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** This is entire reason as to why Copen is playable. He hates Adepts to the point that he is annoyed that the video game Mythyl is playing has an Adept protagonist in it, his solution? Make a game that features Copen as the ''protagonist'' and have her play that game instead.

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** This is entire reason as to why Copen is playable. He hates Adepts to the point that he is annoyed that the video game Mythyl Mytyl is playing has an Adept protagonist in it, his it. His solution? Make a game that features Copen as the ''protagonist'' and have her play that game instead.
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** This is entire reason as to why Copen is playable. He hates Adepts to the point that he is annoyed that the video game Mythyl is playing has an Adept protagonist in it, his solution? Make a game that features Copen as the ''protagonist'' and have her play that game instead.

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* DownloadableContent: Three [[DifficultySpike rather difficult]] additional stages were added as DLC post-release. All future {{Updated Rerelease}}s past the [=3DS=] version just included them with the base game instead.

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* DownloadableContent: Three [[DifficultySpike rather difficult]] difficult additional stages were added as DLC post-release. All future {{Updated Rerelease}}s past post-release for the [=3DS=] version just included them version. The later re-releases, however, includes this DLC pack with the base game instead.game.



* {{Expy}}: Beck is a pretty blatant copy-paste of the [[Franchise/MegaMan Blue Bomber]] himself; he's blue, short, can only have three bullets onscreen at a time, and can slide under gaps. The only thing that sets him apart is his ChargedAttack.

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* {{Expy}}: Beck is a pretty blatant copy-paste of the [[Franchise/MegaMan Blue Bomber]] himself; he's blue, short, can only have three bullets onscreen at a time, and can slide under gaps. The only thing that sets him apart is his ChargedAttack.



%%* GraphicsInducedSuperDeformed: Par for the course for 8-bit-[[{{Retraux}} esque]] titles.

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%%* * GraphicsInducedSuperDeformed: Par Justified as the character artwork for the course for 8-bit-[[{{Retraux}} esque]] titles.game are presented in a SuperDeformed fashion.



%%* LongSongShortScene: The boss intro theme.

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%%* * LongSongShortScene: The boss intro theme.theme. It is an 8-bit rendition of the pre-boss battle dialogue theme from ''Azure Striker Gunvolt'' that's about over a minute and a half, but the boss intro sequences themselves are less about 5 seconds long, leaving rest of the song unheard unless you're listening to the game's original soundtrack.



%%* PlayingWithFire: Viper and Mighty No. 1.

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%%* * PlayingWithFire: Viper Viper, a fire-wielding Adapt from the ''Gunvolt'' universe, and Mighty No. 1.1 Pyrogen, a robot from the ''Might No. 9'' universe who cloaks himself in flames and has a number of fire-based attacks.



* SpiritualSuccessor: To the ''Mega Man''-inspired mini-game from ''[[VideoGame/MegaManZX Mega Man ZX Advent]]'', both of which were developed by Inti Creates as short and simple throwbacks to the 8-bit era ''Mega Man'' games.



* BigDamnHeroes: [[spoiler:At the end of the game, Teseo decides to RageQuit and defaults the virtual space back to factory settings...which means Beck or GV is going to be trapped in its coding when it resets. However, depending on who you're playing as, either Joule or Call comes to his rescue. This ends on a traditionally bittersweet note for Joule, as she relishes the one time she could hold GV's hand again, [[TheLostLenore the audience knowing it'll be the last]], and a hopeful note for Call, as for the first time she displays emotion of her own — namely, a [[DeclarationOfProtection joyful promise to be there for Beck]], having been inspired by his determination.]]

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* BigDamnHeroes: [[spoiler:At the end of the game, Teseo decides to RageQuit and defaults the virtual space back to factory settings...which means Beck or GV is going to be trapped in its coding when it resets. However, depending on who you're playing as, either Joule or Call comes to his rescue. This ends on a traditionally bittersweet note for Joule, as she relishes the one time she could hold GV's hand again, [[TheLostLenore the audience knowing it'll be the last]], and a hopeful note for Call, as for the first time she displays emotion of her own -- namely, a [[DeclarationOfProtection joyful promise to be there for Beck]], having been inspired by his determination.]]



* SelfImposedChallenge:

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* SelfImposedChallenge:SelfImposedChallenge: {{Invoked}} by the game's mechanics that allow for this.



* SequelEscalation: The first game was a very basic game, [[ExcusePlot with a bare bones plot]] and linear progression system. This game gives you 8 bosses to fight in any order you please, a very powerful weapon customization system, a slightly more developed plot, and ''nine'' playable characters.

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* SequelEscalation: The first game was a very basic game, [[ExcusePlot with a bare bones plot]] and linear progression system. This game gives you 8 bosses to fight in any order you please, a very powerful weapon customization system, a slightly more developed plot, and up to ''nine'' playable characters.



* SpeedRun: One of the game's Challenges requires beating the entire game in under an hour.

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* SpeedRun: [[Invoked]] One of the game's Challenges requires beating the entire game in under an hour.



* VideoGameDashing: Beck's unique mobility module gives him an air-dash, which resembles his DashAttack from ''VideoGame/MightyNo9''. It doesn't deal damage, however. Call can also gain this ability as well but she's limited to one air-dash versus Beck's three. RAY can also get a similar module but functions like in her home game as she performs a {{spin|Attack}}ning [[DashAttack tackle]] and can be done up to three times. Copen's module can also allow him to not only dash straight forward, but angle them up or downwards like in his appearance in ''Azure Striker Gunvolt 2''.

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* VideoGameDashing: Beck's unique mobility module gives him an air-dash, which resembles his DashAttack from ''VideoGame/MightyNo9''. It doesn't deal damage, however. Call can also gain this ability as well but she's limited to one air-dash versus Beck's three. RAY can also get a similar module but functions like in her home game as she performs a {{spin|Attack}}ning {{rolling|Attack}} [[DashAttack tackle]] and can be done up to three times. Copen's module can also allow him to not only dash straight forward, but angle them up or downwards like in his appearance in ''Azure Striker Gunvolt 2''.

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Frickin' Laser Beams entry amended in accordance with this Trope Repair Shop Thread.


* EnergyWeapons: Elise's Gorgon's Gaze attack is replaced with a gigantic laser due to the lack of a Petrify status.



* FrickinLaserBeams: Elise's Gorgon's Gaze attack is replaced with a gigantic laser due to the lack of a Petrify status.
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* HundredPercentCompletion: Your completion percentage is tracked on your save file. Getting 100% requires collecting every Rare Item (not including random Pixel Stickers) in every stage, and, irritatingly, S Rank on every stage as well.

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* HundredPercentCompletion: Your completion percentage is tracked on your save file. Getting 100% requires collecting every Rare Item (not including random Pixel Stickers) in every stage, and, irritatingly, and S Rank on every stage as well.stage.



