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''Fire and Ice: The Daring Adventures of Cool Coyote'' is a PlatformGame released in 1992 for the UsefulNotes/{{Amiga}} and later ported to the UsefulNotes/AtariST, MS-DOS, and the UsefulNotes/SegaMasterSystem. It was developed by Graftgold, and the lead programmer was Andrew Braybrook of ''VideoGame/{{Paradroid}}'' fame.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/fire_and_ice_game.png]]
''Fire and Ice: The Daring Adventures of Cool Coyote'' is a PlatformGame released in 1992 for the UsefulNotes/{{Amiga}} and later ported to the UsefulNotes/AtariST, MS-DOS, [[UsefulNotes/IBMPersonalComputer MS-DOS]], and the UsefulNotes/SegaMasterSystem. It was developed by Graftgold, and the lead programmer was Andrew Braybrook of ''VideoGame/{{Paradroid}}'' fame.



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* UpdatedRerelease: The Amiga [=CD32=] version of the game featured slightly more detailed graphics in places, some additional visual effects (such as a giant snowflake appearing in the background when you use a bomb), and a redbook soundtrack consisting partly of arrangements of the original music and partly of completely different music (the MOD soundtrack from the original version is still present and can be enabled from a menu).

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* UpdatedRerelease: The Amiga [=CD32=] version of the game featured slightly more detailed graphics in places, some additional visual effects (such as a giant snowflake appearing in the background when you use a bomb), and a redbook soundtrack consisting partly of arrangements of the original music and partly of completely different music (the MOD soundtrack from the original version is still present and can be enabled from a menu).menu).
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Not to be confused with the NES puzzle-platformer ''Fire 'n Ice'' (a.k.a. ''VideoGame/SolomonsKey 2'').

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Not to be confused with the NES puzzle-platformer ''Fire 'n Ice'' (a.k.a. ''VideoGame/SolomonsKey 2'').2'') or ''VideoGame/SonicBoom: Fire & Ice''.


''Fire and Ice: The Daring Adventures of Cool Coyote'' is a PlatformGame released in 1992 for the {{Amiga}} and later ported to the AtariST, MS-DOS, and the SegaMasterSystem. It was developed by Graftgold, and the lead programmer was Andrew Braybrook of ''VideoGame/{{Paradroid}}'' fame.

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''Fire and Ice: The Daring Adventures of Cool Coyote'' is a PlatformGame released in 1992 for the {{Amiga}} UsefulNotes/{{Amiga}} and later ported to the AtariST, UsefulNotes/AtariST, MS-DOS, and the SegaMasterSystem.UsefulNotes/SegaMasterSystem. It was developed by Graftgold, and the lead programmer was Andrew Braybrook of ''VideoGame/{{Paradroid}}'' fame.



* SpiritualSuccessor: It's worth noting that 2-3 years prior to this game, the developer had released their most commercially successful game(s): ports of ''VideoGame/RainbowIslands'' to European-market home computers ({{Amiga}}, AtariST, {{Commodore 64}}, UsefulNotes/AmstradCPC, and UsefulNotes/ZXSpectrum).

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* SpiritualSuccessor: It's worth noting that 2-3 years prior to this game, the developer had released their most commercially successful game(s): ports of ''VideoGame/RainbowIslands'' to European-market home computers ({{Amiga}}, AtariST, {{Commodore (UsefulNotes/{{Amiga}}, UsefulNotes/AtariST, UsefulNotes/{{Commodore 64}}, UsefulNotes/AmstradCPC, and UsefulNotes/ZXSpectrum).


* SpiritualSuccessor: It's worth noting that 2-3 years prior to this game, the developer had released their most commercially successful game(s): ports of ''VideoGame/RainbowIslands'' to European-market home computers ({{Amiga}}, AtariST, {{Commodore 64}}, AmstradCPC, and UsefulNotes/ZXSpectrum).

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* SpiritualSuccessor: It's worth noting that 2-3 years prior to this game, the developer had released their most commercially successful game(s): ports of ''VideoGame/RainbowIslands'' to European-market home computers ({{Amiga}}, AtariST, {{Commodore 64}}, AmstradCPC, UsefulNotes/AmstradCPC, and UsefulNotes/ZXSpectrum).


* SpiritualSuccessor: It's worth noting that 2-3 years prior to this game, the developer had released their most commercially successful game(s): ports of ''VideoGame/RainbowIslands'' to European-market home computers ({{Amiga}}, AtariST, {{Commodore 64}}, AmstradCPC, and ZXSpectrum).

to:

* SpiritualSuccessor: It's worth noting that 2-3 years prior to this game, the developer had released their most commercially successful game(s): ports of ''VideoGame/RainbowIslands'' to European-market home computers ({{Amiga}}, AtariST, {{Commodore 64}}, AmstradCPC, and ZXSpectrum).UsefulNotes/ZXSpectrum).


