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*** Revolver: Good range, better damage than the basic pistol, and holds 6 rounds. Even with the drawback of single-round reloads, the revolver is a substantial upgrade over the Basic Pistol.

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*** Revolver: Good range, better damage than the basic pistol, and holds 6 rounds. rounds by default. Even with the drawback of single-round reloads, the revolver is a substantial upgrade over the Basic Pistol.Pistol and the reload timing is consistent. It benefits from all upgrades and can carry you to the final boss if you're so inclined.
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* OneStatToRuleThemAll: Range and Damage. Many weapons have pathetic range, unable to cross even half of a large room. Once Range is up to level 5 or 6, you can reliably hit any enemy from a comfortable distance, letting you avoid damage that much easier. Damage in contrast lets you helps you survive by eliminating key targets in an encounter quickly and reducing the number of simultaneous attacks you have to dodge, and is especially useful for taking elite enemies and bosses with more challenging attacks off the board quickly.

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* OneStatToRuleThemAll: Range and Damage. Many weapons have pathetic range, unable to cross even half of a large room. Once Range is up to level 5 or 6, you can reliably hit any enemy from a comfortable distance, letting you avoid damage that much easier. Damage in contrast lets you helps you survive by eliminating key targets in an encounter quickly and reducing the number of simultaneous attacks you have to dodge, and is especially useful for taking elite enemies and bosses with more challenging attacks off the board quickly.
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It released for PC via Steam and [=GOG=] on September 15, 2020, released for the Xbox One and PS4 on October 5, 2021, and released for the Nintendo Switch on September 8, 2022.

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It released for PC via Steam and [=GOG=] on September 15, 2020, released for the Xbox One and PS4 [=PS4=] on October 5, 2021, and released for the Nintendo Switch on September 8, 2022.
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It released for PC via Steam and [=GOG=] on September 15, 2020, and will release on consoles for a later date.

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It released for PC via Steam and [=GOG=] on September 15, 2020, released for the Xbox One and will release PS4 on consoles October 5, 2021, and released for a later date.the Nintendo Switch on September 8, 2022.
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Removed Bragging Rights Reward, as it no longer applies

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* BraggingRightsReward: The Ultimate skills unlocked for a character by beating Hard difficulty with themused to be this. They're all very useful but you have to clear the game's hardest mode without their help, so... Update added new hardest difficulty, "Hellish", making them useful.



** Some floors have "Bank" room, allowing you to store up to 10 coins, as well as withdraw any number you want. This allows to compensate a run giving too little money with runs that gave surplus. Additionally, storing enough coins unlocks a bonus.
** Beating the game on Easy or Hard with a character usually unlocks starting ability for them. This makes it easier to advance to Hard/Hellish.

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** Some floors have a "Bank" room, allowing you to store up to 10 coins, as well as withdraw any number as many as you want. have saved. This allows you to compensate a run giving too little money with runs that gave give a surplus. Additionally, storing enough having 100 coins unlocks in the bank gives you access to a bonus.special bank chest.
** Beating the game on Easy or and Hard with a character usually unlocks a starting ability for them. This makes it easier to advance to Hard/Hellish.

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* BraggingRightsReward: The Ultimate skills in general, since they are unlocked by beating Hard Mode with each character once. They're all very useful but you have to clear the game's hardest mode without their help, so you don't actually need them unless you keep playing the game afterwards.

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* BraggingRightsReward: The Ultimate skills in general, since they are unlocked for a character by beating Hard Mode difficulty with each character once. themused to be this. They're all very useful but you have to clear the game's hardest mode without their help, so you don't actually need so... Update added new hardest difficulty, "Hellish", making them unless you keep playing the game afterwards.useful.



* {{Macrogame}}: Buying anything from Huginn or Muninn increases your "shop loyalty", allowing them to sell more things at once: when you start the game, Huginn will only sell two items, and Muninn will only sell one. After repeated runs, Muninn will offer three different guns and three regular upgrades, while Huginn will offer up to six items for sale and a free gift. The increase in choices and available options can make subsequent runs much easier.

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* {{Macrogame}}: Several:
**
Buying anything from Huginn or Muninn increases your "shop loyalty", allowing them to sell more things at once: when you start the game, Huginn will only sell two items, and Muninn will only sell one. After repeated runs, Muninn will offer three different guns and three regular upgrades, while Huginn will offer up to six items for sale and a free gift. healing item. The increase in choices and available options can make subsequent runs much easier.easier.
** Some floors have "Bank" room, allowing you to store up to 10 coins, as well as withdraw any number you want. This allows to compensate a run giving too little money with runs that gave surplus. Additionally, storing enough coins unlocks a bonus.
** Beating the game on Easy or Hard with a character usually unlocks starting ability for them. This makes it easier to advance to Hard/Hellish.

