Nearly every prison in the game. Escaping usually requires waiting for a guard to enter the cell and beating him up.
  • Check Point Starvation: The first game has no save system, so the only way to save your game was to force an autosave by changing to a new environment. You had to complete entire puzzles/areas without the option of being able to save the game part-way through sometimes, so you could spend hours trying to solve a puzzle and quit out of frustration, only to realize that when you decide to come back, you have to start from the beginning of the puzzle again.
  • Clone Army: How Funfrock maintains control of the planet.
  • Deadly Walls: First game only; see Run Don't Walk entry below.
  • Dummied Out: A bipedal robot in the first game.
  • Empty Room Psych: The main Desert Island layout. No doubt it leaves people wondering what the point of the large environment is when it's only got a lone rabibunny sitting next to the entrance of the Temple of Bu.
  • For the Evulz: The game turns surprisingly dark before the final battle. Funfrock explains to Twinsen just how he's going pay for all his meddling and interference. When the tyrant ascends to godhood, he'll kill and resurrect Twinsen over and over again, forever.
  • No-Gear Level: Whenever you are imprisoned in the first game.
  • Pressure Plate: A few throughout the first game where you gotta place statues on top of them to keep doors you need to go through open.
  • Run Don't Walk: In the first game, you get hurt if you run into something. Thankfully, this was removed in the sequel (and can also be removed in the first game with a patch).
  • Save Point: Moving between map environments autosaves the game, leading to the problem regarding Check Point Starvation above.
  • Savethe Princess: In addition to defeating Funfrock, he also happens to be holding Twinsen's girlfriend Zoe captive.
  • Speaks Fluent Animal: Twinsen gains the power to speak to animals once he gets the Book of Bu. It also allows him to hear flowers cry in pain if he steps on them.
  • Teleporters and Transporters: One of FunFrock's tools used for taking over the planet.
  • Unwinnable by Mistake: The infamous Script Breaking/Sequence Breaking Red Key Card bug in the first game. To the extent that the game manual actually warned the player about it. Due to the game's autosave function that always records your HP and MP totals, there many other ways to render the game unwinnable, such as being trapped in the lower sections of the Temple of Bu without any magic left (thus preventing you from defeating the enemies that hold the keys to escape), or dropping into the Astronomer's house with only 1HP and no clovers left.

Examples from the second game:
  • Already Undone for You: A backwards example in regards to the NPC being the one that follows you instead. You do have to wonder how a heavily pregnant Zoe was able to greet you at the entrance of the Tralu cave, when it's pretty clear that she would have had to jump a couple of gaping chasms on the path leading up to the cave beforehand.
  • A God Am I: FunFrock has elements of this in the second game: "Soon, I will be a god in form, as well as name!"
  • Alien Lunch: "So? How do you like my firefly tart?"
  • Back from the Dead: justified by FunFrock's development of cloning technology.
  • Babies Ever After: Twinsen and Zoe's baby is born at the end of the second game.
  • Bag of Spilling: Twinsen doesn't have any of the items he collects throughout the first game. We can see the artifacts that brought new magic levels in the museum in Citadel Island. The question is why Twinsen does not take those with his tunic and medal.
    • In Relentless you level up your Magic-Ball all the way up to the fourth level of magic, Fireball, but it's back to a level 1 Yellow-Ball at the start of Twinsen's Odyssey and has to be leveled up to Fireball again.
    • However, there was at least one skill that Twinsen retained in the sequel. Twinsen learns how to speak to animals after learning the second level of magic from the Book-of-Bu. Despite the Magic Ball getting reverted back to square one, you can still talk to animals from the very beginning of the sequel.
  • Betting Mini-Game: The Zeelichian bar and casino provide these.
  • Big Damn Heroes: Baldino saving the kids at the end of the second game.
  • Blow Gun: Twinsen uses one.
  • Bonus Boss: Part of the Bonus Dungeon and Lost Forever examples, the optional Protection-Spell cave ends with a unique boss seen no where else in the game.
  • Bonus Dungeon: Connected to the Lost Forever trope mentioned below, the island cave you get the Protection Spell from pretty much is this.
    • Strangely, the Island of the Volcano in the Zeelich Undergas can also be considered this, because you're not forced to go to this island to follow the main storyline. The story only points you to head here to learn the location of the captured Mosquebee queen from a few Mosquebee civilians hiding out in a cave here. The thing is, if you already know where the queen is, then there's no reason to learn the location, because it's possible to find the queen without even having to talk to them. This is extremely apparent if you are going through a second playthrough of the game.
