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[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/0824.png]]
[[caption-width-right:192:[[ThisIsGonnaSuck Uh oh.]]]]

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[[quoteright:192:https://static.tvtropes.org/pmwiki/pub/images/0824.png]]
[[caption-width-right:192:[[ThisIsGonnaSuck Uh oh.]]]]
%%Image removed via crowner in the Moments Images Cleanup Thread: https://tvtropes.org/pmwiki/crowner.php?crowner_id=kaq8xqcg
%%https://tvtropes.org/pmwiki/posts.php?discussion=1642193091068711500
%%Please do not add a new image without going through the Image Suggestion thread or starting a new Image Pickin' thread

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Natter





** Oh yeah, they can also multiply rapidly if you dilly-dally for too long in a stage, triggering said Scare Cord at least once every several seconds.

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** Oh yeah, they They can also multiply rapidly if you dilly-dally for too long in a stage, triggering said Scare Cord at least once every several seconds.



* If you happen to have the original machines or [=PCBs=] of any game in the series excluding ''Neo'' and they detect a problem with the PCB (or anything else that could be wrong or nonfunctional), you get to hear [[HellIsThatNoise a loud, sustained, low-pitched]] ScareChord for almost a second ''every time'' the machine powers on. Witness a demonstration of it [[https://youtu.be/LknsmkxRQ_4?t=6m25s here]].

to:

* If you happen to have the original machines or [=PCBs=] of any game in the series excluding ''Neo'' and they detect a problem with the PCB (or anything else that could be wrong or nonfunctional), you get to hear [[HellIsThatNoise a loud, sustained, low-pitched]] ScareChord for almost a second ''every time'' the machine powers on. Witness a demonstration of it [[https://youtu.be/LknsmkxRQ_4?t=6m25s here]].here]].
----
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* The ScareChord that accompanies a Unicorn reaching its final evolution in ''Castle'', especially if the player eliminates all but one Unicorn and allows that Unicorn to stay on-screen for too long, or if the player [[RageBreakingPoint knocks a Green Unicorn down an open gap]] with the hammer. Once you reach Scene 9, one of the Green Unicorns that spawn on top of the castle transforms immediately.

to:

* The ScareChord that accompanies a Unicorn reaching its final evolution in ''Castle'', especially if the player eliminates all but one Unicorn and allows that Unicorn to stay on-screen for too long, or if the player [[RageBreakingPoint knocks a Green Unicorn down an open gap]] with the hammer. Once you reach Scene 9, one of the Green Unicorns that spawn on top of the castle transforms immediately.''immediately''.
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* When the monsters of ''Do! Run Run'' [[TurnsRed turn red]]. It replaces the current background theme with a more eerie tune and the design of the two monsters become more vicious temporarily.

to:

* When the monsters of ''Do! Run Run'' [[TurnsRed turn red]]. It replaces the current background theme with a more eerie tune and the design of the two monsters become transform into more vicious temporarily.nightmarish designs.
Is there an issue? Send a MessageReason:
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* The ScareChord that accompanies a Unicorn reaching its final evolution in ''Castle'', especially if the player eliminates all but one Unicorn and allows that Unicorn to stay on-screen for too long, or if the player [[RageBreakingPoint attempts to provoke a Green Unicorn]] with the hammer. Once you reach Scene 9, one of the Green Unicorns that spawn on top of the castle transforms immediately.
** Oh yeah, they can also multiply rapidly if you dilly-dally for too long in a stage, triggering said Scare Cord at least once every few seconds.

to:

* The ScareChord that accompanies a Unicorn reaching its final evolution in ''Castle'', especially if the player eliminates all but one Unicorn and allows that Unicorn to stay on-screen for too long, or if the player [[RageBreakingPoint attempts to provoke knocks a Green Unicorn]] Unicorn down an open gap]] with the hammer. Once you reach Scene 9, one of the Green Unicorns that spawn on top of the castle transforms immediately.
** Oh yeah, they can also multiply rapidly if you dilly-dally for too long in a stage, triggering said Scare Cord at least once every few several seconds.
Is there an issue? Send a MessageReason:
None