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* BrutalBonusLevel: Unlocking the stairs in Asgard 1 will take you to the Asgard Crypt in place of Asgard 2, which sports significantly stronger enemies for that stage of the game in return for some valuable item rooms.



* EarlyGameHell: In general, the game is at its hardest when you first boot it up. At the start of the first run, only Göll is playable and merchants will offer only the most basic powerups. Not to mention that the player will have to adjust to the game's core concept of only shooting on the beat. Unlocking new characters doesn't immediately solve this, as everyone's skills are locked until you beat Nidhogg with them on what the game calls Easy Mode; if you want their Ultimates as well, you'll have to beat the game on Hard with a character.
** The first level of Asgard is generally also the most difficult, as you have only your starting weapon and base stats. The all-important Range stat is also at zero, which means you'll struggle to hit your enemies without getting hit by them. If you can get through Asgard 2 with decent resources, you'll be well-positioned to make it through Vanaheim and Svartelfheim, which are considerably easier.

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* DumpStat: The Ability stat enhances the player's Secondary and Ultimate abilities, but these have to be unlocked separately for each character or found from a rare library room and not every one of them benefits from Ability. This means that in many runs Ability will do absolutely nothing.
* EarlyGameHell: In general, the game is at its hardest when you first boot it up. At the start of the first run, only Göll is playable and merchants will offer only the most basic powerups. Not to mention that the player will have to adjust to the game's core concept of only shooting on the beat. Unlocking new characters doesn't immediately solve this, as everyone's skills are locked until you beat Nidhogg with them on what the game calls Easy Mode; if you want their Ultimates as well, you'll have to beat the game on Hard with a character. \n** The first level of Asgard is generally also the most difficult, as you have only your starting weapon and base stats. The all-important Range stat is also at zero, which means you'll struggle to hit your enemies without getting hit by them. If you can get through Asgard 2 with decent resources, you'll be well-positioned to make it through Vanaheim and Svartelfheim, which are considerably easier.easier.
* EasyModeMockery: Practice difficulty reduces the damage you take and slows enemy attacks. However, you can only play the first four levels on this difficulty.



* InterfaceScrew: The extremely rare Inverted level modifier flips your view upside-down for the duration (though your UI remains in place, thankfully).

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* InterfaceScrew: The extremely rare Inverted level modifier flips your view upside-down for the duration (though duration, though your UI remains in place, thankfully).thankfully.
* LuckBasedMission: Par for the course for a roguelike, but certain weapon, ultimates and gear are astronomically ahead of the rest of their class to the point where finding just one of them guarantees a good run.



* MickeyMousing: Gunshots, reloads, ability usage, and enemy attacks all happen to the beat.



* NoSell: After taking damage, most Vanaheim enemies will start to glow, representing the fact that they are now shielded. The shield is ''completely'' impenetrable, and the enemies can still act while it's up. You need to kill them on the first shot, or dodge them until they're vulnerable again.

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* NoSell: NoSell:
**
After taking damage, most Vanaheim enemies will start to glow, representing the fact that they are now shielded. The shield is ''completely'' impenetrable, and the enemies can still act while it's up. You need to kill them on the first shot, or dodge them until they're vulnerable again.


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* WakeUpCallBoss: Draugur is the first boss you'll face and can potentially be the first enemy to use telepgraphed attacks that appear on the beat, something that more enemies will start incorporating for the rest of the game once you manage to get past him. This means that if you don't learn how to properly dodge these types of attacks you won't get much farther even if you beat him. He can also be quite tanky if the player gets unlucky with their weapon drops or if higher difficulties give him a modifier.
* AWinnerIsYou: Defeat the final boss and you're rewarded with one more flash of the game's title and EndGameResultsScreen.
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* OneStatToRuleThemAll: '''Range'''. Even the strongest weapon has pathetic range, unable to cross even half of a large room. Once Range is up to level 5 or 6, you can reliably hit any enemy from a comfortable distance, letting you avoid damage that much easier. The other stats are helpful, but even Damage isn't as important[[note]]Damage lets you kill enemies ''faster'', but you can always kill enemies ''eventually''[[/note]].

