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* EveryTenThousandPoints: The first game gives an extra life every 50,000 points.
to:
* EveryTenThousandPoints: Every10000Points: The first game gives an extra life every 50,000 points.
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None
Changed line(s) 11,12 (click to see context) from:
It was [[PortingDisaster ported]] to the UsefulNotes/NintendoEntertainmentSystem the following year, and released by Creator/WisdomTree (who were known back then as Color Dreams) on unlicensed cartridges. While the scrolling was made smoother and music was added, the controls were slippery and the enemies moved way too fast. The original game was (one of) the first scrolling platformers on the PC (as it predates Creator/ApogeeSoftware and Creator/IdSoftware) and is considered very good for its age; whereas the NES had plenty of platform games, and the port is considered one of the worst.
to:
It was [[PortingDisaster ported]] to the UsefulNotes/NintendoEntertainmentSystem the following year, and released by Creator/WisdomTree (who were known back then as (as Color Dreams) on unlicensed cartridges. While the scrolling was made smoother and music was added, the controls were slippery and the enemies moved way too fast. The original game was (one of) the first scrolling platformers on the PC (as it predates Creator/ApogeeSoftware and Creator/IdSoftware) and is considered very good for its age; whereas the NES had plenty of platform games, and the port is considered one of the worst.
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None
Changed line(s) 11,12 (click to see context) from:
It was [[PortingDisaster ported]] to the UsefulNotes/NintendoEntertainmentSystem the following year, and released by Color Dreams on unlicensed cartridges. While the scrolling was made smoother and music was added, the controls were slippery and the enemies moved way too fast. The original game was (one of) the first scrolling platformers on the PC (as it predates Creator/ApogeeSoftware and Creator/IdSoftware) and is considered very good for its age; whereas the NES had plenty of platform games, and the port is considered one of the worst.
to:
It was [[PortingDisaster ported]] to the UsefulNotes/NintendoEntertainmentSystem the following year, and released by Creator/WisdomTree (who were known back then as Color Dreams Dreams) on unlicensed cartridges. While the scrolling was made smoother and music was added, the controls were slippery and the enemies moved way too fast. The original game was (one of) the first scrolling platformers on the PC (as it predates Creator/ApogeeSoftware and Creator/IdSoftware) and is considered very good for its age; whereas the NES had plenty of platform games, and the port is considered one of the worst.
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Changed line(s) 36 (click to see context) from:
* MineralMacguffin: In the first game, one of the three MacGuffins is gemstones. In the second game, all six of the MacGuffins are gemstones.
to:
* MineralMacguffin: In the first game, one of the three MacGuffins {{MacGuffin}}s is gemstones. In the second game, all six of the MacGuffins {{MacGuffin}}s are gemstones.
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Non-repeatable story scenes are not fake difficulty.
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%%ZCE * CaveBehindTheFalls
to:
Changed line(s) 25,26 (click to see context) from:
%%ZCE * DownTheDrain
%%ZCE * DreamLand: Dream reality.
%%ZCE * DreamLand: Dream reality.
to:
%%ZCE
Changed line(s) 30,32 (click to see context) from:
* FakeDifficulty:
** It's easy to waste jetpack fuel when switching to your wand. Likewise, when you die and get sent back, you're not reimbursed any spent fuel.
** Also in the second game, if you miss something in the story, you can't see it again.
** It's easy to waste jetpack fuel when switching to your wand. Likewise, when you die and get sent back, you're not reimbursed any spent fuel.
** Also in the second game, if you miss something in the story, you can't see it again.
to:
* FakeDifficulty:
**FakeDifficulty: It's easy to waste jetpack fuel when switching to your wand. Likewise, when you die and get sent back, you're not reimbursed any spent fuel.
** Also in the second game, if you miss something in the story, you can't see it again.fuel.
**
** Also in the second game, if you miss something in the story, you can't see it again.
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%%ZCE * LethalLavaLand
%%ZCE * TheMaze
%%ZCE * MedievalEuropeanFantasy: Magic reality.
%%ZCE * MinecartMadness
%%ZCE * MineralMacguffin
%%ZCE * TheMaze
%%ZCE * MedievalEuropeanFantasy: Magic reality.