* AdaptationalBadass: Some of the characters are much more powerful than in their source material. Possibly justified due to the game taking place in cyberspace.

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* AdaptationalBadass: Some of the characters are much more powerful than in their source material. Possibly justified due to the game taking place in cyberspace.



** [[spoiler:You know how Teseo is by WordOfGod an Adept in the same power class as The Azure Striker and The Muse? Ever wonder what would happen if he had access to a space where he could use his powers to their fullest? Here it is.]]
** Call and Joule were added as DLC characters, the latter becoming PromotedToPlayable for the first time.[[note]]For Call, however, this is her first time being a fully playable character outside of one single-player mode stage and co-op missions.[[/note]]

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** [[spoiler:You know how Teseo [[spoiler:Teseo]] is by WordOfGod an Adept in the same power class as The Azure Striker and The Muse? Ever wonder what would happen if he had access to Muse, but is only a space where he could use minor antagonist in his home series. In this game, he uses powers to their fullest? Here it is.]]
fullest and becomes the main antagonist.
** Supporting characters Call and Joule were added as DLC characters, the latter becoming PromotedToPlayable for the first time.[[note]]For Call, however, this is her first time being a fully playable character outside of one single-player mode stage and co-op missions.[[/note]]

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* BossOnlyLevel: The MIRROR stage.

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* BossOnlyLevel: The MIRROR stage.stage consists of a single boss battle against [[spoiler:Zonda]].



* DualBoss: Elise in the LAB stage.
* DualWielding: Mighty No. 7, wielding twin scissor blades.
* EarlyBirdCameo: This game debuted the Mighty Numbers, as it was released while ''VideoGame/MightyNo9'' was still in development. [[spoiler:It also debuted part of Zonda's moveset that would later be used in ''Gunvolt 2''.]]

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* DualBoss: Much like in her original game, Elise splits herself into two copies when you fight her in the LAB stage.
* DualWielding: Mighty No. 7, wielding 7 wields twin scissor blades.
* EarlyBirdCameo: This game debuted the Mighty Numbers, as it was released while ''VideoGame/MightyNo9'' was still in development. [[spoiler:It also debuted part of Zonda's moveset that development, and [[spoiler:Zonda's female form, which would later be used make her first canon appearance in ''Gunvolt 2''.]]



* FrickinLaserBeams: Jota's specialty. Elise's Gorgon's Gaze attack is replaced with a gigantic laser due to the lack of a Petrify status.
* GraphicsInducedSuperDeformed: Par for the course for 8-bit-[[{{Retraux}} esque]] titles.
* IntentionalEngrishForFunny: All of the text, much like poorly translated Japanese games back in the day.
* LongSongShortScene: The boss intro theme.

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* FrickinLaserBeams: Jota's specialty. Elise's Gorgon's Gaze attack is replaced with a gigantic laser due to the lack of a Petrify status.
* %%* GraphicsInducedSuperDeformed: Par for the course for 8-bit-[[{{Retraux}} esque]] titles.
* IntentionalEngrishForFunny: All of the text, much like text is written in broken English, as a parody of the poorly translated Japanese games back in of the day.
*
NES era.
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LongSongShortScene: The boss intro theme.



* NintendoHard: The main stages are actually relatively easy. The DLC stages are not.



* PlayingWithFire: Viper and Mighty No. 1.

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* %%* PlayingWithFire: Viper and Mighty No. 1.
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* LongSongShortScene: The boss intro theme.
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** Ray's Aerial Action resembles a Yashichi, a recurring pinwheel symbol in {{Creator/Capcom}}'s games, and has shown up in various ''Franchise/MegaMan'' games.

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** Ray's RAY's Aerial Action Action, which resembles a Yashichi, a recurring pinwheel symbol in pinwhell, resembles {{Creator/Capcom}}'s Yashichi, a recurring symbol in their games, and which has shown up in various ''Franchise/MegaMan'' games.entries, generally as an item that fully heals Mega Man.
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** Ray's Aerial Action resembles a Yashichi, a recurring pinwheel symbol in {{Creator/Capcom}}'s games, and has shown up in various ''Franchise/MegaMan'' games.
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** [=DarkBeck=]'s darker coloration gives him a resemblance to Beck's original coloration that was darker, rather than the final coloration's bright white.

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** [=DarkBeck=]'s darker coloration gives him a resemblance to Beck's original concept coloration that was darker, rather than the final coloration's design's bright white.white with blue highlights.

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** For the simple price of 400 CP, you can completely disable RAYchel's Xel Decay mechanic. Now, what was it that made RAYchel a GlassCannon again?

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** For the simple price of 400 CP, you can completely disable RAYchel's RAY's Xel Decay mechanic. Now, what was it that made RAYchel RAY a GlassCannon again?



** RAY's "RAY Collapse" skill is a WaveMotionGun that is guaranteed to kill weaker enemies, but doesn't do very much damage to bosses, and requires RAY to sacrifice health to make the ability work. RAY's basic claws will often get the job done better.

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** RAY's "RAY Collapse" "Collapse Ray" skill is a WaveMotionGun that is guaranteed to kill weaker enemies, but doesn't do very much damage to bosses, and requires RAY to sacrifice health to make the ability work. RAY's basic claws will often get the job done better.



** RAY possess a unique charge attack, the Collapse RAY, where she fires a massive beam from her mouth similarly to the finishing move from her home. It's attack power depends on how long the player charges the beam and Burst combo count.

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** RAY possess a unique charge attack, the Collapse RAY, Ray, where she fires a massive beam from her mouth similarly to the finishing move from her home. It's attack power depends on how long the player charges the beam and Burst combo count.



* DownloadableContent: The base game only comes with two characters (Beck and Gunvolt), but also features [[VideoGame/GalGun Ekoro]], [[PromotedToPlayable Joule]], Call, RAY, Copen, Kurona, and Tenzou as DLC.

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* DownloadableContent: The base game only comes with two characters (Beck and Gunvolt), Gunvolt on the Nintendo platforms), but also features [[VideoGame/GalGun Ekoro]], Ekoro]] (included by default in the [=PlayStation=] 4 and Steam versions), [[PromotedToPlayable Joule]], Call, RAY, Copen, Kurona, and Tenzou (for non-[=3DS=] versions) as DLC.



* EasyLevelsHardBosses: The levels themselves aren't particularly difficult, outside of some particularly annoying Eden mooks. The game's bosses, on the other hand, can be somewhat ''brutal'' at times, with most of them being a DamageSpongeBoss to some degree and having particularly rapid and hard-to-avoid attacks (especially if you're doing the challenge that requires you to use the Custom Slot 1 (a.k.a. no add-ons at all)).

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* EasyLevelsHardBosses: The levels themselves aren't particularly difficult, outside of some particularly annoying Eden mooks. The game's bosses, on the other hand, can be somewhat ''brutal'' at times, with most of them being a DamageSpongeBoss to some degree and having particularly rapid and hard-to-avoid attacks (especially if you're doing the challenge that requires you to use the Custom Slot 1 (a.k.a. no add-ons at all)).(which cannot be customized whatsoever).



