YMMV / The Journeyman Project

  • Big-Lipped Alligator Moment: "CHEESE GIRL!!!" Subverted in that in the Adventure Mode in Buried in Time, this was a helpful item for getting to a space station. Double Subverted in that, unlike most examples of this trope never being mentioned again, this was briefly shown again at one point in the alien spacecraft, no matter what mode you're playing.
  • Crowning Music of Awesome: For example, Mars Maze, Coprates Minor, Plasma Rock, and the credits theme.
  • Dodgy Time Stamp: Meta example. The dates and times shown in Buried in Time are, ironically, inconsistent between the display on your HUD, Future!Gage's mission log, the text shown during flybys, and the screenshots taken by your Evidence biochip.
  • Fridge Brilliance: The problem with a Time Enforcement Agency is how do you Set Right What Once Went Wrong when your memories have been altered by a time disruption? The TSA thought of that, and put a historical log deep in Two Hundred Million BC so they always have a record of what happened.
    • The TSA put a lot of other futuristic equipment in the prehistoric time zone in Pegasus Prime, but, as your AI Biochip explains, that too will be destroyed when the nearby volcano erupts, as the island everything is on is geologically unstable, so no humans except the TSA will ever get a hold of it. This explanation also works for the Turbo version.
    • The third game allows you to do a lot more with the people and scenery, including incredibly elaborate changes to Shangri-la, which would seem to violate the rules of the last two games. Until, of course, you realize all three will be destroyed in twenty four hours and have no effect on history...
  • Fridge Horror: You meet a lot of nice, friendly, funny, and endearing characters while time-travelling in the third game. Every single one of them will be die horribly in twenty-four hours' time when the warring aliens destroy the three ancient civilisations. Yes, even that cute kid in El Dorado.
  • Fridge Logic: How did Michelle return to her own time after she abandons her suit in Atlantis?
    • Possibly through use of the suit's secondary features. In the 2nd game, in the intro, Future!Gage is found and apprehended by a fellow suited time travel agent. He at the time does not have one. The same beam he uses on Gage is equipped on the suit. She conceivable could have used this to boot herself to the time you find her in.
      • Or maybe kit bashed something to activate the recall function. Or maybe there was only enough power to return her or the suit.
    • In Pegasus Prime, why is the exit of the circular desk in the TSA's command center not facing the door, or likewise, why was the Pegasus device built in a way that it doesn't face the turbolift from the Ready Room? You'd think a quick path to the Pegasus in a hurry would be necessary in an emergency like the temporal distortions. And if that wasn't weird enough, this is a change that was implemented in Pegasus Prime over Turbo.
  • Good Bad Bugs: In the first game, after leaving the first room in NORAD VI, you get a warning about a plasma build up. If you turn left, Poseidon shoots at you, which can cause a huge amount of energy being lost unless you activated the shield biochip first. However, after getting the plasma warning, turning right and walking backwards one space bypasses the trigger that sets off the event.
  • Harsher in Hindsight: One of Michelle's research missions involves "Terrorist Massacres" that occur on March 11th, 2019. Not far off from what's happened with Al Qaeda and ISIS today.
  • Hilarious in Hindsight:
    • The acronym for the Temporal Security Agency has a double meaning with the Transport Security Administration.
    • The Interactive News Network in the second game provides you with articles to read, with some important words highlighted which you can click in order to get to another articles that explains what that word is all about. Those articles in turn can contain more highlighted words. Essentially, the game contains a miniature Wiki Walk!
  • Most Annoying Sound: The alert in NORAD VI of sleeping gas in the base's vents. This goes off for almost the entire time zone. At least Pegasus Prime tones it down a bit.
  • Narm: The acting in Turbo isn't that great, except for Elliot Sinclair. Geno Andrews did several voices, but spoke in a rather slow fashion, including the interface overview.
    • Most of the acting in Pegasus Prime is fair, though you won't encounter much unless you want a game over. But special mention goes to that Doc Brown-esque scientist who sees you when you try to leave Dr. Sinclair's office. Having Sinclair's antique gun on you causes an even sillier scene.
    Scientist: "*gasp* You're not Elliot! Security! Security! Don't shoot the man with the glasses!"
    • The two guards playing Rock Paper Scissors behind a door in the Mars Colony start arguing on who should capture you if you open the door.
    • You can tell that, unlike the human female head in Turbo, the AI in Pegasus Prime is looking at her script instead of you, based on how her eyes move. This is especially noticeable in the TSA procedure videos.