%%ZCE * MinecartMadness
%%ZCE * MineralMacguffin
to:
%%ZCE * TheMaze
%%ZCE
* MedievalEuropeanFantasy: Magic
%%ZCE
*
%%ZCE
*
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%%ZCE * TimeMachine
to:
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In other words, it doesn't have starvation.
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* CheckPointStarvation: This game has no {{Save Point}}s. Subverted with {{Check Point}}s, which are every time Comic goes off the left- or right-hand edge of the screen onto another section of the level, or through a door.
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Merged per TRS
Changed line(s) 54 (click to see context) from:
* UnwinnableByMistake: Ration your jetpack fuel wisely. When it's gone, it's gone, and you can't finish the game (you are set to 25 units if you start a new life with less). However, you only need the jetpack in two spots, and there's plenty spare fuel around. In fact, there is a green fuel pack hidden in the Time level that gives you unlimited fuel. (The red packs give you 25 units each, up to a maximum of 99 units.)
to:
* UnwinnableByMistake: UnintentionallyUnwinnable: Ration your jetpack fuel wisely. When it's gone, it's gone, and you can't finish the game (you are set to 25 units if you start a new life with less). However, you only need the jetpack in two spots, and there's plenty spare fuel around. In fact, there is a green fuel pack hidden in the Time level that gives you unlimited fuel. (The red packs give you 25 units each, up to a maximum of 99 units.)
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None
Changed line(s) 28 (click to see context) from:
* DenialOfDiagonalAttack: Comic can't crouch, which causes a lot of trouble trying to shoot enemies that stay to the ground until you collect the Corkscrew item, which makes shots move in a slight wave pattern.
to:
* DenialOfDiagonalAttack: Comic can't crouch, which causes a lot of trouble trying to shoot enemies that stay to the ground until you collect the Corkscrew item, which makes shots move in a slight wave pattern.pattern. The second game also gives you the corkscrew, but the wave pattern is much more spread out; you need the Pinwheel item to get a tighter wave.
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* PublicDomainSoundtrack: The soundtrack of the NES version consists of badly mixed classical music.
to:
* PublicDomainSoundtrack: The soundtrack of the NES version consists of badly mixed classical music. In addition, the original PC version uses the Marines' Hymn as its main theme.
Changed line(s) 54 (click to see context) from:
* UnwinnableByMistake: Ration your jetpack fuel wisely. When it's gone, it's gone, and you can't finish the game. However, you only need the jetpack in two spots, and there's plenty spare fuel around.
to:
* UnwinnableByMistake: Ration your jetpack fuel wisely. When it's gone, it's gone, and you can't finish the game.game (you are set to 25 units if you start a new life with less). However, you only need the jetpack in two spots, and there's plenty spare fuel around. In fact, there is a green fuel pack hidden in the Time level that gives you unlimited fuel. (The red packs give you 25 units each, up to a maximum of 99 units.)
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None
Added DiffLines:
* DenialOfDiagonalAttack: Comic can't crouch, which causes a lot of trouble trying to shoot enemies that stay to the ground until you collect the Corkscrew item, which makes shots move in a slight wave pattern.
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None
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%%ZCE * BagOfSpilling
to:
Changed line(s) 28 (click to see context) from:
%%ZCE * EveryTenThousandPoints
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* GravityScrew: The Moon in the first game has low gravity, though the base on it has ArtificialGravity to make it the same as the rest of the game.
Changed line(s) 40 (click to see context) from:
%%ZCE * NintendoHard
to:
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Changed line(s) 30 (click to see context) from:
* FakeDifficulty: It's easy to waste jetpack fuel when switching to your wand. Likewise, when you die and get sent back, you're not reimbursed any spent fuel.
to:
* FakeDifficulty: It's FakeDifficulty:
**It's easy to waste jetpack fuel when switching to your wand. Likewise, when you die and get sent back, you're not reimbursed any spentfuel.fuel.
**Also in the second game, if you miss something in the story, you can't see it again.
**It's easy to waste jetpack fuel when switching to your wand. Likewise, when you die and get sent back, you're not reimbursed any spent
**Also in the second game, if you miss something in the story, you can't see it again.
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Added page image and quote. Unfortunately, many Zero Context Examples... commented out the worst
[[quoteright:350:http://static.tvtropes.org/pmwiki/pub/images/captain_comic_350.png]]
->''"Entering orbit around the planet Tambi, Captain Comic, galactic hero, prepares for his impossible mission: to recover treasures stolen from the planet Omsoc.''