''Fire and Ice: The Daring Adventures of Cool Coyote'' is a PlatformGame released in 1992 for the {{Amiga}} and later ported to the AtariST, MS-DOS, and the SegaMasterSystem. It was developed by Graftgold, and the lead programmer was Andrew Braybrook of ''{{Paradroid}}'' fame.

Not to be confused with the NES puzzle-platformer ''Fire 'n Ice'' (a.k.a. ''Solomon's Key 2'').

to:

''Fire and Ice: The Daring Adventures of Cool Coyote'' is a PlatformGame released in 1992 for the {{Amiga}} and later ported to the AtariST, MS-DOS, and the SegaMasterSystem. It was developed by Graftgold, and the lead programmer was Andrew Braybrook of ''{{Paradroid}}'' ''VideoGame/{{Paradroid}}'' fame.

Not to be confused with the NES puzzle-platformer ''Fire 'n Ice'' (a.k.a. ''Solomon's Key ''VideoGame/SolomonsKey 2'').


* {{Bigfoot}}: Probably what the first boss is supposed to be.

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* {{Bigfoot}}: {{Bigfoot|SasquatchAndYeti}}: Probably what the first boss is supposed to be.


* BonnieScotland: The second group of levels, with background music to match (in the [[SoundTest "jukebox"]] in the PC version, this music is titled "Haggis for Tea"). Might qualify as a GreenHillZone.


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* UsefulNotes/{{Scotland}}: The second group of levels, with background music to match (in the [[SoundTest "jukebox"]] in the PC version, this music is titled "Haggis for Tea"). Might qualify as a GreenHillZone.


** The first type floats around randomly (though never going too far away from its starting point), and will drop snowflakes (which can be collected and used as smartbombs) and then lightning (which is a hazard) after being shot enough times.

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** The first type floats around randomly (though never going too far away from its starting point), and will drop snowflakes (which can be collected and used as smartbombs) and then lightning (which is a hazard) after being shot enough times. (A few of these even have key pieces hidden in them, which will be released along with the snowflakes when the cloud is snowing.)

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Not to be confused with the NES puzzle-platformer ''Fire 'n Ice'' (a.k.a. ''Solomon's Key 2'').

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* PersonalRainCloud: The game has three different types of these:
** The first type floats around randomly (though never going too far away from its starting point), and will drop snowflakes (which can be collected and used as smartbombs) and then lightning (which is a hazard) after being shot enough times.
** The second type acts like the first, except that it is permanently in lightning-mode (shooting it has no effect).
** The third type isn't an environmental feature of levels, but rather is one of the special weapons available to the player. When this special weapon is used, a stationary cloud will appear and begin to rain, and the raindrops deal damage to any enemies they hit.


* MookMaker: The magician enemies conjure up blowdart-shooter enemies every few seconds while they're onscreen; you can be totally swarmed with the conjured enemies if you don't beat the magician quickly. The "mechanical wonder" boss also spawns blowdart-shooters during its final attack pattern.



* OneHitPointWonder: Although you respawn at the last place where you were touching the ground (not including moving platforms), so effectively "lives" in this game are much like hit points.

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* OneHitPointWonder: Although you respawn at the last place where you were touching the ground (not including moving moving/temporary platforms), so effectively "lives" in this game are much like hit points.



* StockNessMonster: It's present in one of the "Scottish castle" levels, and acts basically as a group of moving platforms and hazards rather than as an enemy.

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* StockNessMonster: It's present in the last one of the "Scottish castle" levels, and acts basically as a group of moving platforms and hazards rather than as an enemy.


* OneHitPointWonder: Although you respawn at the last place where you were touching the ground, so effectively "lives" in this game are much like hit points.

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* OneHitPointWonder: Although you respawn at the last place where you were touching the ground, ground (not including moving platforms), so effectively "lives" in this game are much like hit points.


Added DiffLines:

* StockNessMonster: It's present in one of the "Scottish castle" levels, and acts basically as a group of moving platforms and hazards rather than as an enemy.

Added DiffLines:

* MercyInvincibility: As a consequence of the usual collision-damage mechanics of this game, you can defeat enemies by touching them while mercy invincibility is in effect.


* BrownNote: One special weapon lets Cool Coyote bark, causing all enemies in front of him to freeze.

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* BrownNote: One special weapon lets Cool Coyote bark, causing dealing damage to all enemies in front of him to freeze.him.



* CollisionDamage: Both you and the enemies can deal collision damage. If you touch a frozen enemy, it kills them and you are unharmed; if you touch an unfrozen enemy, you lose a life and the enemy becomes frozen.

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* CollisionDamage: Both you and the enemies can deal collision damage. If you touch a frozen enemy, it kills them and you are unharmed; if you touch an unfrozen enemy, you lose a life and the enemy becomes frozen.takes some damage (which might freeze it depending on how tough it is).


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* TurnsRed: Similar to in ''VideoGame/RainbowIslands'' / ''VideoGame/BubbleBobble'', if an enemy remains frozen for long enough, it will thaw out, and re-freezing it requires hitting it more times than it took to freeze it the previous time.

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