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* MoneySpider: Some AirborneMooks not only give you money when destroyed but also drop orange orbs [[labelnote:explanation]]these orbs being the remains of their micro-thaelite power cores[[/labelnote]] for you to collect that increase your total credit count by $50 per piece.

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* MoneySpider: Some AirborneMooks not only give you money when destroyed but also drop orange orbs [[labelnote:explanation]]these orbs being the remains of their micro-thaelite power cores[[/labelnote]] for you to collect that increase your total credit count by $50 per piece. A good indication of this is that when you destroy them, their explosion particles are light blue instead of the usual orange-red effects that the other AirborneMooks leave off.


* HomingProjectile: The orange flak balls that are shot towards you are a quasi-example.


RewardingVandalism: Justified. Mega-Corps pays you for the destruction of every enemy and building that you come across. You are ''not'' expected to know how they can somehow keep track of that despite you being a [[OneManArmy one-person air force]] on every wave.

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* RewardingVandalism: Justified. Mega-Corps pays you for the destruction of every enemy and building that you come across. You are ''not'' expected to know how they can somehow keep track of that despite you being a [[OneManArmy one-person air force]] on every wave.


* FeaturelessProtagonist / HelloInsertNameHere / PurelyAestheticGender: You can choose from four portraits (two male; two female) and must enter a name and callsign. Beyond being used in the Supply Room and saved games, these have absolutely no bearing in the game.



* MoneySpider / RewardingVandalism:
** Justified. Mega-Corps pays you for the destruction of every enemy and building that you come across. You are ''not'' expected to know how they can somehow keep track of that despite you being a [[OneManArmy one-person air force]] on every wave.
** Some AirborneMooks not only give you money when destroyed but also drop orange orbs [[labelnote:explanation]]these orbs being the remains of their micro-thaelite power cores[[/labelnote]] for you to collect that increase your total credit count by $50 per piece.

to:

* MoneySpider / RewardingVandalism:
** Justified. Mega-Corps pays you for the destruction of every enemy and building that you come across. You are ''not'' expected to know how they can somehow keep track of that despite you being a [[OneManArmy one-person air force]] on every wave.
**
MoneySpider: Some AirborneMooks not only give you money when destroyed but also drop orange orbs [[labelnote:explanation]]these orbs being the remains of their micro-thaelite power cores[[/labelnote]] for you to collect that increase your total credit count by $50 per piece.



* OneHitPointWonder: Averted, see the MadeOfIron example.
* [[OneManArmy One Person Air Force]]

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* %%* OneHitPointWonder: Averted, see the MadeOfIron example.
* %%* [[OneManArmy One Person Air Force]]


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* PurelyAestheticGender: You can choose from four portraits (two male; two female) and must enter a name and callsign. Beyond being used in the Supply Room and saved games, these have absolutely no bearing in the game.


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RewardingVandalism: Justified. Mega-Corps pays you for the destruction of every enemy and building that you come across. You are ''not'' expected to know how they can somehow keep track of that despite you being a [[OneManArmy one-person air force]] on every wave.


* HardLevelsEasyBosses: This is generally the theme of the Outer Regions episode. There are a great number of EliteMooks that will bum rush you with highly damaging attack patterns and will catch you off guard if you don't react fast enough. The end-of-level bosses, however, are fairly easy to deal with, as they are mainly stationary [[CoresAndTurretsBoss Cores And Turrets Bosses]] with destructible weaponry you can take out before they get the drop on you. The ones that aren't are movable bosses with difficult to predict attack patterns.

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* HardLevelsEasyBosses: This is generally the theme of the Outer Regions episode. There are a great number of EliteMooks that will bum rush you with highly damaging attack patterns and will catch you off guard if you don't react fast enough. The end-of-level bosses, however, are fairly easy to deal with, as they are mainly stationary [[CoresAndTurretsBoss Cores And Turrets Bosses]] with destructible weaponry you can take out before they get the drop on you. The ones that aren't are movable mobile bosses with difficult to predict attack patterns.


* HardLevelsEasyBosses: This is generally the theme of the Outer Regions episode. There are a great number of EliteMooks that will bum rush you with highly damaging attack patterns and will catch you off guard if you don't react fast enough. The end-of-level bosses, however, are fairly easy to deal with, as they are mainly stationary CoresAndTurretsBosses with destructible weaponry you can take out before they get the drop on you. The ones that aren't are movable bosses with difficult to predict attack patterns.

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* HardLevelsEasyBosses: This is generally the theme of the Outer Regions episode. There are a great number of EliteMooks that will bum rush you with highly damaging attack patterns and will catch you off guard if you don't react fast enough. The end-of-level bosses, however, are fairly easy to deal with, as they are mainly stationary CoresAndTurretsBosses [[CoresAndTurretsBoss Cores And Turrets Bosses]] with destructible weaponry you can take out before they get the drop on you. The ones that aren't are movable bosses with difficult to predict attack patterns.

Added DiffLines:

* HardLevelsEasyBosses: This is generally the theme of the Outer Regions episode. There are a great number of EliteMooks that will bum rush you with highly damaging attack patterns and will catch you off guard if you don't react fast enough. The end-of-level bosses, however, are fairly easy to deal with, as they are mainly stationary CoresAndTurretsBosses with destructible weaponry you can take out before they get the drop on you. The ones that aren't are movable bosses with difficult to predict attack patterns.


