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** It lets the enemies shoot eight bullets combined at a time. There is a GoodBadBug that exploits this fact.

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** It lets the enemies shoot eight bullets combined at a time. There is a GoodBadBug that exploits this fact.fact by [[http://computerarcheology.com/Arcade/Galaga/ making the enemies fire shots that get "stuck" so eventually they cannot fire anymore shots at all]].


** It lets the enemies shoot eight bullets combined at a time. This can be exploited to make enemies not fire at all.

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** It lets the enemies shoot eight bullets combined at a time. This can be exploited to make enemies not fire at all.There is a GoodBadBug that exploits this fact.


** It lets the enemies shoot eight bullets combined at a time. This can be exploited.

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** It lets the enemies shoot eight bullets combined at a time. This can be exploited.exploited to make enemies not fire at all.

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** It lets the enemies shoot eight bullets combined at a time. This can be exploited.


* ''Videogame/SecretAgent'' also uses this. In fact, one of the power-ups is an upgrade which allows you to have ''two'' bullets at the screen at once.

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* ''Videogame/SecretAgent'' ''VideoGame/{{Secret Agent|VideoGame}}'' also uses this. In fact, one of the power-ups is an upgrade which allows you to have ''two'' bullets at the screen at once.


* ''VideoGame/SuperMarioBros1'' allows you to have two fireballs on the screen as Fire Mario. Later games such as ''VideoGame/SuperMarioWorld'' and the ''VideoGame/NewSuperMarioBros'' series kept this.

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* ''VideoGame/SuperMarioBros1'' allows you to have two fireballs on the screen as Fire Mario. Later games such as ''VideoGame/SuperMarioWorld'' and the ''VideoGame/NewSuperMarioBros'' series kept this. It also goes for Ice Mario's freeze balls.


->''This is your XQJ-37 plasma cannon. The only trouble is that since the old model XQJ was cobbled together from junked UsefulNotes/{{Amiga}} motherboards, you can only have one shot on the screen at a time.''

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->''This ->''"This is your XQJ-37 plasma cannon. The only trouble is that since the old model XQJ was cobbled together from junked UsefulNotes/{{Amiga}} motherboards, you can only have one shot on the screen at a time.''"''


* A variant was used in ''VideoGame/DwarfFortress'' to solve the problem of ridiculously high rates of fire; any number of individual crossbow-wielders can fire at once, but they don't finish reloading until their last shot has landed.


* ''Asterax'', a somewhat ''VideoGame/{{Asteroids}}''-like old AppleMacintosh shareware game, makes this the explicit benefit of buying better guns, with 4-12 shots from each player allowed on screen.

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* ''Asterax'', a somewhat ''VideoGame/{{Asteroids}}''-like old AppleMacintosh UsefulNotes/AppleMacintosh shareware game, makes this the explicit benefit of buying better guns, with 4-12 shots from each player allowed on screen.



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* In ''[[Videogame/Battlezone1998 Battlezone II: Combat Commander]]'', the TAG missile fires a homing dart, which has a particularly bizarre bullet code. Under normal use, it will only fire one dart at a time, and will let you fire again once the dart flies past its 100 meter range. But if you fire off into the sky and hold down the trigger, you'll suddenly spray out a dozen darts if you aim downward once the airborne dart expires.


* Hero Klungo Sssavesss Teh Universsse in ''VideoGame/BanjoKazooie Nuts & Bolts''.

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* Hero Klungo Sssavesss Teh Universsse in ''VideoGame/BanjoKazooie Nuts & Bolts''.''VideoGame/BanjoKazooieNutsAndBolts''.


** In ''Diablo II'', you can cast as many missiles as you like ... but then you might not see them. HilarityEnsues when fighting against a multi-shot lightning-enchanted boss while you have slow missiles active, where moving in the wrong direction (or not at all) will get you kill by hot air.
* ''GliderPRO'' only allows two rubber bands to be on screen at once.