** The [=3DS=] port is unfortunately prone to random crashes that leads to system reboots, however the last patch has mitigate this issue.

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** The [=3DS=] port is unfortunately prone to random crashes that leads to system reboots, however the last patch has mitigate this seemed to have mitigated the issue.



** Joule's gameplay style gives her a number of bullet types to use like Beck, but with the exception of the unlockable Parallel World, can use almost none of the Custom Shot Modules aside from ones pertaining to duration, speed, attack power, or elements, with only Physical Modules being fair game. But the aforementioned Parallel World allows her access to ''all'' of the Custom Shot Modules and their options, with none of the restrictions of Beck's bullet types. Her [[SuperMode Anthem]] also allows her to temporarily bypass CP limits within levels, an ability none of the other playable characters can use.

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** Joule's gameplay style gives her a number of bullet types to use like Beck, but with the exception of the unlockable Parallel World, can use almost none of the Custom Shot Modules aside from ones pertaining to duration, speed, attack power, or elements, with only Physical Modules physical modules being fair game. But the aforementioned Parallel World allows her access to ''all'' of the Custom Shot Modules and their options, with none of the restrictions of Beck's bullet types. Her [[SuperMode Anthem]] also allows her to temporarily bypass CP limits within levels, an ability none of the other playable characters can use.



* NotQuiteFlight: Ekoro's unique mobility Module allows her to choose from both gliding and momentary aerial movement. Kurona can also gain the former.

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* NotQuiteFlight: Ekoro's unique mobility Module module allows her to choose from both gliding and momentary aerial movement. Kurona can also gain the former.



* OutOfFocus: Ekoro of ''VideoGame/GalGun'' didn't show up in marketing materials nor the story at launch. Downplayed later on, as she was the subject of the v1.1 update for the game, which makes her a playable character with her own story, although she doesn't get any dialogue with Gunvolt, Beck, or even [[spoiler:BigBad Teseo]]. Her home franchise also gets the least amount of focus in the game (Ekoro, Kurona and Tenzou's stories are even more ExcusePlot than the other characters). The [=PlayStation=] 4 and later Steam versions however eventually include Ekoro as one of the playable characters from the get-go and trailer for the game and key art included her with Beck and Gunvolt.

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* OutOfFocus: Ekoro of ''VideoGame/GalGun'' didn't show up in marketing materials nor the story at launch. Downplayed later on, as she was the subject of the v1.1 update for the game, which makes her a playable character with her own story, although she doesn't get any dialogue with Gunvolt, Beck, or even [[spoiler:BigBad Teseo]]. Her home franchise also gets the least amount of focus in the game (Ekoro, Kurona and Tenzou's stories are even more ExcusePlot than the other characters). The [=PlayStation=] 4 and later Steam versions however eventually include Ekoro as one of the playable characters from the get-go and the trailer and key art for the game and key art included her with Beck and Gunvolt.



* SpotlightStealingCrossover: In reverse of ''Mighty Gunvolt'': ''VideoGame/MightyNo9'' is given the lions share of focus, with almost all of the stages and bosses being re-imaginings of ones from that game. Justified, due to the game's environment being designed as a training program for Beck. [[spoiler:That being said, the antagonist and cause of the game's events is Teseo, a ''Gunvolt'' boss]]. The ''Gal*Gun'' characters are also sidelined, being relegated to DLC (except Ekoro if you either played and done the challenges in the demo and got the full version (3DS/Switch) or she's included for free ([=PS4=]).

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* SpotlightStealingCrossover: In reverse of ''Mighty Gunvolt'': ''VideoGame/MightyNo9'' is given the lions share of focus, with almost all of the stages and bosses being re-imaginings of ones from that game. Justified, due to the game's environment being designed as a training program for Beck. [[spoiler:That being said, the antagonist and cause of the game's events is Teseo, a ''Gunvolt'' boss]]. boss.]] The ''Gal*Gun'' characters are also sidelined, being relegated to DLC (except DLC, with the exception of Ekoro if you either played and done the challenges in the demo and got then transferred her into the full version (3DS/Switch) (Switch and [=3DS=]) or she's included for free ([=PS4=]).([=PS4=] and Steam).


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* WhenAllYouHaveIsAHammer: One of the challenges of the game requires you to use Custom Slot 1 only, meaning you cannot modify your character's pre-defined moveset or alter their attacks whatsoever.
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The game also features various other characters from Inti Creates' other titles as downloadable content, each with their own storyline. While Ekoro was initially absent from the game, she was released as the first DLC character (even being made a save bonus if you downloaded the demo), though she isn’t as important to the plot as she was the first go-around; she later got more spotlight along with Beck and Gunvolt in the [=PlayStation=] 4 version and was bundled in that version for free. Joule and Call were the next two to be added, followed by a “Rival Pack” of Copen, Ray, and Kurona to round out the playable roster. The last character added was Tenzou from the first ''Gal*Gun'', who ended up packaged with Joule and Call for the [=PlayStation=] 4 version's "Heroine Pack".

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The game also features various other characters from Inti Creates' other titles as downloadable content, each with their own storyline. While Ekoro was initially absent from the game, she was released as the first DLC character (even being made a save bonus if you downloaded the demo), though she isn’t as important to the plot as she was the first go-around; she later got more spotlight along with Beck and Gunvolt in the [=PlayStation=] 4 version and was bundled in that version for free. Joule and Call were the next two to be added, followed by a “Rival Pack” of Copen, Ray, RAY, and Kurona to round out the playable roster. The last character added was Tenzou from the first ''Gal*Gun'', who ended up packaged with Joule and Call for the [=PlayStation=] 4 version's "Heroine Pack".



* AmbidextrousSprite: Ray's character design has asymmetrical features, such as the right portion of her face eroding away and revealing her endoskeleton, the large right horn of her helmet being missing, three fin-like blades protruding from her left arm with a sharp nails at the ends of her fingers where as her right arm features an arm cannon with extendable claw blades, and a "mouth" on the right side of her torso, which is shown in her home game and art works. However, in ''Mighty Gunvolt Burst'', these asymmetrical features are ignored on her in-game sprite as Ray's helmet, face, and eyes appear normal on both sides, has identical bladed arms, and is missing the "mouth" on her torso. Some of the asymmetrical aspects can be spotted [[FreezeFrameBonus if you pause at the correct time]], though (with the second swing of the Chaos Claws exposing Ray's red eye and broken helmet).