  • Character Portrait: Occurs with Baldino and Zoe during conversations over the Portable Radio.
  • Cloning Gambit: Implied to be how FunFrock is still alive.
  • Colony Drop: This is what you get if you fail to defeat the Big Bad, or if you keep paddling around Zeelich too long when the reactor is activated, you'll be treated to a lovely cutscene of this happen to Twinsun.
  • Com Mons: Twinsen's blowgun and laser pistol become these once Funfrock reveals himself to be Dark Monk. Both weapons made for good alternatives compared to always having to fight with just the magicball; the blowgun for faster attack but weaker damage, and laser pistol for farther range but slower attack. Neither weapon however, upgrades like the magicball (and Lightning Spell) does after completing the Fragment Key, meaning they end up becoming completely useless during the final stage when Twinsen goes inside the Dark Monk's statue.
    • The blowgun overall goes through an odd power-level discrepancy throughout the game. From the earliest moment you can receive the blowgun, it acts as an overall upgrade before completing the School of Magic objective due to shooting level-2 Green pellets even though you'd still be fighting with a level-1 Yellow Magicball during this time. After getting level-2 Green Magicball for completing the school, the two weapons remain on even terms until you get Sendall's Ball which will level up your Magicball to Red level-3. Your blowgun however, remains at Green level-2; meaning that you'll be using the red Magicball for almost all encounters until the Mosquebee test far into the game finally upgrades your blowgun to start shooting level-3 Red pellets. The power is now finally on even terms again until the Dark Monk statue stage mentioned above.
    • The Emperor's Sword turns all your weapons, even your Red Magicball, into Com Mons for a portion of the game due to the sword being your only weapon that can damage the Sup officers on Island CX and the Otringal palace before completing the Fragment Key.
  • The Dev Team Thinks of Everything: Don't want to go to the Island of the Volcano despite the island having a clover box? That's ok. There's a spare that can be found on Island CX that only appears if the Island of the Volcano clover box wasn't picked up beforehand.
  • Dude, Where's My Respect?: Twinsen has a museum dedicated to him in the second game, but the ticket vendor doesn't recognize him and charges him for entry. It's lampshaded if you talk to the curator.
  • Easing Into the Adventure: At the start of the second game, you can potter around the island for as long as you like before completing the task given to you by the Weather Wizard. It's only once you've done that the Zeelichians land and the plot begins.
  • Equipment Reset Button: The intermission between the two games, similar to Bag of Spilling above.
  • Flower from the Mountaintop: The Balsam in the second game, needed to get Twinsen a wizard's diploma.
  • Flying Carpet: Ridden by a wizard in the White Leaf Desert. For extra fun, you can knock him over.
  • For the Evulz: In the second game, FunFrock initially kidnaps the children of Twinsun so he has some leverage over the wizards; when Twinsen confronts him he decides to drop them into a volcano simply so he can cause Twinsen despair. Baldino saves them, thankfully.
  • Global Currency Exception: The second game: Zeelichians use their own coins, "Zlitos", so your Twinsunian "Kashes" will have to be exchanged for them, and the ferryman from the underground world of Zeelich will ask for gems.
  • The Greys: The Esmers are loosely designed after them.
  • Happily Married: Twinsen and Zoe.
  • Hijacked by Ganon
  • If It Swims, It Flies: The "seals" of Zeelich fly as smoothly in the air as they swim in water.
  • Incredibly Lame Pun: Twinsen is going to take FunFrock out...but not for pizza.
  • Jerkass: The Rabbibunny in the cargo building basement sure acts like one; telling you to Get lost! simply for bothering him. Thankfully, Video Game Cruelty Potential kicks in and you can acually push him onto a nearby conveyor belt and watch from afar as he helplessly tries to get off it before disappearing.
  • Lethal Lava Land: The Under-Gas in the second game.
  • Lighter and Softer: The sequel to the original.
  • Loading Screen: In the sequel, it shows Twinsen and Zoe standing on a CD.
  • Lost Forever: The Protection Spell in the second game, if you don't pick it up before the trip to the Emerald Moon. Thankfully, it's not required to complete the game.
  • Minigame Zone: Zeelichian bar and casino.
  • Mobile Shrubbery: Walking cacti and trash cans in the second game. And they shoot at you.
  • Money for Nothing: You hit the jackpot by stealing 150 Zelitos from the Mining Company in the Undergas (you can even repeatedly steal 150 Zelitos from it)...only to realize that at this point, you don't need the Zeelichian cash anymore to finish the game except for one plot-fowarding boat ride between Otringal and Celebration Island. Choose the cheaper transportation and that's just FIVE total Zelitos needed.