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** * In ''Diablo II'', ''VideoGame/DiabloII'', you can cast as many missiles as you like ... but then you might not see them. HilarityEnsues when fighting against a multi-shot lightning-enchanted boss while you have slow missiles active, where moving in the wrong direction (or not at all) will get you kill by hot air.
* ''GliderPRO'' ''VideoGame/GliderPRO'' only allows two rubber bands to be on screen at once.


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* In ''VideoGame/CommandAndConquer'', as long as the engine pioneered by ''VideoGame/CommandAndConquerTiberianDawn'' was in use (although it was gradually expanded as the series progressed), units armed with railguns (which were first and only introduced in ''Tiberian Sun'' and of which the unmodified game featured a grand total of two - Ghost Stalker and the Mammoth Mk.II mech) could have a maximum of one active railgun "line", even if the shot had already dealt all its damage. A railgun could not be fired again until the particle system of the last beam had entirely faded out, and in fact if one was to mod a railgun with a lower firing delay than the fade-out timer of the particle system into ''Tiberian Sun'', the railgun would "jam" ''permanently'' after firing once and could never be fired again, even if the particle system had faded. Railguns didn't appear in the series again until after the switch to the SAGE engine, in ''VideoGame/CommandAndConquerTiberiumWars'', but the code remained and they can be re-created in ''VideoGame/CommandAndConquerRedAlert2'' and its expansion through modifications of the game files. It is uncertain why this limitation exists, but as it never becomes apparent in the unmodified game and is mostly a footnote to creating modifications that contain railgun weapons, it is most likely an engine limitation, rather than a conscious nerf in the interest of game balance.

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* In ''VideoGame/CommandAndConquer'', as long as the engine pioneered by ''VideoGame/CommandAndConquerTiberianDawn'' was in use (although it was gradually expanded as the series progressed), units armed with railguns (which were first and only introduced in ''Tiberian Sun'' and of which the unmodified game featured a grand total of two - Ghost Stalker and the Mammoth Mk.II mech) could have a maximum of one active railgun "line", even if the shot had already dealt all its damage. A railgun could not be fired again until the particle system of the last beam had entirely faded out, and in fact if one was to mod a railgun with a lower firing delay than the fade-out timer of the particle system into ''Tiberian Sun'', the railgun would "jam" ''permanently'' after firing once and could never be fired again, even if the particle system had faded. Railguns didn't appear in the series again until after the switch to the SAGE engine, in ''VideoGame/CommandAndConquerTiberiumWars'', but the code remained and they can be re-created in ''VideoGame/CommandAndConquerRedAlert2'' and its expansion through modifications of the game files. It is uncertain why this limitation exists, but as it never becomes apparent in the unmodified game and is mostly a footnote to creating modifications that contain railgun weapons, it is most likely an engine limitation, rather than a conscious nerf in the interest of game balance.


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Most famous examples of this trope are due to the technical limitations of old 8-bit hardware configurations. The UsefulNotes/{{Atari 2600}}'s specialized hardware for rendering "missile" sprites could only handle two missiles at a time, leading to the two-bullet limit of many 2600 games. Interestingly, the [[SpaceWar oldest video game]] did not have this limit.

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Most famous examples of this trope are due to the technical limitations of old 8-bit hardware configurations. The UsefulNotes/{{Atari 2600}}'s specialized hardware for rendering "missile" sprites could only handle two missiles at a time, leading to the two-bullet limit of many 2600 games. Interestingly, the [[SpaceWar [[VideoGame/SpaceWar oldest video game]] did not have this limit.


* In ''VideoGame/CaveStory'' the number depends on the weapon. The level 2 Blade is one of these weapons, and because of this, it deals insane amounts of damage at point-blank range (more so than its level 3 version, whose projectiles don't disappear on contact).