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* AmbidextrousSprite: Ray's RAY's character design has asymmetrical features, such as the right portion of her face eroding away and revealing her endoskeleton, the large right horn of her helmet being missing, three fin-like blades protruding from her left arm with a sharp nails at the ends of her fingers where as her right arm features an arm cannon with extendable claw blades, and a "mouth" on the right side of her torso, which is shown in her home game and art works. However, in ''Mighty Gunvolt Burst'', these asymmetrical features are ignored on her in-game sprite as Ray's RAY's helmet, face, and eyes appear normal on both sides, has identical bladed arms, and is missing the "mouth" on her torso. Some of the asymmetrical aspects can be spotted [[FreezeFrameBonus if you pause at the correct time]], though (with the second swing of the Chaos Claws exposing Ray's RAY's red eye and broken helmet).



* AdaptationalAttractiveness: Downplayed. Ray's design is largely the same as in ''Mighty No. 9'', but likely for the purposes of keeping the design simple for her sprites, removes some of the more grotesque features (the [[BodyHorror mouth]] on the right side of Ray's torso), and downplays the effect the Xel Decay has on her body outside of cutscenes.

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* AdaptationalAttractiveness: Downplayed. Ray's RAY's design is largely the same as in ''Mighty No. 9'', but likely for the purposes of keeping the design simple for her sprites, removes some of the more grotesque features (the [[BodyHorror mouth]] on the right side of Ray's RAY's torso), and downplays the effect the Xel Decay has on her body outside of cutscenes.



** For the simple price of 400 CP, you can completely disable Raychel's Xel Decay mechanic. Now, what was it that made Raychel a GlassCannon again?

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** For the simple price of 400 CP, you can completely disable Raychel's RAYchel's Xel Decay mechanic. Now, what was it that made Raychel RAYchel a GlassCannon again?



** If you don't care much for Ray's Xel Decay, you can turn it off at a 400 CP cost. Her campaign also has much more heart pickups, to make up for the difference in her Xel Decay playstyle (although these grant the side effect of making Ray's campaign much easier once you get used to her playstyle; the heart pickups are around even if Xel Decay is turned off, letting her fight the boss at full health).

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** If you don't care much for Ray's RAY's Xel Decay, you can turn it off at a 400 CP cost. Her campaign also has much more heart pickups, to make up for the difference in her Xel Decay playstyle (although these grant the side effect of making Ray's RAY's campaign much easier once you get used to her playstyle; the heart pickups are around even if Xel Decay is turned off, letting her fight the boss at full health).



** Ray's "Ray Collapse" skill is a WaveMotionGun that is guaranteed to kill weaker enemies, but doesn't do very much damage to bosses, and requires Ray to sacrifice health to make the ability work. Ray's basic claws will often get the job done better.

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** Ray's "Ray RAY's "RAY Collapse" skill is a WaveMotionGun that is guaranteed to kill weaker enemies, but doesn't do very much damage to bosses, and requires Ray RAY to sacrifice health to make the ability work. Ray's RAY's basic claws will often get the job done better.



** Turning off Ray's specific shot type, Claw Shot, gives her a very boring and simple bullet... which is far cheaper to use than the Claw Shot's 1000 CP base level, can be fired more times, and gives her a viable option to deal damage at long range!

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** Turning Discovering and turning off Ray's RAY's specific shot type, Claw Shot, gives her a very boring and simple bullet... which is far cheaper to use than the Claw Shot's 1000 CP base level, can be fired more times, and gives her a viable option to deal damage at long range!



*** Ray can regain her ability to charge into enemies mid-air with her spinning tackle. This is also very good when dealing with much weaker enemies, particularly airborne ones, because she can more or less plow through them.

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*** Ray RAY can regain her ability to charge into enemies mid-air with her spinning tackle. This is also very good when dealing with much weaker enemies, particularly airborne ones, because she can more or less plow through them.



** Ray possess a unique charge attack, the Collapse Ray, where she fires a massive beam from her mouth similarly to the finishing move from her home. It's attack power depends on how long the player charges the beam and Burst combo count.
* CloseRangeCombatant: Ray's close-ranged specialty from her home game carries into this one, as she starts out with short-ranged shot type and her Chaos Claws allows her to deal with enemies up close and personal.

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** Ray RAY possess a unique charge attack, the Collapse Ray, RAY, where she fires a massive beam from her mouth similarly to the finishing move from her home. It's attack power depends on how long the player charges the beam and Burst combo count.
* CloseRangeCombatant: Ray's RAY's close-ranged specialty from her home game carries into this one, as she starts out with short-ranged shot type and her Chaos Claws allows her to deal with enemies up close and personal.



** Ray starts out with [[EarlyGameHell very mediocre stats]], having a projectile that can only fire once, her Xel Decay leaving the player constantly having to kill enemies, and her close range attacks being a bit more risky to use. Once you change up her starting weapon, get used to her close range attacks, and obtain her aerial action, however, she is an ''incredibly'' powerful, mobile character regardless of whether or not Xel Decay is active.

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** Ray RAY starts out with [[EarlyGameHell very mediocre stats]], having a projectile that can only fire once, her Xel Decay leaving the player constantly having to kill enemies, and her close range attacks being a bit more risky to use. Once you change up her starting weapon, get used to her close range attacks, and obtain her aerial action, however, she is an ''incredibly'' powerful, mobile character regardless of whether or not Xel Decay is active.



* DownerEnding: Ray's campaign. [[spoiler:After escaping the VR world, she loses whatever sanity she had left, and her normal personality is overwritten by her Berserker form.]]
* DownloadableContent: The base game only comes with two characters (Beck and Gunvolt), but also features [[VideoGame/GalGun Ekoro]], [[PromotedToPlayable Joule]], Call, Ray, Copen, Kurona, and Tenzou as DLC.

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* DownerEnding: Ray's RAY's campaign. [[spoiler:After escaping the VR world, she loses whatever sanity she had left, and her normal personality is overwritten by her Berserker form.]]
* DownloadableContent: The base game only comes with two characters (Beck and Gunvolt), but also features [[VideoGame/GalGun Ekoro]], [[PromotedToPlayable Joule]], Call, Ray, RAY, Copen, Kurona, and Tenzou as DLC.



** Ray's default weapons loadout will almost kill her as fast as the enemies, since the Xel Decay mechanic almost requires you to be constantly fighting, and there's only one 'bullet' on screen for her only ranged strike.

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** Ray's RAY's default weapons loadout will almost kill her as fast as the enemies, since the Xel Decay mechanic almost requires you to be constantly fighting, and there's only one 'bullet' on screen for her only ranged strike.



* GlassCannon: Ray has ''incredibly'' powerful close range attacks, but even when her Xel Decay is disabled, she still takes quite a bit of damage in spite of her having a health bar the same length as Beck and Gunvolt.

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* GlassCannon: Ray RAY has ''incredibly'' powerful close range attacks, but even when her Xel Decay is disabled, she still takes quite a bit of damage in spite of her having a health bar the same length as Beck and Gunvolt.



** Copen and Joule, [[spoiler:and also Ray]] have their own versions of Beck's multiple bullet types, using their in-universe versions of PowerCopying.