->''Armed with only his courage, he enters the teleport chamber..."''
-->-- '''Splash screen'''
->''"Entering orbit around the planet Tambi, Captain Comic, galactic hero, prepares for his impossible mission: to recover treasures stolen from the planet Omsoc.''
->''Armed with only his courage, he enters the teleport chamber..."''
-->-- '''Splash screen'''
Changed line(s) 5,8 (click to see context) from:
It was [[PortingDisaster ported]] to the UsefulNotes/NintendoEntertainmentSystem the following year, and released by Color Dreams on unlicensed cartridges. While the scrolling was made smoother and music was added, the controls were slippery and the enemies move way too fast. Also, this is (one of) the first scrolling platformers on the PC (as it predates Apogee and Creator/IdSoftware) and is considered very good for its age; whereas the NES had plenty of platform games, and the port is considered one of the worst.
A sequel, ''Captain Comic 2: Fractured Reality'', was released in 1990. It introduced larger levels, more variety in enemies, a {{grid inventory}}, and new items like a {{jetpack}} and a {{magic wand}} that transforms items. It also introduced a [[MeaninglessLives very useful]] save function. Its plot involves Captain Comic responding to a distress call and beaming down to the surface of an unknown planet. There he meets the arrogant [[MeaningfulName Skrejgib]] aliens, who want him to [[FetchQuest retrieve]] [[CosmicKeystone six crystals]] stolen by the planet's natives. Captain Comic finds the natives' underground hiding place, and learns the crystals have caused reality to fracture into {{alternate universe}}s. He must go to each different world and collect each crystal to set things right.
A sequel, ''Captain Comic 2: Fractured Reality'', was released in 1990. It introduced larger levels, more variety in enemies, a {{grid inventory}}, and new items like a {{jetpack}} and a {{magic wand}} that transforms items. It also introduced a [[MeaninglessLives very useful]] save function. Its plot involves Captain Comic responding to a distress call and beaming down to the surface of an unknown planet. There he meets the arrogant [[MeaningfulName Skrejgib]] aliens, who want him to [[FetchQuest retrieve]] [[CosmicKeystone six crystals]] stolen by the planet's natives. Captain Comic finds the natives' underground hiding place, and learns the crystals have caused reality to fracture into {{alternate universe}}s. He must go to each different world and collect each crystal to set things right.
to:
It was [[PortingDisaster ported]] to the UsefulNotes/NintendoEntertainmentSystem the following year, and released by Color Dreams on unlicensed cartridges. While the scrolling was made smoother and music was added, the controls were slippery and the enemies move moved way too fast. Also, this is The original game was (one of) the first scrolling platformers on the PC (as it predates Apogee Creator/ApogeeSoftware and Creator/IdSoftware) and is considered very good for its age; whereas the NES had plenty of platform games, and the port is considered one of the worst.
A sequel, ''Captain Comic 2: Fractured Reality'', was released in 1990. It introduced larger levels, more variety in enemies, a {{grid inventory}}, and new items like a {{jetpack}} and a {{magic wand}} that transforms other items. It also introduced a [[MeaninglessLives very useful]] save function. Its plot involves Captain Comic responding to a distress call and beaming down to the surface of an unknown planet. There he meets the arrogant [[MeaningfulName Skrejgib]] aliens, who want him to [[FetchQuest retrieve]] [[CosmicKeystone six crystals]] stolen by the planet's natives. Captain Comic finds the natives' underground hiding place, and learns the crystals have caused reality to fracture into {{alternate universe}}s. He must go to each different world and collect each crystal to set things right.
A sequel, ''Captain Comic 2: Fractured Reality'', was released in 1990. It introduced larger levels, more variety in enemies, a {{grid inventory}}, and new items like a {{jetpack}} and a {{magic wand}} that transforms other items. It also introduced a [[MeaninglessLives very useful]] save function. Its plot involves Captain Comic responding to a distress call and beaming down to the surface of an unknown planet. There he meets the arrogant [[MeaningfulName Skrejgib]] aliens, who want him to [[FetchQuest retrieve]] [[CosmicKeystone six crystals]] stolen by the planet's natives. Captain Comic finds the natives' underground hiding place, and learns the crystals have caused reality to fracture into {{alternate universe}}s. He must go to each different world and collect each crystal to set things right.