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* In ''VideoGame/CaveStory'' the number depends on the weapon. The level 2 Blade is one of these weapons, and because with the added bonus that the number of shots on screen is the ''only'' restriction it has on fire rate. Because of this, at [[LowLevelAdvantage level 2]] it deals insane amounts of damage at point-blank range (more so than range, since its level 3 version, whose projectiles don't disappear on contact).right after hitting their target (the level 3 version keeps going, so you have to wait for it to vanish before firing it again.



* ''VideoGame/SpaceInvaders'' may be the TropeMaker. This makes comebacks possible, as you can shoot more rapidly as the Invaders get closer... provided you don't miss, that is. The UsefulNotes/{{Atari 2600}} version had a trick to get double shots: Hold the RESET switch and turn on the game, then let it go. Cheat or [[GoodBadBugs glitch]]? Nobody may ever know.

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* ''VideoGame/SpaceInvaders'' may be the TropeMaker. This makes comebacks possible, as you can shoot more rapidly as the Invaders get closer... provided you don't miss, that is. The UsefulNotes/{{Atari 2600}} version had a trick to get double shots: Hold the RESET switch and turn on the game, then let it go. Cheat or [[GoodBadBugs glitch]]? glitch? Nobody may ever know.



* The ''Series/{{Airwolf}}'' LicensedGame on UsefulNotes/AmstradCPC had this limitation, particularly grating when some targets required pixel-perfect aiming (and the [[ScrappyMechanic gravity]] kept changing it).

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* The ''Series/{{Airwolf}}'' LicensedGame on UsefulNotes/AmstradCPC had this limitation, particularly grating when some targets required pixel-perfect aiming (and the [[ScrappyMechanic gravity]] gravity kept changing it).



* ''VideoGame/MegaManZero'' does similar - at the beginning, the player can only have three bullets from the Buster onscreen at once, but after killing enough enemies with it, this is upgraded to four. [[FridgeLogic Somehow.]] Later games made four shots at once a facet of some other upgrade, like the buster-focused X Form in ''2''.

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* ''VideoGame/MegaManZero'' does similar - at the beginning, the player can only have three bullets from the Buster onscreen at once, but after killing enough enemies with it, this is upgraded to four. [[FridgeLogic Somehow.]] Somehow. Later games made four shots at once a facet of some other upgrade, like the buster-focused X Form in ''2''.



* In ''VideoGame/MetroidPrime'', you can only have 3 missiles active at once. Normally their fire rate is so slow that this is completely irrelevant, but a an [[GoodBadBugs unintentional]] method of shooting them [[http://www.metroid2002.com/techniques_rapid_fire_missiles.php very quickly]] allows the limit to be reached.

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* In ''VideoGame/MetroidPrime'', you can only have 3 missiles active at once. Normally their fire rate is so slow that this is completely irrelevant, but a an [[GoodBadBugs unintentional]] unintentional method of shooting them [[http://www.metroid2002.com/techniques_rapid_fire_missiles.php very quickly]] allows the limit to be reached.



* It's not obvious unless you slow the framerate right down, but ranged weapons in ''VideoGame/DwarfFortress'' had this limitation imposed from V0.31 onwards; a second shot cannot be fired until after the game rolls to determine whether or not the first has hit its target. In older versions it was possible to fire so fast that six or seven arrows or crossbow bolts would be in the air before the first hit, which would be a GoodBadBug if not for the fact that arrows or crossbow bolts had a high probability of a OneHitKill, so the rest of the shots were just wasted. ([[RuleOfCool It did look badass though.]])

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* It's not obvious unless you slow the framerate right down, but ranged weapons in ''VideoGame/DwarfFortress'' had this limitation imposed from V0.31 onwards; a second shot cannot be fired until after the game rolls to determine whether or not the first has hit its target. In older versions it was possible to fire so fast that six or seven arrows or crossbow bolts would be in the air before the first hit, which would be a GoodBadBug if not for which, combined with the fact that arrows or crossbow bolts had a high probability of a OneHitKill, so means the rest of the shots were just wasted. ([[RuleOfCool It did look badass though.]])

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