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** Copen and Joule, [[spoiler:and also Ray]] RAY]] have their own versions of Beck's multiple bullet types, using their in-universe versions of PowerCopying.



* TheLastOfTheseIsNotLikeTheOthers: Joule's Parallel World shot. It's the only one that isn't unlocked by default, but unlike Joule's other shot types, which have effectively fixed shot types and performance, it's also the only gun available to Joule,[[spoiler: Joule normally using weaponised musical notes[[/note]] and the only shot type in the game that can use every possible customization option.
* LifeDrain: Ray retains her diminishing heath mechanic from ''Mighty No. 9'' where her HP drops over time but in this game she recovers HP by simply dealing damage to her enemies rather than finishing them off. Players however can turn the Xel Decay mechanic off with a custom loadout at the expense of 400 CP and losing the ability to drain enemies' HP.

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* TheLastOfTheseIsNotLikeTheOthers: Joule's Parallel World shot. It's the only one that isn't unlocked by default, but unlike Joule's other shot types, which have effectively fixed shot types and performance, it's also the only gun shot type available to Joule,[[spoiler: Joule normally using weaponised musical notes[[/note]] and the only shot type one in the game that can use every possible customization option.
* LifeDrain: Ray RAY retains her diminishing heath mechanic from ''Mighty No. 9'' where her HP drops over time but in this game she recovers HP by simply dealing damage to her enemies rather than finishing them off. Players however can turn the Xel Decay mechanic off with a custom loadout at the expense of 400 CP and losing the ability to drain enemies' HP.



** While Ray has projectiles, her skill button is devoted to a three-hit melee combo, she has an unlockable offensive dash, and [[EarlyGameHell a fairly mediocre starting projectile]], making her the only melee-oriented character in the game. Like in her home game, she also has to absorb the health of enemies through killing them, lest she lose her own, with whatever damage she does to bosses transferring to her own health (this mechanic can be disabled at the cost of 400 CP). She also has another skill that allows her to, at the cost of health, fire an ''incredibly'' powerful WaveMotionGun.

to:

** While Ray RAY has projectiles, her skill button is devoted to a three-hit melee combo, she has an unlockable offensive dash, and [[EarlyGameHell a fairly mediocre starting projectile]], making her the only melee-oriented character in the game. Like in her home game, she also has to absorb the health of enemies through killing them, lest she lose her own, with whatever damage she does to bosses transferring to her own health (this mechanic can be disabled at the cost of 400 CP). She also has another skill that allows her to, at the cost of health, fire an ''incredibly'' powerful WaveMotionGun.



* OutOfFocus: Ekoro of ''VideoGame/GalGun'' didn't show up in marketing materials nor the story at launch. Downplayed later on, as she was the subject of the v1.1 update for the game, which makes her a playable character with her own story, although she doesn't get any dialogue with Gunvolt, Beck, or even [[spoiler:BigBad Teseo]]. Her home franchise also gets the least amount of focus in the game (Ekoro, Kurona and Tenzou's stories are even more ExcusePlot than the other characters). The [=PlayStation=] 4 version however eventually include Ekoro as one of the playable characters from the get-go and trailer for the game and key art included her with Beck and Gunvolt.

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* OutOfFocus: Ekoro of ''VideoGame/GalGun'' didn't show up in marketing materials nor the story at launch. Downplayed later on, as she was the subject of the v1.1 update for the game, which makes her a playable character with her own story, although she doesn't get any dialogue with Gunvolt, Beck, or even [[spoiler:BigBad Teseo]]. Her home franchise also gets the least amount of focus in the game (Ekoro, Kurona and Tenzou's stories are even more ExcusePlot than the other characters). The [=PlayStation=] 4 version and later Steam versions however eventually include Ekoro as one of the playable characters from the get-go and trailer for the game and key art included her with Beck and Gunvolt.



** Ekoro's, Call's, Joule's, Ray's, Copen's and Tenzou's MirrorBoss are just their normal sprite with a more sinister re-color (and in Kurona's case, a ''more sinister'' re-color).

to:

** Ekoro's, Call's, Joule's, Ray's, RAY's, Copen's and Tenzou's MirrorBoss are just their normal sprite with a more sinister re-color (and in Kurona's case, a ''more sinister'' re-color).



* ProductionForeshadowing: Ray and Copen both have Pixel Stickers you can unlock, which featured almost exactly the same poses that they'd have when they became playable characters.

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* ProductionForeshadowing: Ray RAY and Copen both have Pixel Stickers you can unlock, which featured almost exactly the same poses that they'd have when they became playable characters.



** The second DLC set is themed after rivals from the three franchises represented in the game: Ray of ''Mighty No. 9'', Copen of ''Azure Striker Gunvolt'', and Kurona of ''Gal*Gun''.

to:

** The second DLC set is themed after rivals from the three franchises represented in the game: Ray RAY of ''Mighty No. 9'', Copen of ''Azure Striker Gunvolt'', and Kurona of ''Gal*Gun''.



** Ray's entire campaign, similar to ''Mighty No. 9'' itself, is one, with her Xel Decay ability generously giving you 400 additional CP on your loadout limit... but also making her health drop much faster than normal, and require you to keep killing enemies to keep your health up.

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** Ray's RAY's entire campaign, similar to ''Mighty No. 9'' itself, is one, with her Xel Decay ability generously giving you 400 additional CP on your loadout limit... but also making her health drop much faster than normal, and require you to keep killing enemies to keep your health up.



* SpotlightStealingCrossover: In reverse of ''Mighty Gunvolt'': ''VideoGame/MightyNo9'' is given the lions share of focus, with almost all of the stages and bosses being reimaiginings of ones from that game. Justified, due to the game's environment being designed as a training program for Beck. [[spoiler:That being said, the antagonist and cause of the game's events is Teseo, a ''Gunvolt'' boss]]. The ''Gal*Gun'' characters are also sidelined, being relegated to DLC (except Ekoro if you either played and done the challenges in the demo and got the full version (3DS/Switch) or she's included for free ([=PS4=]).

to:

* SpotlightStealingCrossover: In reverse of ''Mighty Gunvolt'': ''VideoGame/MightyNo9'' is given the lions share of focus, with almost all of the stages and bosses being reimaiginings re-imaginings of ones from that game. Justified, due to the game's environment being designed as a training program for Beck. [[spoiler:That being said, the antagonist and cause of the game's events is Teseo, a ''Gunvolt'' boss]]. The ''Gal*Gun'' characters are also sidelined, being relegated to DLC (except Ekoro if you either played and done the challenges in the demo and got the full version (3DS/Switch) or she's included for free ([=PS4=]).



* SuspiciousVideoGameGenerosity: When playing as Ray, there is always a health pickup prior to the boss room that restores your health to full.

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* SuspiciousVideoGameGenerosity: When playing as Ray, RAY, there is always a health pickup prior to the boss room that restores your health to full.