* If you happen to have the original machines or [=PCBs=] of any game in the series excluding ''Neo'' and they detect a problem with the PCB, you get to hear [[HellIsThatNoise a loud, sustained, low-pitched]] ScareChord for almost a second ''every time'' the machine powers on. Witness a demonstration of it [[https://youtu.be/LknsmkxRQ_4?t=6m25s here]].

to:

* If you happen to have the original machines or [=PCBs=] of any game in the series excluding ''Neo'' and they detect a problem with the PCB, PCB (or anything else that could be wrong or nonfunctional), you get to hear [[HellIsThatNoise a loud, sustained, low-pitched]] ScareChord for almost a second ''every time'' the machine powers on. Witness a demonstration of it [[https://youtu.be/LknsmkxRQ_4?t=6m25s here]].
Is there an issue? Send a MessageReason:
None


* If you happen to have the original machines or [=PCBs=] of any game in the series excluding ''Neo'' and they detect a problem with the PCB, you get to hear [[HellIsThatNoise a loud, sustained, low-pitched]] ScareChord for almost a second ''every time'' the machine powers on. Witness it [[https://youtu.be/LknsmkxRQ_4?t=6m25s here]].

to:

* If you happen to have the original machines or [=PCBs=] of any game in the series excluding ''Neo'' and they detect a problem with the PCB, you get to hear [[HellIsThatNoise a loud, sustained, low-pitched]] ScareChord for almost a second ''every time'' the machine powers on. Witness a demonstration of it [[https://youtu.be/LknsmkxRQ_4?t=6m25s here]].
Is there an issue? Send a MessageReason:
None


* If you happen to have the original machines or [=PCBs=] of any game in the series excluding ''Neo'' and they detect a problem with the PCB, you get to hear [[HellIsThatNoise a loud, sustained, low-pitched]] ScareChord for almost a second ''every time'' the machine powers on.

to:

* If you happen to have the original machines or [=PCBs=] of any game in the series excluding ''Neo'' and they detect a problem with the PCB, you get to hear [[HellIsThatNoise a loud, sustained, low-pitched]] ScareChord for almost a second ''every time'' the machine powers on. Witness it [[https://youtu.be/LknsmkxRQ_4?t=6m25s here]].
Is there an issue? Send a MessageReason:
None


* When the monsters of ''Do! Run Run'' [[TurnsRed turn red]]. It replaces the current background theme with a more eerie tune, and the design of the two monsters become DarkerAndEdgier temporarily.
* If you happen to have the original [=PCBs=] of any game in the series excluding the original and ''Neo'' and they detect a problem with the PCB, you get to hear [[HellIsThatNoise a loud, sustained, low-pitched]] ScareChord for almost a second every time the machine powers on.

to:

* When the monsters of ''Do! Run Run'' [[TurnsRed turn red]]. It replaces the current background theme with a more eerie tune, tune and the design of the two monsters become DarkerAndEdgier more vicious temporarily.
* If you happen to have the original machines or [=PCBs=] of any game in the series excluding the original and ''Neo'' and they detect a problem with the PCB, you get to hear [[HellIsThatNoise a loud, sustained, low-pitched]] ScareChord for almost a second every time ''every time'' the machine powers on.