* DenialOfDiagonalAttack: All other equipment except for the auto-aiming turrets can only fire straight, with minimal spread. Yet another good reason for you to equip the auto-aim turrets at certain times. Among enemy equipment, only the tracking flak balls have a diagonal pattern since they are shot towards your plane.

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* DenialOfDiagonalAttack: All other equipment except for the auto-aiming turrets can only fire straight, with minimal spread. Yet another good reason for you to equip the auto-aim turrets at certain times. Among enemy equipment, only the tracking aimed flak balls have a diagonal pattern since they are shot towards your plane.


* AlwaysNight: Both Tango Sector and Outer Regions have one level that takes place entirely at night and has a correspondingly chilling music track to accompany it. In this level, you won't get to see the shadows of Mooks that will appear on the screen and it is harder to predict their attacks; this can turn into quite a nasty surprise if a Mook suddenly appears into the screen and fires its WaveMotionGun on you as you won't be able to tell it apart from the other enemies until it is too late.

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* AlwaysNight: Both Tango Sector and Outer Regions have one level that takes place entirely at night and has a correspondingly chilling music track to accompany it. In this level, you won't get to see the shadows of Mooks that will appear on the screen and it is harder to predict their attacks; attacks from enemies; this can turn into quite a nasty surprise if a Mook mook suddenly appears into the screen and fires its WaveMotionGun on you as you won't be able to tell it apart from the other enemies until it is too late.


* RammingAlwaysWorks: You will take severe damage from any ramming attempt, but with enough shields, you can destroy even bosses by ramming them.

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* RammingAlwaysWorks: You will take severe damage from any ramming attempt, but with enough shields, you can destroy even bosses by ramming them. This does not work on the [[CoresAndTurretsBoss Cores and Turrets Bosses]], however.


** Aborting a mission after picking up equipment in a level, such as the Air/Air Missile in Bravo Sector Wave 1, the Dumbfire missile in Bravo Wave 6, or the Phase Shield in Tango Sector Wave 4. You lose any credits you gain and any damage you take is carried over, but any weapons, shields or Megabombs you pick up will remain on your ship and you can sell them in the Supply Room for half of what they cost there. Doing this repeatedly will eventually allow you to accumulate enough credits to purchase more powerful weapons.

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** Aborting a mission after picking up equipment in a level, such as the Air/Air Missile in Bravo Sector Wave 1, the Dumbfire missile in Bravo Wave 6, or the Phase Shield in Tango Sector Wave 4.4, and the Air/Ground Missile in Outer Regions Wave 1. You lose any credits you gain and any damage you take is carried over, but any weapons, shields or Megabombs you pick up will remain on your ship and you can sell them in the Supply Room for half of what they cost there. Doing this repeatedly will eventually allow you to accumulate enough credits to purchase more powerful weapons.


* SillinessSwitch: On Birthday Mode, special enemies are added to some of the levels. These include monkeys throwing coconuts, cows with built-in lasers and what appears to be the [[StarTrek USS Enterprise]]. These enemies are so difficult to kill, they could rival some of the [[SurpriseDifficulty bosses in Outer Regions]]!

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* SillinessSwitch: On Birthday Mode, special enemies are added to some of the levels. These include monkeys throwing coconuts, cows with built-in lasers lasers, actual raptors running across the screen, the ''[[Series/Space1999 Eagle]]'' Transporter and what appears to be the [[StarTrek USS Enterprise]].''[[Film/TwoThousandOneASpaceOdyssey Discovery One]]''. These enemies are so difficult to kill, they could rival some of the [[SurpriseDifficulty bosses in Outer Regions]]!


* MoneyForNothing: Subverted. Most players who can at least get through Bravo Sector on Rookie difficulty will eventually accumulate so many credits that re-stocking on Megabombs and normal and Phase shields will barely make a dent on their account—the only real money sinks are the Deathray and Twin Laser; once the player buys them, they are unlikely to buy them ever again unless they have a tendency to run their shield levels down to critical. However, due to the nature of the game on Elite difficulty, especially in the last few waves of Tango Sector and the whole of Outer Regions, having credits by the barrelhead may sometimes be necessary if the player messes up a wave and completes (or aborts) it with almost no shields or weapons left for the next wave.

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* MoneyForNothing: Subverted. Most players who can at least get through Bravo Sector on Rookie difficulty will eventually accumulate so many credits that re-stocking on Megabombs and normal and Phase shields will barely make a dent on their account—the only real money sinks are the Deathray and Twin Laser; once the player buys them, they are unlikely to buy them ever again unless they have a tendency to run their shield levels down to critical. However, due to the nature of the game on Elite difficulty, especially in the last few waves of Tango Sector and the whole of Outer Regions, having credits by the barrelhead may sometimes be necessary if the player doesn't save their game, messes up a wave and completes (or aborts) it with almost no shields or weapons left for the next wave.


Not related to animal raptors.

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Not related to animal raptors.
raptors, and probably not related to the real-world F-22 Raptor.

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[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/31964_raptor_call_of_the_shadows_dos_front_cover.png]]

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