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** Stadium boss is a refernce to ''VideoGame/{{Pong}}'' with the battle being played out in a similar fashion.

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** Stadium Cold Storage boss is a refernce reference to ''VideoGame/{{Pong}}'' with the battle being played out in a similar fashion.
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* MotionParallax: To add onto the {{Retraux}} aesthetic, the backgrounds have parallax scrolling; although done in a cleaner way due to the advancement of display rendering technology.
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* {{Retraux}}: The game deliberately resembles 8-bit games, albeit with a better parallax scrolling and color palette.

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* {{Retraux}}: The game deliberately resembles 8-bit games, albeit with a better [[MotionParallax parallax scrolling scrolling]] and color palette.
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[[quoteright:460:https://static.tvtropes.org/pmwiki/pub/images/prisoncity.jpg]]
[[caption-width-right:460:1980s style game]]
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* FlameSpewerObstacle: Diagonal flame emitters are present in Factory level and the second DCP headquarters level.
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* OffscreenStartBonus: In the first level, going left instead of right will lead to useful items.


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* {{Retraux}}: The game deliberately resembles 8-bit games, albeit with a better parallax scrolling and color palette.
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* EyeBeams: The final boss shoots lasers out of its eyes.
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* VentPhysics: Floor fans make Hal hover when he is above them.

Added: 91

Changed: 55

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* SuperNotDrowningSkills: Hal can stay under water as long as he needs to without drowning.




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* WalkDontSwim: Hal can't swim. He can run under water.
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* ConspicuousElectricObstacle: Power Plant level has three types. The first is electrified fences, the second blue electric surfaces, and the third one is pair of nodes that move back and forth, periodically emitting electricity. depending on the room, the electricity in some surfaces is timed while in other places, it is toggled by electric boxes.

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The game takes inspirations from ''VideoGame/{{Shatterhand}}'' and ''VideoGame/PowerBlade''.

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The game takes inspirations mainly from ''VideoGame/{{Shatterhand}}'' and ''VideoGame/PowerBlade''.
''VideoGame/PowerBlade'' but there are also influences of ''Franchise/MegaMan'' in there.


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* ExplodingBarrels: Factory level has orange barrels that explode when hit, hurting the player next to them.


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** Dying inside a lava makes Hal perform a thumb up gesture, like T-800 Model 101 gave in ''Film/Terminator2JudgmentDay''.
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* WeatherControlMachine: Preserve has machine to control a weather. Message says it's malfunctioning so throughout most of the outdoor sections, the weather is stormy.
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** Stadium boss is a refernce to ''VideoGame/{{Pong}}'' with the battle being played out in a similar fashion.
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The game takes inspirations from ''VideoGame/{{Shatterhand}}'', ''VideoGame/PowerBlade'' and ''Batman''.

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The game takes inspirations from ''VideoGame/{{Shatterhand}}'', ''VideoGame/PowerBlade'' ''VideoGame/{{Shatterhand}}'' and ''Batman''.
''VideoGame/PowerBlade''.
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* BlackoutBasement: Sections of Power Plant are in a blackout so you could only see electrified surfaces. A power plant section in DCP headquarters is very much the same.


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* ShoutOut
** Boss of the highway stage is a reference to ''Film/MadMaxFuryRoad''. Its name is even Fury Rhoads.
** The beginning DCP Headquarters level has x-ray screens, like the ones in ''Film/TotalRecall1990''.
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The game takes inspirations from ''VideoGame/{{Shatterhand}}'' and Batman

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The game takes inspirations from ''VideoGame/{{Shatterhand}}'' ''VideoGame/{{Shatterhand}}'', ''VideoGame/PowerBlade'' and Batman
''Batman''.
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** Hellevator, the boss of first DCP headquarters level, is a core that shoots EnergyBalls, and several laser turrets.

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** Hellevator, the boss of first DCP headquarters level, is a core that shoots EnergyBalls, EnergyBall projectiles, and several laser turrets.
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* {{Checkpoint}}: Visible checkpoints are present in levels. Upon activation, you spawn from those after dying.


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* TalkingAnimal: In Preserve, it's a talking dolphin that hands you a keycard.

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Removed: 48

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* BattleBoomerang: Hal's main form of attack.



* ReturningBoomerang: Hal's main form of attack.
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* PowerUpMagnet: Hal's boomerangs can return items for him.
* ReturningBoomerang: Hal's main form of attack.
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* AllTheWorldsAreAStage: Second DCP Headquarters level features most of the elements from the previous stages, and adding a few new ones.


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** Hellevator, the boss of first DCP headquarters level, is a core that shoots EnergyBalls, and several laser turrets.


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* DegradedBoss: Volatic nodes and Tech engine appear in the second DCP headquarters level in lesser form.
* ElevatorActionSequence: Boss fight in the first DCP headquarters level takes place on an elevator.


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* SawBladesOfDeath: Second DCP Headquarters level features saw blades that move along the ground or ceiling.

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* PostDefeatExplosionChain: Bosses often go down with multiple smaller explosions.

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* PostDefeatExplosionChain: Bosses often go down with multiple smaller explosions. Larger enemies also produce multiple explosions when destroyed.