* VideoGameDashing: Beck's unique mobility module gives him an air-dash, which resembles his DashAttack from ''VideoGame/MightyNo9''. It doesn't deal damage, however. Call can also gain this ability as well but she's limited to one air-dash versus Beck's three. Ray can also get a similar module but functions like in her home game as she performs a {{spin|Attack}}ning [[DashAttack tackle]] and can be done up to three times.

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* VideoGameDashing: Beck's unique mobility module gives him an air-dash, which resembles his DashAttack from ''VideoGame/MightyNo9''. It doesn't deal damage, however. Call can also gain this ability as well but she's limited to one air-dash versus Beck's three. Ray RAY can also get a similar module but functions like in her home game as she performs a {{spin|Attack}}ning [[DashAttack tackle]] and can be done up to three times.times. Copen's module can also allow him to not only dash straight forward, but angle them up or downwards like in his appearance in ''Azure Striker Gunvolt 2''.
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* BackToBackBadasses: [[spoiler:During the final battle against Teseo either Beck or Gunvolt will help you fend an attack that comes from both sides by protecting your back. Even more, once you expose Teseo they'll jump down and help you damage the boss too.]]
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* AllThereInTheManual: The Steam cards give the names of Beck, Gunvolt, and Ekoro's {{Evil Doppelgangers}}s, which are straightforward; [=DarkBeck=], [=DarkGunvolt=], and [=DarkEkoro=].

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* AllThereInTheManual: The Steam cards give the names of Beck, Gunvolt, and Ekoro's {{Evil Doppelgangers}}s, Doppelganger}}s, which are straightforward; [=DarkBeck=], [=DarkGunvolt=], and [=DarkEkoro=].

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Their names actually are spaced like that on the Steam trading cards.


* AllThereInTheManual: The Steam cards give the names of Beck, Gunvolt, and Ekoro's {{Evil Doppelgangers}}s, which are straightforward; [=DarkBeck=], [=DarkGunvolt=], and [=DarkEkoro=].



** The evil Gunvolt that appears in Beck's scenario wears a mask, a reference to a scrapped concept for ''Gunvolt 2'' that involved an evil, masked Gunvolt working for Sumeragi. Likewise, the evil Beck uses his C. Visor, something that was in the character's concept art, but never actually used prior.

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** The evil Gunvolt that appears in Beck's scenario [=DarkGunvolt=] wears a mask, a reference to a scrapped concept for ''Gunvolt 2'' that involved an evil, masked Gunvolt working for Sumeragi. Likewise, the evil Beck [=DarkBeck=] uses his C. Visor, something that was in the character's concept art, but never actually used prior.prior.
** [=DarkBeck=]'s darker coloration gives him a resemblance to Beck's original coloration that was darker, rather than the final coloration's bright white.
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* GlassCannon: Ray has ''incredibly'' powerful close range attacks, but even when her Xel Decay is disabled, she still takes quite a bit of damage in spite of her having a health bar similar to Beck and Gunvolt.

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* GlassCannon: Ray has ''incredibly'' powerful close range attacks, but even when her Xel Decay is disabled, she still takes quite a bit of damage in spite of her having a health bar similar to the same length as Beck and Gunvolt.
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* AmbidextrousSprite: Ray's character design has asymmetrical features, such as the right portion of her face eroding away and revealing her endoskeleton, the large right horn of her helmet being missing, three fin-like blades protruding from her left arm with a sharp nails at the ends of her fingers where as her right arm features an arm cannon with extendable claw blades, and a "mouth" on the right side of her torso, which is shown in her home game and art works. However, in ''Mighty Gunvolt Burst'', these asymmetrical features are ignored on her in-game sprite as Ray's helmet, face, and eyes appear normal on both sides, has identical bladed arms, and is missing the "mouth" on her torso. Some of the asymmetrical aspects can be spotted [[FreezeFrameBonus if you pause at the correct time]], though (with the second swing of the Chaos Claws exposing Ray's red eye and broken helmet.

to:

* AmbidextrousSprite: Ray's character design has asymmetrical features, such as the right portion of her face eroding away and revealing her endoskeleton, the large right horn of her helmet being missing, three fin-like blades protruding from her left arm with a sharp nails at the ends of her fingers where as her right arm features an arm cannon with extendable claw blades, and a "mouth" on the right side of her torso, which is shown in her home game and art works. However, in ''Mighty Gunvolt Burst'', these asymmetrical features are ignored on her in-game sprite as Ray's helmet, face, and eyes appear normal on both sides, has identical bladed arms, and is missing the "mouth" on her torso. Some of the asymmetrical aspects can be spotted [[FreezeFrameBonus if you pause at the correct time]], though (with the second swing of the Chaos Claws exposing Ray's red eye and broken helmet.helmet).
Is there an issue? Send a MessageReason:
Fixing these trope wicks.


* AmbidextrousSprite: Ray's character design has asymmetrical features, such as the right portion of her face eroding away and revealing her endoskeleton, the large right horn of her helmet being missing, three fin-like blades protruding from her left arm with a sharp nails at the ends of her fingers where as her right arm features an arm cannon with extendable claw blades, and a "mouth" on the right side of her torso, which is shown in her home game and art works. However, in ''Mighty Gunvolt Burst'', these asymmetrical features are ignored on her in-game sprite as Ray's helmet, face, and eyes appear normal on both sides, has identical bladed arms, and is missing the "mouth" on her torso. Some of the assymetrical aspects can be spotted [[FreezeFrame if you pause at the correct time]], though (with the second swing of the Chaos Claws exposing Ray's red eye and broken helmet.

to:

* AmbidextrousSprite: Ray's character design has asymmetrical features, such as the right portion of her face eroding away and revealing her endoskeleton, the large right horn of her helmet being missing, three fin-like blades protruding from her left arm with a sharp nails at the ends of her fingers where as her right arm features an arm cannon with extendable claw blades, and a "mouth" on the right side of her torso, which is shown in her home game and art works. However, in ''Mighty Gunvolt Burst'', these asymmetrical features are ignored on her in-game sprite as Ray's helmet, face, and eyes appear normal on both sides, has identical bladed arms, and is missing the "mouth" on her torso. Some of the assymetrical asymmetrical aspects can be spotted [[FreezeFrame [[FreezeFrameBonus if you pause at the correct time]], though (with the second swing of the Chaos Claws exposing Ray's red eye and broken helmet.



* AdaptationalAttractivness: Downplayed. Ray's design is largely the same as in ''Mighty No. 9'', but likely for the purposes of keeping the design simple for her sprites, removes some of the more grotesque features (the [[BodyHorror mouth]] on the right side of Ray's torso), and downplays the effect the Xel Decay has on her body outside of cutscenes.

to:

* AdaptationalAttractivness: AdaptationalAttractiveness: Downplayed. Ray's design is largely the same as in ''Mighty No. 9'', but likely for the purposes of keeping the design simple for her sprites, removes some of the more grotesque features (the [[BodyHorror mouth]] on the right side of Ray's torso), and downplays the effect the Xel Decay has on her body outside of cutscenes.