Changed line(s) 14 (click to see context) from:
* BagOfSpilling
to:
%%ZCE * BagOfSpilling
Changed line(s) 16 (click to see context) from:
* CaveBehindTheFalls
to:
%%ZCE * CaveBehindTheFalls
Changed line(s) 20,22 (click to see context) from:
* DownTheDrain
* DreamLand: Dream reality.
* EveryTenThousandPoints
* DreamLand: Dream reality.
* EveryTenThousandPoints
to:
%%ZCE * DownTheDrain
%%ZCE * DreamLand: Dream reality.
%%ZCE * EveryTenThousandPoints
%%ZCE * DreamLand: Dream reality.
%%ZCE * EveryTenThousandPoints
Changed line(s) 27,32 (click to see context) from:
* LethalLavaLand
* The Maze
* MedievalEuropeanFantasy: Magic reality.
* MinecartMadness
* MineralMacguffin
* NintendoHard
* The Maze
* MedievalEuropeanFantasy: Magic reality.
* MinecartMadness
* MineralMacguffin
* NintendoHard
to:
%%ZCE * LethalLavaLand
%%ZCE *The Maze
TheMaze
%%ZCE * MedievalEuropeanFantasy: Magic reality.
%%ZCE * MinecartMadness
%%ZCE * MineralMacguffin
%%ZCE * NintendoHard
%%ZCE *
%%ZCE * MedievalEuropeanFantasy: Magic reality.
%%ZCE * MinecartMadness
%%ZCE * MineralMacguffin
%%ZCE * NintendoHard
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* SpaceZone: The moon.
to:
* SpaceZone: The In the first game, you go on a trip to the moon.
Changed line(s) 42 (click to see context) from:
* TimeMachine
to:
%%ZCE * TimeMachine
Deleted line(s) 46 (click to see context) :
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Changed line(s) 5,6 (click to see context) from:
It was [[PortingDisaster ported]] to the UsefulNotes/NintendoEntertainmentSystem the following year, and released by Color Dreams on unlicensed cartridges. While the scrolling was made smoother and music was added, the controls were slippery and the enemies move way too fast. Also, this is (one of) the first scrolling platformers on the PC (as it predates Apogee and IdSoftware) and is considered very good for its age; whereas the NES had plenty of platform games, and the port is considered one of the worst.
to:
It was [[PortingDisaster ported]] to the UsefulNotes/NintendoEntertainmentSystem the following year, and released by Color Dreams on unlicensed cartridges. While the scrolling was made smoother and music was added, the controls were slippery and the enemies move way too fast. Also, this is (one of) the first scrolling platformers on the PC (as it predates Apogee and IdSoftware) Creator/IdSoftware) and is considered very good for its age; whereas the NES had plenty of platform games, and the port is considered one of the worst.
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None
Added DiffLines:
* NowWhereWasIGoingAgain: Fractured Reality, the storyline.
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Go to a new section of the same level, or to another level, and then die, and you return to that point.
Changed line(s) 17 (click to see context) from:
* CheckPointStarvation: This game has no {{Check Point}}s or {{Save Point}}s.
to:
* CheckPointStarvation: This game has no {{Save Point}}s. Subverted with {{Check Point}}s Point}}s, which are every time Comic goes off the left- or {{Save Point}}s.right-hand edge of the screen onto another section of the level, or through a door.
Is there an issue? Send a MessageReason:
None
Changed line(s) 5,6 (click to see context) from:
It was [[PortingDisaster ported]] to the NintendoEntertainmentSystem the following year, and released by Color Dreams on unlicensed cartridges. While the scrolling was made smoother and music was added, the controls were slippery and the enemies move way too fast. Also, this is (one of) the first scrolling platformers on the PC (as it predates Apogee and IdSoftware) and is considered very good for its age; whereas the NES had plenty of platform games, and the port is considered one of the worst.
to:
It was [[PortingDisaster ported]] to the NintendoEntertainmentSystem UsefulNotes/NintendoEntertainmentSystem the following year, and released by Color Dreams on unlicensed cartridges. While the scrolling was made smoother and music was added, the controls were slippery and the enemies move way too fast. Also, this is (one of) the first scrolling platformers on the PC (as it predates Apogee and IdSoftware) and is considered very good for its age; whereas the NES had plenty of platform games, and the port is considered one of the worst.