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* SpikeBallsOfDoom: Spiky metal damaging balls appear in Sewers as an environmental hazard.

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* AbsurdlySpaciousSewer: Sewers level feature sewers that are large enough for Hal to jump around in with plenty of headroom to spare.



* BonusStage: There are three bonus stages. One has Hal destroying a car, one has him navigating an underwater environment.

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* BonusStage: There are three bonus stages. One has Hal destroying a car, one has him navigating an underwater environment.environment, one has Hal juggling a ball.



* CrateExpectations: The game is full of crates. Smaller crates can be destroyed and contain items, larger crates are just an obstacle.
* EnergyBall: A rotating twin ball of energy acts as an uncommon stage hazard.

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* CrateExpectations: The game is full of crates. Smaller crates can be destroyed and contain items, larger crates are just an obstacle.
obstacle. Factory level has the most crates.
* EnergyBall: A rotating twin ball of energy acts as an uncommon stage hazard. Jumbotron also attacks using energy balls.


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* InconvenientlyPlacedConveyorBelt: Factory level has a lot of conveyor belts above Lava Pits or just in very inconvenient locations. A few carry crates though.


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* LavaPit: Factory stage has pits of flaming and damaging lava.


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* PostDefeatExplosionChain: Bosses often go down with multiple smaller explosions.


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* SlideAttack: Normally, sliding does nothing against the enemies. However, using slide against a footballer enemy defeats it instantly.


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* SmashingHallwayTrapsOfDoom: Factory level features crushers that periodically smash the surface.

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* AthleticArenaLevel: Stadium level takes place in a stadium.

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* AthleticArenaLevel: Stadium level takes place in a stadium.stadium, complete with sports-themed enemies.


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* EnergyBall: A rotating twin ball of energy acts as an uncommon stage hazard.


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* {{Knockback}}: Hal is knocked back a bit when hit.


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* TogglingSetpiecePuzzle: In Power Plant, shooting a lever makes it flip, altering the stage hazards. Some need to be set in certain way in order to proceed.
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* MookMaker: A ceiling-mounted machine encountered in the intro stage and Rooftops creates 3 small flying enemies at a time.
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* NoOSHACompliance: Factory and Power Plant levels are very unsafe to navigate, requiring to run through electric traps over bottomless pits.
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* MercyInvincibility: Hal is briefly invulnerable after getting hit.


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* SmartBomb: Grenade item clears the screen from the enemies.


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* StalactiteSpite: Large icicles start falling when Hal gets under them.
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* SlipperySlideyIceWorld: Cold Storage takes place in an icy location. It also has slippery floors.

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* SlipperySlideyIceWorld: SlippySlideyIceWorld: Cold Storage takes place in an icy location. It also has slippery floors.

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* GustyGlade: Preserve level has a few sections where player is pushed in the direction of wind while in the air.



* SpikesOfDoom: Spikes appear as a stage hazard.
* TemporaryPlatform: Some rocket-powered floating platforms fall when stood on.

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* SlipperySlideyIceWorld: Cold Storage takes place in an icy location. It also has slippery floors.
* SpikesOfDoom: Spikes appear as a stage hazard.
hazard. They take a form of icicles in Cold Storage and thorns in Preserve.
* TemporaryPlatform: Some rocket-powered floating platforms fall when stood on. Or fragile ice in Cold Storage.
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''Prison City'' is a 2D action platforming game released in 2023 for the PC.

In this game you play as a former cop Hal Bruzer who has to infiltrate Detroit and battle rogue techno-terrorists.

The game takes inspirations from ''VideoGame/{{Shatterhand}}'' and Batman

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!!Prison City contains examples of

*AthleticArenaLevel: Stadium level takes place in a stadium.
*BonusStage: There are three bonus stages. One has Hal destroying a car, one has him navigating an underwater environment.
*BottomlessPits: Falling off the screen is deadly in classic difficulty.
*CoresAndTurretsBoss:
**Tech Engine, the very first boss, consists of two cores that shoot the player with plasma balls.
**Voltaic Nodes, the boss in the power plant level, consists of several cores on rails.
*CrateExpectations: The game is full of crates. Smaller crates can be destroyed and contain items, larger crates are just an obstacle.
*FlashOfPain: Enemies and obstacles flash orange for a moment when hit.
*HeartContainer: There are health upgrades scattered throughout the game, giving a permanent maximum health boost. There are also permanent energy boost containers.
*HyperactiveMetabolism:Picking up food heals instantly.
*InvincibilityPowerUp: There is a power-up that gives Hal a short period of invulnerability.
*LocomotiveLevel: The intro stage takes place on a train.
*MandatoryUnretirement: Hal was called back from retirement by The Chief.
*NonLethalBottomlessPits: In lower difficulties, falling off the screen puts the player back where he last was.
*OneWheeledWonder: One of the enemy types in Highway is riding a 1-wheeled vehicle.
*RewardingVandalism: Destroying crates is often rewarded with items.
*SpikesOfDoom: Spikes appear as a stage hazard.
*TemporaryPlatform: Some rocket-powered floating platforms fall when stood on.
*VideoGameLives: The game has a lives system.
*VideoGameSliding: Hal can slide for a short distance, briefly speeding him up and letting him navigate through narrow gaps.

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