  • No Celebrities Were Harmed:
    • The Emperor of Zeelich is Napoleon Bonaparte with the Serial Numbers Filed Off.
    • Inventor Jérôme Baldino's name is a Significant Anagram of French TV personality Jérôme Bonaldi, who embarrassed himself several times by not being able to make some gadgets work (despite them working in rehearsals), blaming it on Finagle's Law.
    • Funfrock is apparently loosely based on infamous right-wing French politician Jean-Marie Le Pen.
  • Only Idiots May Pass: A subversion and quite possibly a case of The Dev Team Thinks of Everything as an answer to why The Island of the Volcano is completely optional. If you already know where the Mosquebee queen is being held, the game doesn't force you to go learn the location before actually having to find the captured queen.
  • Playing Tennis with the Boss: How the boss guarding the Mosquibee fragment is defeated.
  • Plotline Death: An NPC dissident in the second game, during a cutscene.
  • Point of No Return: At several points in the game.
    • Killing the Tralu to end the opening weather storm.
    • Impersonating a Wizard to initiate the first Zeelich trip.
    • Stealing a shuttle to return to Twinsun.
    • Stealing another shuttle to head to Emerald Moon.
    • Rescuing Baldino on Emerald Moon to return to Zeelich.
  • Prophetic Fallacy: The prophecy you can read inside the temple of Celebration Island. In the final screen of the game, you can find a missing part explicitly stating that it'll actually become true when a stranger will unite the four keys and fight the Dark Monk. Guess who this stranger is...
  • Reptiles Are Abhorrent: The crocodile-like Gloums on Zeelich are not nice guys. If you participate in their casino games, they will attack you and try to rob you.
  • Robe and Wizard Hat: Twinsen gets to wear one if he succeeds at applying for the School of Magic. It comes with a fake beard.
  • Saving the World: The plot becomes this once the dying Emperor activates the moon reactor to collide with Twinsun. He indirectly saves Zeelich along the way as well.
  • Skippable Boss: You don't need to defeat the boss in the Protection Spell cave to complete the game.
  • Smooch of Victory: Given by a female Quetch wizard when you free her and the other wizards inside Dark Monk's statue.
  • Space Jews: The races are inspired by regional French stereotypes:
    • The village of Francos shows them acting like simple country folk, from the terroir.
    • The Sups are meant to be like Parisians, infamous for being snooty city people.
    • The Wannies are inspired by the French of the Nord, aka the "Ch'tis", stereotyped as dreary miners.
  • Speaking Simlish: Particularly what happens when you try to talk to some of the folk from Zeelich before obtaining the Translator.
  • Starter Villain: The Tralu.
  • Story-Driven Invulnerability: Even though it's possible to be right up next to the guy, you can't finish off the Emperor before he activates the moon reactor.
  • Sword of Plot Advancement: The Lightning Spell is this. You can't forward the plot without using it at a certain location in the Citadel Island sewers.
  • Take Your Time: A conjunction of this and You Can't Thwart Stage One means that the villain's plot to send the Emerald Moon crashing into Twinsun will never happen, no matter how long you spend faffing about with the car on the second island or the casinos on Zeelich, or whatever catches your attention. But once you reach and defeat him, he just needs to pull a lever with his dying breath to set it in motion. And after that, the impending apocalypse will never happen unless you get killed.
  • The Three Trials: The three School of Magic tests.
  • Thrown Out the Airlock: You can kill a Franco guard this way in the second game, while on the Emerald Moon.
  • Turtle Power: Moya the turtle will gladly carry you on her back.
  • Universal Translator: You pick up on of these in the second game. Without it, you can't communicate with the Zeelichians.
  • Video Game 3D Leap: The exterior environments upgrades from top-down to 3rd-person view. The interiors stayed the same as the first game.
  • The Voice: When you obtain the Wannie fragment, you hear a mysterious voice. Said voice "appears" only at that moment and no explanation is given on who or what it is. A common fan theory supposes it's the REAL Dark Monk.
  • We Come in Peace — Shoot to Kill: The Esmers claim to come in peace, but, suspiciously, some of them sneak about disguised as trash cans and plants and shoot at you for getting too close.
  • Wizard Beard: A fake one is a part of Twinsen's wizard costume in the second game.
  • X-Ray Sparks: Whenever someone gets electrocuted.


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