Added: 146

Changed: 51

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* The ScareChord that accompanies a Unicorn reaching its final evolution in ''Castle'', especially if the player eliminates all but one Unicorn and allows that Unicorn to stay on-screen for too long, or if the player [[RageBreakingPoint attempts to provoke a Green Unicorn]] with the hammer. Once you reach Scene 9, one of the Green Unicorns that spawn on top of the castle transforms immediately. Things only get worse when they start to multiply.

to:

* The ScareChord that accompanies a Unicorn reaching its final evolution in ''Castle'', especially if the player eliminates all but one Unicorn and allows that Unicorn to stay on-screen for too long, or if the player [[RageBreakingPoint attempts to provoke a Green Unicorn]] with the hammer. Once you reach Scene 9, one of the Green Unicorns that spawn on top of the castle transforms immediately. Things only get worse when immediately.
** Oh yeah,
they start to multiply.can also multiply rapidly if you dilly-dally for too long in a stage, triggering said Scare Cord at least once every few seconds.
Is there an issue? Send a MessageReason:
None


* The ScareChord that accompanies a Unicorn reaching its final evolution in ''Castle'', especially if the player eliminates all but one Unicorn and allows that Unicorn to stay on-screen for too long, or if the player [[RageBreakingPoint attempts to provoke a Green Unicorn]] with the hammer. Once you reach Scene 9, one of the Green Unicorns that spawn on top of the castle transforms immediately.
* When the monsters of ''Do! Run Run'' [[TurnsRed turn red]]. It replaces the current background theme with a more eerie tune, and the design of the two monsters become DarkerAndEdgier temporarily. Things only get worse when they start to multiply.

to:

* The ScareChord that accompanies a Unicorn reaching its final evolution in ''Castle'', especially if the player eliminates all but one Unicorn and allows that Unicorn to stay on-screen for too long, or if the player [[RageBreakingPoint attempts to provoke a Green Unicorn]] with the hammer. Once you reach Scene 9, one of the Green Unicorns that spawn on top of the castle transforms immediately.
immediately. Things only get worse when they start to multiply.
* When the monsters of ''Do! Run Run'' [[TurnsRed turn red]]. It replaces the current background theme with a more eerie tune, and the design of the two monsters become DarkerAndEdgier temporarily. Things only get worse when they start to multiply.
Is there an issue? Send a MessageReason:
None


* When the monsters of ''Do! Run Run'' [[TurnsRed turn red]]. It replaces the current background theme with a more eerie tune, and the design of the two monsters become DarkerAndEdgier temporarily.

to:

* When the monsters of ''Do! Run Run'' [[TurnsRed turn red]]. It replaces the current background theme with a more eerie tune, and the design of the two monsters become DarkerAndEdgier temporarily. Things only get worse when they start to multiply.
Is there an issue? Send a MessageReason:
None


* If you happen to have the original [=PCBs=] of any game in the series excluding the original and ''Neo'' and they detect a problem with the PCB, you get to hear [[HellIsThatNoise a loud, sustained, low-pitched]] ScareChord for almost a second.

to:

* If you happen to have the original [=PCBs=] of any game in the series excluding the original and ''Neo'' and they detect a problem with the PCB, you get to hear [[HellIsThatNoise a loud, sustained, low-pitched]] ScareChord for almost a second.second every time the machine powers on.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

[[quoteright:192:http://static.tvtropes.org/pmwiki/pub/images/0824.png]]
[[caption-width-right:192:[[ThisIsGonnaSuck Uh oh.]]]]
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Added DiffLines:

* The ScareChord that accompanies a Unicorn reaching its final evolution in ''Castle'', especially if the player eliminates all but one Unicorn and allows that Unicorn to stay on-screen for too long, or if the player [[RageBreakingPoint attempts to provoke a Green Unicorn]] with the hammer. Once you reach Scene 9, one of the Green Unicorns that spawn on top of the castle transforms immediately.
* When the monsters of ''Do! Run Run'' [[TurnsRed turn red]]. It replaces the current background theme with a more eerie tune, and the design of the two monsters become DarkerAndEdgier temporarily.
* If you happen to have the original [=PCBs=] of any game in the series excluding the original and ''Neo'' and they detect a problem with the PCB, you get to hear [[HellIsThatNoise a loud, sustained, low-pitched]] ScareChord for almost a second.

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