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* OneStatToRuleThemAll: '''Range'''. Even the strongest weapon has Range and Damage. Many weapons have pathetic range, unable to cross even half of a large room. Once Range is up to level 5 or 6, you can reliably hit any enemy from a comfortable distance, letting you avoid damage that much easier. The other stats are helpful, but even Damage isn't as important[[note]]Damage in contrast lets you kill helps you survive by eliminating key targets in an encounter quickly and reducing the number of simultaneous attacks you have to dodge, and is especially useful for taking elite enemies ''faster'', but you can always kill enemies ''eventually''[[/note]].and bosses with more challenging attacks off the board quickly.
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* MetaPowerup: The Adventurer's Fedora allows you to rotate which gear slot your items and spells are equipped to. This gives you a huge amount of control over your build, allowing you to equip multiple equipment items from the same class that would normally be mutually exclusive (e.g. one shield that provides infinite ammo and another that gives armour regeneration) and ensure that you only ever swap out your weakest item.
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** Spells:
*** [[{{Teleportation}} Teleport]]: Instantly teleports you wherever you're looking. Compared to the flashier Spells, it offers no overwhelming offensive power or healing, simply moving from A to B. It also has no cooldown, lets you instantly get out of a tricky situation if you're surrounded, and completely trivializes any platforming in a level; the player can easily access all the hidden chests and Shrines that normally require precise platforming and ramp jumping, while leaving their inventory free for other gear.
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* BraggingRightsReward: The Ultimate skills in general, since they are unlocked by beating Hard Mode with each character once. They're all very useful but you have to clear the game's hardest mode without their help, so you don't actually need them unless you keep playing the game afterwards.

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* ArmorAsHitPoints: Armor is added to your hit point total and subtracted first. By default, Freyr starts the game with 150 armor and no health, meaning he can't heal at all unless he finds more armor, gets the Dragon Heart shield (which regenerates one segment of shields) or gets Health Upgrades at Huginn's Shop.

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* ArmorAsHitPoints: Armor is added to your hit point total and subtracted first. By default, Freyr starts the game with 150 armor and no health, meaning he can't heal at all unless he finds more armor, gets the Dragon Heart shield (which regenerates Skin or Svalinn shields (both of which regenerate one segment of shields) shields), or gets Health Upgrades at Huginn's Shop.


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* VariableMix: Each floor has an associated song, with two distinct parts: one that plays during the majority of the level, and one that plays during the boss battle. The boss theme itself has two parts, depending on if the boss is above or below half health. Huginn and Muninn also have their own themes which play when inside their shop or armoury, regardless of the floor.
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** The Energy Cannon, a strange-looking rocket launcher-esque weapon, fires exploding bolts that detonate after 1 beat, but itself only fires them after a half-beat delay, has only 1 ammo in its clip without clip upgrades, and has the same Revolver-like reloading mechanism, making for a very unorthodox-feeling weapon. It has great accuracy and range by default, but deals barely any SplashDamage, meaning every bolt has to hit an enemy squarely for it to kill. It starts only being able to fire one bolt before reloading, meaning that even with clip upgrades it struggles to deal with crowds (practically every room has groups of enemies in it). To make up for its unwieldiness and drawbacks, however, it does '''bonkers''' amounts of damage that-- with a few damage boosts-- make it capable of ''one-shotting all bosses up to Svartalfheim''!

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** The Energy Cannon, a strange-looking rocket launcher-esque weapon, fires exploding bolts that detonate after 1 beat, but itself only fires them after a half-beat delay, has only 1 ammo in its clip without clip upgrades, and has the same Revolver-like reloading mechanism, making for a very unorthodox-feeling weapon. It has great accuracy and range by default, but deals barely any SplashDamage, meaning every bolt has to hit an enemy squarely for it to kill. It starts only being able to fire one bolt before reloading, meaning that even with Its default clip upgrades size causes it struggles to deal with struggle facing crowds (practically every room has groups of enemies in it). To make up for its unwieldiness and drawbacks, however, it does '''bonkers''' amounts of damage that-- with a few damage boosts-- make it capable of ''one-shotting all bosses up to Svartalfheim''!
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* HeartbeatSoundtrack: When you're one hit away from death, the UI will flash red and a heartbeat sound will play to the beat of the soundtrack.
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* BadassFingersnap: The Snap Fingers ultimate ability. Your character snaps their fingers, and a random enemy gets damaged every quarter-beat for four whole beats.
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* InterfaceScrew: The extremely rare Inverted level modifier flips your view upside-down for the duration (though your UI remains in place, thankfully).
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** The Charge Pistol, which doesn't require reloading but only fires a half-beat after you pull the trigger. It's harder, and stranger, to use, but they can save your butt if you're having difficulty with the reloading of the higher-end weapons.

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** The Charge Pistol, which doesn't require reloading but only fires a half-beat after you pull the trigger. It's harder, and stranger, to use, but they it can save your butt if you're having difficulty with the reloading of the higher-end weapons.