  • Nightmare Fuel:
    • Lots of it, particularly the underground section of Mars (scary ambient music, big scary robot that kills you in a scary way, the Shield Generator, with more scary background noise, that skeletonizes you if you take too long solving the puzzle, and the Maze with the music that slows down as your oxygen decreases, and finally fades to heavy breathing and heartbeats), and Sinclair's lab, where you get shot with a dart and are slowly dying, while creepy/sad music is playing.
    • Seeing the alarms in the TSA go off when a temporal rift is detected in the first game. The idea of you knowing that someone changed history and its effects are going to hit the present in the matter of minutes is scary purely because you don't know what has changed or if you will be changed in some way. In the best case scenario, you'll be a totally different person with a new life and no memories of your old life. At worst, you'll be uncreated and will have never existed in the first place. The Pegasus remake makes it slightly more terrifying with Gage's commander giving what could be his final instructions to the only agent that can fix the mess that is about to hit the fan. The commander hoping that the TSA will still exist by the time you return with the historical log only adds more fuel to the nightmare.
      • After Gage retrieves the historical record in Pegasus Prime, he returns to a changed world with a much more militant version of the TSA. After his commander grills him for a bit, he acknowledges the validity of Gage's mission, but refuses to let him use the time machine again, because allowing Gage to continue with his mission would erase the world he knows and the person he is. Even though history was tampered with, you have to admit he has a point.
  • The Computer Is a Cheating Bastard: The 2014 version of Pegasus Prime does a very sneaky trick during the shuttle pursuit quick-time scene. Even though Ares' ship banks left to enter the launch tube at the end, you have to go right, or else you have to start from the beginning again.
  • Scrappy Mechanic: In both the original game and Buried in Time, you always start in the same location when traveling to a specific time period (mainly to prevent the game from becoming unwinnable). This isn't much of a problem in Turbo and Buried in Time, as there isn't a ton of required backtracking outside of a few items. Pegasus Prime, on the other hand, switches up item locations just enough to make this very annoying. You have to do a lot more jumping between time periods to get the required items, so you'll have to navigate the same areas and watch the same animations multiple times as you progress. Especially annoying with the Mars Colony, where you'll be forced to do the rather long mine tunnel segment more than once.
    • Fortunately, Legacy Of Time removed this mechanic, allowing you to lock in the location you last left a time zone from, so that you can come right back to it later.
  • Replacement Scrappy: One of Pegasus Prime's largest problems is the AI Biochip you're given at the start. It replaces not only the relatively benign text message window from Turbo, but also the woman in the TSA videos. The problem with this is that in-game, this version's warnings and such are much more harried, inconvenient at times, and sometimes fall into Captain Obvious territory, especially if you've already played Turbo.
    HUD: "Oxygen Mask: Empty"
    • Fortunately, pressing any movement key cuts off what she's saying mid-sentence. And an Easter Egg where a copy of Arthur can be found has controls to toggle both him and the other AI on or off.
  • Series Continuity Error: While Pegasus Prime did a good job connecting with the fleshed out storyline which Buried In Time kicked off following the original game, it still makes a couple of minor points look confusing and out of place.
    • The intro cutscene of the second game shows that Agent 5 kept the maintenance key from Mars, when in Pegasus Prime, there was no key available. Weirder still, this same intro goes unedited while tacked onto Prime's ending as a cliffhanger.
    • In Buried In Time, the Interactive News Network shows video footage of the original game.
  • Squick: In Turbo, hidden in a corner next to Elliot Sinclair's video log in the World Science Center is a viewer that shows the first stages of Bio Tech devices, in an endoscopic view of a rat's brain being worked on WAY up close.
    • And it can be seen as an Easter Egg in the 2014 Pegasus Prime rerelease.
  • That One Puzzle: The bomb defusing puzzle on the Mars Colony. It consists of Agent 5 disarming a bomb before removing it from the base's core before it explodes. The puzzle requires guessing a combination of three nodes (red, yellow and green) in the correct order. Level 2 adds a blue node for a total of four, and Level 3 adds a purple node for a total of five. What makes this puzzle so difficult is that there is no strategy involved, and looking up a guide won't help. The three-node combination is random every time you enter a level, and all the help you get after entering a combination guess is how many nodes are in the correct places. The game doesn't tell you which nodes are correct, just how many are correct, and that's all. This isn't so bad on Level 1, since you get enough chances that guessing every possible combination of red-yellow-green will eventually produce the combination. But Level 2 and Level 3 could potentially end without you guessing a single correct node before you run out of chances. And if you fail at any level, you go back to Level 1. All of this would be frustrating enough, but on top of all of that, there's a ten-minute time limit, and every node guess eats a few seconds away. Failing to clear the puzzle in time means Agent 5 dies of radiation poisoning. The Pegasus Prime remake alleviated the difficulty somewhat by making selecting nodes take less time, but it's still an exercise in frustration, and a pure guessing game.