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None
Added DiffLines:
The ''Captain Comic'' series comprises two early {{metroidvania}}s for the PC, made by Michael Denio. It has a cult following.
The first game, ''The Adventures of Captain Comic'', was released in 1988. The game is a treasure hunt, as the titular character retrieves stolen regalia on the planet Tambi. You do not start with a weapon. Instead, you must collect cans of Blastola Cola to [[MoreDakka power your gun]] (although the first can is right at your starting spot). Additionally, [[DenialOfDiagonalAttack you cannot duck to shoot enemies on the ground]], instead needing a corkscrew attack to kill them. Enemies have very simple patterns and [[ActionBomb explode when they touch you]].
It was [[PortingDisaster ported]] to the NintendoEntertainmentSystem the following year, and released by Color Dreams on unlicensed cartridges. While the scrolling was made smoother and music was added, the controls were slippery and the enemies move way too fast. Also, this is (one of) the first scrolling platformers on the PC (as it predates Apogee and IdSoftware) and is considered very good for its age; whereas the NES had plenty of platform games, and the port is considered one of the worst.
A sequel, ''Captain Comic 2: Fractured Reality'', was released in 1990. It introduced larger levels, more variety in enemies, a {{grid inventory}}, and new items like a {{jetpack}} and a {{magic wand}} that transforms items. It also introduced a [[MeaninglessLives very useful]] save function. Its plot involves Captain Comic responding to a distress call and beaming down to the surface of an unknown planet. There he meets the arrogant [[MeaningfulName Skrejgib]] aliens, who want him to [[FetchQuest retrieve]] [[CosmicKeystone six crystals]] stolen by the planet's natives. Captain Comic finds the natives' underground hiding place, and learns the crystals have caused reality to fracture into {{alternate universe}}s. He must go to each different world and collect each crystal to set things right.
It ends on a blatant {{sequel hook}}, but due to poor sales, no third entry in the series was ever made.
----
!!These works contain examples of:
* BagOfSpilling
* BigBoosHaunt: The crystal mines.
* CaveBehindTheFalls
* CheckPointStarvation: This game has no {{Check Point}}s or {{Save Point}}s.
* CopyAndPasteEnvironments: The first game is a big offender.
* CopyProtection: If you're playing a copied version of the second game, one third of the way in a native will remind you you're missing something. [[NonstandardGameOver And that something is not very expensive, so you should get it]].
* DownTheDrain
* DreamLand: Dream reality.
* EveryTenThousandPoints
* EverythingTryingToKillYou: The first game has such esoteric enemies as space pollen and killer beach balls.
* FakeDifficulty: It's easy to waste jetpack fuel when switching to your wand. Likewise, when you die and get sent back, you're not reimbursed any spent fuel.
* HealThyself: Shields. Grab one at full health and you get either an [[OneUp extra life]] in the first game, or a {{healing potion}} in the second. These are {{too awesome to use}}.
* InASingleBound: The high jump boots.
* LethalLavaLand
* The Maze
* MedievalEuropeanFantasy: Magic reality.
* MinecartMadness
* MineralMacguffin
* NintendoHard
* PublicDomainSoundtrack: The soundtrack of the NES version consists of badly mixed classical music.
* RocksFallEveryoneDies: The Senots earthquake.
* ScreenShake: During the earthquake in Senots.
* SdrawkcabName: Planet Omsoc, the Skrejgib, the city of Senots.
* SlippySlideyIceWorld: Arctic reality.
* SpaceZone: The moon.
* ATasteOfPower: The infinite jetpack fuel cell, found very late in the game. The last level forbids jetpack use.
* TeleportSpam: The teleport wand in the first game.
* TimeMachine
* {{Tomorrowland}}: Techno reality. Beware the {{epileptic flashing lights}}.