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** Double-Barreled Shotgun: Even more powerful than the Shotgun Pistol, but still lacks range and only holds ''2'' rounds by default. Also has a "two-and-a-half step" reload, where you only have to push the reload button twice, but the sound has an additional click a half-beat later even though you can shoot immediately, which can be confusing when trying to build a rhythm.

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** Double-Barreled Sawn-off Shotgun: Even more powerful than the Shotgun Pistol, but still lacks range and only holds ''2'' rounds by default. Also has a "two-and-a-half step" reload, where you only have to push the reload button twice, but the sound has an additional click a half-beat later even though you can shoot immediately, which can be confusing when trying to build a rhythm.



*** Raygun: Can fire up to 7 shots in a short timespan before overheating, but doesn't need to reload, making it easier to use than some other weapons in exchange for burst damage, although it doesn't gain any benefit from Clip upgrades or infinite ammo.



** The "energy" weapons, which don't require reloading but can only be fired on the beat. They're harder, and stranger, to use, but they can save your butt if you're having difficulty with the reloading of the higher-end weapons.

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** The "energy" weapons, Charge Pistol, which don't doesn't require reloading but can only be fired on fires a half-beat after you pull the beat. They're trigger. It's harder, and stranger, to use, but they can save your butt if you're having difficulty with the reloading of the higher-end weapons.

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consistency with the weapon names on the BPM wiki


*** Auto-Shotgun: Isn't as powerful as the other shotgun weapons, but holds 6 rounds by default and is very fast to reload. It also has better range than most shotgun-type weapons.

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*** Auto-Shotgun: Pump Shotgun: Isn't as powerful as the other shotgun weapons, but holds 6 rounds by default and is very fast to reload. It also has better range than most shotgun-type weapons.



*** Four-Barrel Shotgun Pistol: Basically the Shotgun Pistol with better range, slightly lower power, and a much faster reload, making it a straight upgrade to the Shotgun Pistol.

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*** Four-Barrel Shotgun Pistol: Haunted Revolver: Basically the Shotgun Pistol with better range, slightly lower power, and a much faster reload, making it a straight upgrade to the Shotgun Pistol.



** The Claw Catapult, a strange-looking rocket launcher-esque weapon, fires exploding bolts that detonate after 1 beat, but itself only fires them after a half-beat delay, has only 1 ammo in its clip without clip upgrades, and has the same Revolver-like reloading mechanism, making for a very unorthodox-feeling weapon. It has great accuracy and range by default, but deals barely any SplashDamage, meaning every bolt has to hit an enemy squarely for it to kill. It starts only being able to fire one bolt before reloading, meaning that even with clip upgrades it struggles to deal with crowds (practically every room has groups of enemies in it). To make up for its unwieldiness and drawbacks, however, it does '''bonkers''' amounts of damage that-- with a few damage boosts-- make it capable of ''one-shotting all bosses up to Svartalfheim''!

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** The Claw Catapult, Energy Cannon, a strange-looking rocket launcher-esque weapon, fires exploding bolts that detonate after 1 beat, but itself only fires them after a half-beat delay, has only 1 ammo in its clip without clip upgrades, and has the same Revolver-like reloading mechanism, making for a very unorthodox-feeling weapon. It has great accuracy and range by default, but deals barely any SplashDamage, meaning every bolt has to hit an enemy squarely for it to kill. It starts only being able to fire one bolt before reloading, meaning that even with clip upgrades it struggles to deal with crowds (practically every room has groups of enemies in it). To make up for its unwieldiness and drawbacks, however, it does '''bonkers''' amounts of damage that-- with a few damage boosts-- make it capable of ''one-shotting all bosses up to Svartalfheim''!


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** The "Haunted Revolver" meanwhile, doesn't have very much in common with a normal revolver, using four revolving barrels instead of a cylinder.

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Moved Golden Bracelet to Items subsection of Boring But Practical


*** Golden Bracelet: This guarantees that all enemies will drop at least one coin, occasionally dropping two to three. All of this quickly adds up, leaving you with hundreds of gold coins after a few levels, taking care of all your money problems for a run and letting you buy all upgrades or items that you need.


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*** Golden Bracelet: This guarantees that all enemies will drop at least one coin, occasionally dropping two to three. All of this quickly adds up, leaving you with hundreds of gold coins after a few levels, taking care of all your money problems for a run and letting you buy all upgrades or items that you need.
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*** Golden Bracelet: This guarantees that all enemies will drop at least one coin, occasionally dropping two to three. All of this quickly adds up, leaving you with hundreds of gold coins after a few levels, taking care of all your money problems for a run and letting you buy all upgrades or items that you need.

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