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** Using Mud Puppy, it is possible to fire a shot straight into the knights standing between the boss and the EXIT- despite the fact that the bullet flies right through the boss' shoulder to do so. Which is odd, considering how touching insomuch as getting within breathing distance of the boss' helmet kills you.

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** Using Mud Puppy, it is possible to fire a shot straight into the knights standing between the boss and the EXIT- despite the fact that the bullet flies right through the boss' shoulder to do so. Which is odd, considering how touching getting insomuch as getting within breathing distance of the boss' helmet kills backside insta-kills you.
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* HitboxDissonance: A few enemies, but none more notable than in the World 2 Boss.
** The boss' lightning sword attack not only hits an area significantly larger than the thunderbolt itself, but also lingers for a bit after the attack appears to have ended.
** There is also a gap between the hitbox of the spawned thunder and that of the boss itself which a player can stand between and be completely safe from harm while the boss can do nothing.
** Using Mud Puppy, it is possible to fire a shot straight into the knights standing between the boss and the EXIT- despite the fact that the bullet flies right through the boss' shoulder to do so. Which is odd, considering how touching insomuch as getting within breathing distance of the boss' helmet kills you.
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The game also has "Hostages" that can be rescued by picking them up and carrying them to the exit. Each hostage unlocks a new character[[note]]starting in the next stage, of course, since characters that have reached the exit cannot be used until the next stage.[[/note]], which will have a unique set of weapons. However, if all of the enemies are defeated before a hostage is brought to the exit, the character will not be obtained. Also, any character that you lose turns into a hostage, who can be saved in a similar manner. However, if you lose another character when trying to save them, then the first disappears for good. This unique mechanic means that your lives are directly tied to the tactics you have to choose from- if you lose a character and cannot rescue them, you're down a life AND you've lost the weapon they had.

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The game also has "Hostages" that can be rescued by picking them up and carrying them to the exit. Each hostage unlocks a new character[[note]]starting in the next stage, of course, since characters that have reached the exit cannot be used until the next stage.[[/note]], which will have a unique set of weapons. However, if all of the enemies are defeated before a hostage is brought to the exit, the character will not be obtained. Also, any character that you lose turns into a hostage, who can be saved in a similar manner. However, if you lose another character when trying to save them, then the first disappears for good. This unique mechanic means that your lives are directly tied to the tactics you have to choose from- from — if you lose a character and cannot rescue them, you're down a life AND you've lost the weapon they had.



* EasyModeMockery: Playing on easy mode in the Genesis version will cause the game to skip the entire fourth world[[note]]This world is the Modern Era, a world added to the Genesis version of the game. Arguably, it is the hardest world, since it has fast-firing and fast moving enemies, along with some tricky-to-save hostages.[[/note]].

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* EasyModeMockery: Playing on easy mode in the Genesis version will cause the game to skip the entire fourth world[[note]]This world.[[note]]This world is the Modern Era, a world added to the Genesis version of the game. Arguably, it is the hardest world, since it has fast-firing and fast moving enemies, along with some tricky-to-save hostages.[[/note]].[[/note]]



* SuddenlyHarmfulHarmlessObject: The Boss of World 1 acts this way- it only activates once the other four mini-bosses in the level are defeated, and cannot be interacted with or damaged in any way until it activates. And surprise- it has TWO heads, so it shoots fireballs twice as often as its mini-boss counterparts!

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* SuddenlyHarmfulHarmlessObject: The Boss of World 1 acts this way- way — it only activates once the other four mini-bosses in the level are defeated, and cannot be interacted with or damaged in any way until it activates. And surprise- surprise — it has TWO heads, so it shoots fireballs twice as often as its mini-boss counterparts!
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Initially came here to edit something else; then forgot what I was doing and realized this trope fits

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*SuddenlyHarmfulHarmlessObject: The Boss of World 1 acts this way- it only activates once the other four mini-bosses in the level are defeated, and cannot be interacted with or damaged in any way until it activates. And surprise- it has TWO heads, so it shoots fireballs twice as often as its mini-boss counterparts!
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* DifficultySpike: The first couple of Epoches are tough, but managable. The third one, however, introduces regular mooks with fast-firing, straight-shooting projectiles, and the game becomes utterly brutal.

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