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* HitSpark \\
Much like FlashOfPain, it helps you know when one of your attacks hit something.

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* CompletionMockery\\
Get 100% on a game or task in the game, and the game makes fun of you for it.

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* SignatureMon \\
The main Mon that a character uses or is associated with.

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* SecretFinalCampaign \\
Games with multiple character stories has one last story that is made available after beating the others.

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* VideoGameAI \\
Video game sub-systems that govern NonPlayerCharacter behaviors.


Sprite based games often save data by flipping the character's left and right facing sprites. When this happens with a character that has an asymmetric design it can create odd situations like a character's weapons switching hands, or worse a character with a physical feature such as a scar that "switches sides" whenever they turn around.

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Sprite based games often save data by flipping the character's left and right facing sprites. When this happens with a character that has an asymmetric design it can create odd situations like a character's weapons switching hands, or worse a character with a physical feature such as a scar that "switches sides" whenever they turn around.[[OffModel inconsistencies]].


Fight an enemy that is only vulnerable when it pops up.

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Fight an A burrowing enemy that is only vulnerable when it pops up.out of the ground.


An asymmetric sprite will be perfectly mirrored--meaning it will "switch sides" depending on what way it's facing.

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An Sprite based games often save data by flipping the character's left and right facing sprites. When this happens with a character that has an asymmetric sprite will be perfectly mirrored--meaning design it will "switch can create odd situations like a character's weapons switching hands, or worse a character with a physical feature such as a scar that "switches sides" depending on what way it's facing.whenever they turn around.


Video game characters have big heads in-game due to the low pixel count they take up.

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Video game characters in older games have big heads in-game due to the low pixel count they take up.



* HyperactiveMetabolism \\
A good meal heals injury.



The sprites which will not have an [[IdleAnimation idle mode]], thereby being animated as if moving when it should be standing still.

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The sprites which will not have weren't given an [[IdleAnimation idle mode]], thereby being animated as if moving when it should be standing still.

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* BraggingRightsOption \\
A character or gameplay option players pick to show off with.

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* UnendingEndCard \\
The game ends on an inescapable congratulatory screen.

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** GameHuntingMechanic \\
Hunt wild prey for materials or for fun!

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* PreCharacterCustomizationGameplay \\
The game lets you try out its core gameplay loop before you get to customize your character.

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+GameMechanics

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* NewWeaponTargetRange \\
Any non-tutorial area set up in such a way as to showcase the newest addition to a player's arsenal.

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