Added: 353

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Having Ripped Ray's sprites, you can actually see her red eye if you stop it at the right time.


* AmbidextrousSprite: Ray's character design has asymmetrical features, such as the right portion of her face eroding away and revealing her endoskeleton, the large right horn of her helmet being missing, three fin-like blades protruding from her left arm with a sharp nails at the ends of her fingers where as her right arm features an arm cannon with extendable claw blades, and a "mouth" on the right side of her torso, which is shown in her home game and art works. However, in ''Mighty Gunvolt Burst'', these asymmetrical features are ignored on her in-game sprite as Ray's helment, face, and eyes appear normal on both sides, has identical bladed arms, and is missing the "mouth" on her torso.
** Notably, this is the first and only time Ray is playable in a practically ''intact'' form.

to:

* AmbidextrousSprite: Ray's character design has asymmetrical features, such as the right portion of her face eroding away and revealing her endoskeleton, the large right horn of her helmet being missing, three fin-like blades protruding from her left arm with a sharp nails at the ends of her fingers where as her right arm features an arm cannon with extendable claw blades, and a "mouth" on the right side of her torso, which is shown in her home game and art works. However, in ''Mighty Gunvolt Burst'', these asymmetrical features are ignored on her in-game sprite as Ray's helment, helmet, face, and eyes appear normal on both sides, has identical bladed arms, and is missing the "mouth" on her torso.
** Notably, this is
torso. Some of the first assymetrical aspects can be spotted [[FreezeFrame if you pause at the correct time]], though (with the second swing of the Chaos Claws exposing Ray's red eye and only time Ray is playable in a practically ''intact'' form.broken helmet.


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* AdaptationalAttractivness: Downplayed. Ray's design is largely the same as in ''Mighty No. 9'', but likely for the purposes of keeping the design simple for her sprites, removes some of the more grotesque features (the [[BodyHorror mouth]] on the right side of Ray's torso), and downplays the effect the Xel Decay has on her body outside of cutscenes.
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None


''Mighty Gunvolt'' (''Gal*Gunvolt'' on [=PlayStation=]) is a series of retro-styled RunNGun platformer games by Creator/IntiCreates.

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''Mighty Gunvolt'' (''Gal*Gunvolt'' on [=PlayStation=]) is a series of retro-styled RunNGun RunAndGun platformer games by Creator/IntiCreates.
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''Mighty Gunvolt'' (''Gal*Gunvolt'' on [=PlayStation=]) is a series of Famicom-styled platformer games by Creator/IntiCreates.

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''Mighty Gunvolt'' (''Gal*Gunvolt'' on [=PlayStation=]) is a series of Famicom-styled retro-styled RunNGun platformer games by Creator/IntiCreates.

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* GameBreakingBug: The [=3DS=] port is unfortunately prone to random crashes that leads to system reboots.

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* GameBreakingBug: GameBreakingBug:
**
The [=3DS=] port is unfortunately prone to random crashes that leads to system reboots.reboots, however the last patch has mitigate this issue.
** Certain PC players, namely AMD graphics card users, experienced issues with the Steam version such as the dynamic lighting effects gone missing (similarly to the [=3DS=] port), and in some cases, the Fullscreen mode causes the game to crop the image to a 4:3 aspect-ratio instead of widescreen like in the console releases.



* HardModePerks: Enemies are faster and have more aggressive attacks, but players gain a higher Clear Bonus than they would on Normal. There are also Pixel Stickers available exclusively on Hard Mode as a [[RandomlyDrops rare enemy drop.]]

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* HardModePerks: Enemies are faster and have more aggressive attacks, but players gain a higher Clear Bonus than they would on Normal. There are also Pixel Stickers available exclusively on Hard Mode as a [[RandomlyDrops rare enemy drop.]]drop]].



* InterfaceSpoiler: As Gunvolt, the Mighty Numbers' stages feature a Pixel Sticker reward representing a boss from the former's home series, which also clue players on what kind of possible attacks whom they are borrowing from.



** Beck and Gunvolt initially think the other is causing their suffering, [[spoiler:but ultimately team up to defeat Teseo]].

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** Beck and Gunvolt initially think the other is causing their suffering, [[spoiler:but ultimately they team up to defeat Teseo]].



* SaveGameLimits: The game originally had only eight save slots, which was just enough for the base and [=DLC=] characters introduced through v1.1-1.3. Since the release of the v1.4 patch for the Switch and [=PlayStation=] 4 versions, this limit has been raised and the number of available save slots has been increased to '''forty''', allowing plenty of room for characters between Normal and Hard difficulties without having to delete an older save for Tenzou.

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* SaveGameLimits: The game originally had only eight 8 save slots, which was just enough for the base and [=DLC=] characters introduced through v1.1-1.3.3 for one difficulty or the other. Since the release of the v1.4 patch for the Switch and [=PlayStation=] 4 versions, this limit has been raised and which was also carried over for the Steam re-release, the number of available save slots has been increased to '''forty''', '''40''', allowing plenty of room for characters between Normal and Hard difficulties without having to delete an older save for Tenzou.



* SelfImposedChallenge: Several modules have functions (or exist purely for the function) that make the game more difficult, such as increasing damage taken, increasing knockback, and hard-capping your firing rate. Equipping these also incurs a ''negative'' CP cost, in that it actually reduces the amount of CP you've consumed. This can be handy if you're in desperate need of extra enhancements and are willing to put up with the downsides. Characters with a unique special skill (e.g. Gunvolt's Astrasphere) can also disable said skill they came initially with.

to:

* SelfImposedChallenge: SelfImposedChallenge:
**
Several modules have functions (or exist purely for the function) that make the game more difficult, such as increasing damage taken, increasing knockback, and hard-capping your firing rate. Equipping these also incurs a ''negative'' CP cost, in that it actually reduces the amount of CP you've consumed. This can be handy if you're in desperate need of extra enhancements and are willing to put up with the downsides. Characters with a unique special skill (e.g. Gunvolt's Astrasphere) can also disable said skill they came initially with.



* ShoutOut: As usual, [[spoiler:Teseo is a walking meme machine, and this time, his vocabulary has been upgraded with more memes like [[WesternAnimation/SouthPark "you're gonna have a bad time"]] and [[Manga/JojosBizarreAdventure "ZA WARUDO!"]].]]