* UnwinnableByMistake: Ration your jetpack fuel wisely. When it's gone, it's gone, and you can't finish the game. However, you only need the jetpack in two spots, and there's plenty spare fuel around.
* WithThisHerring: You don't start out with Blastola Cola. In the first game, you get one right away, but in the second you have to search for it.
----
The first game, ''The Adventures of Captain Comic'', was released in 1988. The game is a treasure hunt, as the titular character retrieves stolen regalia on the planet Tambi. You do not start with a weapon. Instead, you must collect cans of Blastola Cola to [[MoreDakka power your gun]] (although the first can is right at your starting spot). Additionally, [[DenialOfDiagonalAttack you cannot duck to shoot enemies on the ground]], instead needing a corkscrew attack to kill them. Enemies have very simple patterns and [[ActionBomb explode when they touch you]].
It was [[PortingDisaster ported]] to the NintendoEntertainmentSystem the following year, and released by Color Dreams on unlicensed cartridges. While the scrolling was made smoother and music was added, the controls were slippery and the enemies move way too fast. Also, this is (one of) the first scrolling platformers on the PC (as it predates Apogee and IdSoftware) and is considered very good for its age; whereas the NES had plenty of platform games, and the port is considered one of the worst.
A sequel, ''Captain Comic 2: Fractured Reality'', was released in 1990. It introduced larger levels, more variety in enemies, a {{grid inventory}}, and new items like a {{jetpack}} and a {{magic wand}} that transforms items. It also introduced a [[MeaninglessLives very useful]] save function. Its plot involves Captain Comic responding to a distress call and beaming down to the surface of an unknown planet. There he meets the arrogant [[MeaningfulName Skrejgib]] aliens, who want him to [[FetchQuest retrieve]] [[CosmicKeystone six crystals]] stolen by the planet's natives. Captain Comic finds the natives' underground hiding place, and learns the crystals have caused reality to fracture into {{alternate universe}}s. He must go to each different world and collect each crystal to set things right.
It ends on a blatant {{sequel hook}}, but due to poor sales, no third entry in the series was ever made.
----
!!These works contain examples of:
* BagOfSpilling
* BigBoosHaunt: The crystal mines.
* CaveBehindTheFalls
* CheckPointStarvation: This game has no {{Check Point}}s or {{Save Point}}s.
* CopyAndPasteEnvironments: The first game is a big offender.
* CopyProtection: If you're playing a copied version of the second game, one third of the way in a native will remind you you're missing something. [[NonstandardGameOver And that something is not very expensive, so you should get it]].
* DownTheDrain
* DreamLand: Dream reality.
* EveryTenThousandPoints
* EverythingTryingToKillYou: The first game has such esoteric enemies as space pollen and killer beach balls.
* FakeDifficulty: It's easy to waste jetpack fuel when switching to your wand. Likewise, when you die and get sent back, you're not reimbursed any spent fuel.
* HealThyself: Shields. Grab one at full health and you get either an [[OneUp extra life]] in the first game, or a {{healing potion}} in the second. These are {{too awesome to use}}.
* InASingleBound: The high jump boots.
* LethalLavaLand
* The Maze
* MedievalEuropeanFantasy: Magic reality.
* MinecartMadness
* MineralMacguffin
* NintendoHard
* PublicDomainSoundtrack: The soundtrack of the NES version consists of badly mixed classical music.
* RocksFallEveryoneDies: The Senots earthquake.
* ScreenShake: During the earthquake in Senots.
* SdrawkcabName: Planet Omsoc, the Skrejgib, the city of Senots.
* SlippySlideyIceWorld: Arctic reality.
* SpaceZone: The moon.
* ATasteOfPower: The infinite jetpack fuel cell, found very late in the game. The last level forbids jetpack use.
* TeleportSpam: The teleport wand in the first game.
* TimeMachine
* {{Tomorrowland}}: Techno reality. Beware the {{epileptic flashing lights}}.
* UnwinnableByMistake: Ration your jetpack fuel wisely. When it's gone, it's gone, and you can't finish the game. However, you only need the jetpack in two spots, and there's plenty spare fuel around.
* WithThisHerring: You don't start out with Blastola Cola. In the first game, you get one right away, but in the second you have to search for it.
----