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* ShoutOut: ShoutOut:
**
As usual, [[spoiler:Teseo is a walking meme machine, and this time, his vocabulary has been upgraded with more memes like [[WesternAnimation/SouthPark "you're gonna have a bad time"]] and [[Manga/JojosBizarreAdventure "ZA WARUDO!"]].]]
Is there an issue? Send a MessageReason:
Got the game on Steam and can confirm the lighting is working on the PC version. https://steamcommunity.com/sharedfiles/filedetails/?id=1822291233


* ArtEvolution: The sprites are much more detailed and colored without losing the 8-bit flavor, with Gunvolt's eyes even being a very noticeable shade of blue, along with the animations being smoother. The Switch and [=PlayStation=] 4 versions also features new lighting and subtle bloom effects that also affects sprites, which are unfortunately removed from the [=3DS=] port due to hardware limitations and absent in the Steam version.

to:

* ArtEvolution: The sprites are much more detailed and colored without losing the 8-bit flavor, with Gunvolt's eyes even being a very noticeable shade of blue, along with the animations being smoother. The Switch and [=PlayStation=] 4 versions also features new lighting and subtle bloom effects that also affects sprites, which are unfortunately removed from the [=3DS=] port due to hardware limitations and absent in the Steam version.limitations.
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''Mighty Gunvolt Burst'' was released on June 15, 2017 for the UsefulNotes/NintendoSwitch, followed by a 3DS version two weeks afterwards; a [=PlayStation=] 4 version, re-using the ''Gal*Gunvolt'' title, was released on March 15, 2018. A PC version of the game was announced during Anime Expo 2019 and was released on July 31st, 2019 release through UsefulNotes/{{Steam}}.

to:

''Mighty Gunvolt Burst'' was released on June 15, 2017 for the UsefulNotes/NintendoSwitch, followed by a 3DS version two weeks afterwards; a [=PlayStation=] 4 version, re-using the ''Gal*Gunvolt'' title, was released on March 15, 2018. A PC version of the game was announced during Anime Expo 2019 and was released on July 31st, 2019 release through UsefulNotes/{{Steam}}.
UsefulNotes/{{Steam}} along with every DLC character available for purchase.
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''Mighty Gunvolt Burst'' was released on June 15, 2017 for the UsefulNotes/NintendoSwitch, followed by a 3DS version two weeks afterwards; a [=PlayStation=] 4 version, re-using the ''Gal*Gunvolt'' title, was released on March 15, 2018. A PC version of the game was announced during Anime Expo 2019 for a July 31st, 2019 release through UsefulNotes/{{Steam}}.

to:

''Mighty Gunvolt Burst'' was released on June 15, 2017 for the UsefulNotes/NintendoSwitch, followed by a 3DS version two weeks afterwards; a [=PlayStation=] 4 version, re-using the ''Gal*Gunvolt'' title, was released on March 15, 2018. A PC version of the game was announced during Anime Expo 2019 for a and was released on July 31st, 2019 release through UsefulNotes/{{Steam}}.



* ArtEvolution: The sprites are much more detailed and colored without losing the 8-Bit flavor, with Gunvolt's eyes even being a very noticeable blue, along with the animations being smoother. The Switch and [=PlayStation=] 4 versions also features new lighting and subtle bloom effects that also affects sprites, which are unfortunately removed from the [=3DS=] port due to hardware limitations.

to:

* ArtEvolution: The sprites are much more detailed and colored without losing the 8-Bit 8-bit flavor, with Gunvolt's eyes even being a very noticeable shade of blue, along with the animations being smoother. The Switch and [=PlayStation=] 4 versions also features new lighting and subtle bloom effects that also affects sprites, which are unfortunately removed from the [=3DS=] port due to hardware limitations.limitations and absent in the Steam version.
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** Joule has much more limited customization options than any of the other playable characters, and what options she has are mostly fixed. But she also starts with a double jump, and her special ability, Anthem, allows her to ''ignore CP limits'' for a limited time, allowing you to throw whatever overpowered attacks you've got at enemies for the duration of the ability and/or do infinite mid-air jumps.

to:

** Joule has much more limited customization options than any of the other playable characters, and what options she has are mostly fixed. But she also starts with a double jump, and her special ability, Anthem, allows her to ''ignore CP limits'' for a limited short amount of time, allowing you to throw whatever overpowered attacks you've got at enemies for the duration of the ability and/or do infinite mid-air jumps.
Is there an issue? Send a MessageReason:
Not released yet and wrong page wick.


''Mighty Gunvolt Burst'' was released on June 15, 2017 for the UsefulNotes/NintendoSwitch, followed by a 3DS version two weeks afterwards; a [=PlayStation=] 4 version, re-using the ''Gal*Gunvolt'' title, was released on March 15, 2018. A PC Port of the game was released on July 31st, 2019, on the {{Creator/Steam}} platform.

to:

''Mighty Gunvolt Burst'' was released on June 15, 2017 for the UsefulNotes/NintendoSwitch, followed by a 3DS version two weeks afterwards; a [=PlayStation=] 4 version, re-using the ''Gal*Gunvolt'' title, was released on March 15, 2018. A PC Port version of the game was released on announced during Anime Expo 2019 for a July 31st, 2019, on the {{Creator/Steam}} platform.
2019 release through UsefulNotes/{{Steam}}.
Is there an issue? Send a MessageReason:
None


''Mighty Gunvolt Burst'' was released on June 15, 2017 for the UsefulNotes/NintendoSwitch, followed by a 3DS version two weeks afterwards; a [=PlayStation=] 4 version, re-using the ''Gal*Gunvolt'' title, was released on March 15, 2018.

to:

''Mighty Gunvolt Burst'' was released on June 15, 2017 for the UsefulNotes/NintendoSwitch, followed by a 3DS version two weeks afterwards; a [=PlayStation=] 4 version, re-using the ''Gal*Gunvolt'' title, was released on March 15, 2018.
2018. A PC Port of the game was released on July 31st, 2019, on the {{Creator/Steam}} platform.
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[[quoteright:349:https://static.tvtropes.org/pmwiki/pub/images/mgv.png]]

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[[quoteright:349:https://static.[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/mgv.org/pmwiki/pub/images/mgv2.png]]

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* CompositeCharacter: All of the Mighty Numbers have one or two attacks added to their arsenal that is a near-copy of an attack used by a ''Gunvolt'' boss. For example, Battalion can use his own version of Galette Krone's Amuse Bouche, Cryosphere can use a variant of Milas' BrownNote attack, Countershade uses portals to ambush players similarly to Merak, Dynatron takes cues from Gibril, and so forth.

to:

* CompositeCharacter: CompositeCharacter:
**
All of the Mighty Numbers have one or two attacks added to their arsenal that is a near-copy of an attack used by a ''Gunvolt'' boss. For example, Battalion can use his own version of Galette Krone's Amuse Bouche, Cryosphere can use a variant of Milas' BrownNote attack, Countershade uses portals to ambush players similarly to Merak, Dynatron takes cues from Gibril, and so forth.forth.
** Tenzou combines elements across the entire ''Gal*Gun'' series. While being the protagonist from the first game, he is equipped with the Pheromone Goggles from ''Gal*Gun 2'' that obscure his face, and has both Ekoro (from ''Double Peace'') and Patako (from the original game) at his side.

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