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TRS wick cleanupCamera Screw has been redefined and its original meaning moved to Event Obscuring Camera, both YMMV


* CameraScrew: The camera can't scroll fast enough to keep up if Blupi is powered up or driving something.
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* HellIsThatNoise: Death by lava or a BottomlessPit? Blupi will let out a ''hellish'' scream!

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* HellIsThatNoise: Death by lava or a BottomlessPit? {{Bottomless Pit|s}}? Blupi will let out a ''hellish'' scream!
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%%* NoBodyLeftBehind: Touching lava is a bad idea.

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%%* * NoBodyLeftBehind: Touching lava is or a bad idea.bomb reduces Blupi's body to ash.

Added: 104

Changed: 1653

Removed: 1124

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Cleaned up snark, complaining, natter. Expanded some ZC Es, commented out others.


* OneUp: Collecting a normal, white chicken egg gives our yellow, four-limbed, big-nosed skateboarding egg-abomination another body to come back in. Try not to think too much about it.
* TwoAndAHalfD: Strictly speaking, anyway. The level terrain and gameplay is [=2D=], while all objects, enemies and Blupi himself are rendered in the best [=3D=] graphics 1998 could buy. Ish.
* AbnormalAmmo: The tanks and helicopters fire some kind of sticky green goo. Best not to ask too many questions.
* AnimalMecha: All of the non-egg-shaped enemies appear to be robot animals. The plate steel shark takes a little getting used to.
* {{Bizarrchitecture}}: Most House and Palace levels contain this.

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* OneUp: Collecting a normal, white chicken egg gives our yellow, four-limbed, big-nosed skateboarding egg-abomination Blupi another body to come back in. Try not to think too much about it.
in.
* TwoAndAHalfD: Strictly speaking, anyway. The level terrain and gameplay is [=2D=], while all objects, enemies and Blupi himself are rendered in the best [=3D=] graphics 1998 could buy. Ish.
graphics.
* AbnormalAmmo: The tanks and helicopters fire some kind of sticky green goo. Best not to ask too many questions.
goo.
* AnimalMecha: All of the non-egg-shaped enemies appear to be robot animals. The plate steel shark takes a little getting used to.
animals.
* {{Bizarrchitecture}}: Most House and Palace levels contain this.have the same type of layout as other levels, resulting in the type of architecture that would be very strange for a regular building.



* BlockPuzzle: Surprisingly well done, and designed to avoid letting you make the game {{Unwinnable}}.
** It's quite possible to reach an unwinnable state, but it takes some effort.
* BombDisposal: Drive any vehicle over them, you'll be fine.
** They don't just disappear, either. They explode in your face, but you cheerfully drive out of the flames a second or so later.
** The word ''any'' is the key one here. Large shielded tank? Bomb-proof. Armor-plated jeep? Bomb-proof. ''Small skateboard?'' Also bomb-proof. Including against ''ceiling mines!''

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* BlockPuzzle: Surprisingly well done, and There are many points in the game where you need to push blocks to progress. These are often designed to avoid letting you make the game {{Unwinnable}}.
** It's quite possible to reach an unwinnable state, but it takes some effort.
* BombDisposal: Drive any vehicle over them, you'll be fine.
**
fine. They don't just disappear, either. They explode in your face, but you cheerfully drive out of the flames a second or so later.
** The word ''any'' is the key one here. Large shielded tank? Bomb-proof. Armor-plated jeep? Bomb-proof. ''Small skateboard?'' Also bomb-proof. Including against ''ceiling mines!''
later.



* BottomlessPits: Both used and averted. Falling into a bottomless pit is an instant Game Over, but there aren't any in the single player game. Custom levels, however...
** Actually, one single level in the first game has a bottomless pit, but the player has to go a bit out of their way to find it.
* ButThouMust: Walk through the exit without collecting every treasure chest, however well hidden or heavily guarded? I think not!

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* BottomlessPits: Both used and averted. Falling into a bottomless pit is an instant Game Over, but there aren't any in the single player game. Custom levels, however...
** Actually,
is only one single level in the first game that has a bottomless pit, but the player has to go a bit out of their way to find it.
* ButThouMust: Walk through the exit without collecting every treasure chest, however well hidden or heavily guarded? I think not!
any. Custom levels, however...



* CoolBoard: Blupi's skateboard, naturally.
* ConspicuouslySelectivePerception: Enemies will always follow the same patterns, Blupi or no Blupi. One wonder what those tank guys' ammo bill comes to.

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* %%* CoolBoard: Blupi's skateboard, naturally.
* ConspicuouslySelectivePerception: Enemies will always follow the same patterns, Blupi or no Blupi. One wonder what those tank guys' ammo bill comes to.



* DeathIsTheOnlyOption: Provably a developer's oversight, but in the first game, there's one level that you can't complete without losing one life, as you must make a bomb explode to have access to part of said level and there are no legitimate ways of getting rid of the bomb without walking towards it and losing one life in the process. Gets worse when that level's design is reused in the sequel and neither said bomb was removed, or a legitimate way of disposing of it was added.

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* DeathIsTheOnlyOption: Provably Probably a developer's oversight, but in the first game, there's one level that you can't complete without losing one life, as you must make a bomb explode to have access to part of said level and there are no legitimate ways of getting rid of the bomb without walking towards it and losing one life in the process. Gets worse when that level's design is reused in the sequel and neither said bomb was removed, or a legitimate way of disposing of it was added.



* IdleAnimation: Oh, so very many. Leave Blupi alone for a few seconds, and he'll start posing one way or another. See also WhatTheHellPlayer below.
** High-jump Blupi into a low ceiling and keep moving, and he'll shrug it off. Perform the same high-jump while not moving, and he'll spend a few seconds shaking his aching cranium.
** Special mention has to go to the monkey bar animation. Keep Blupi hanging for a while, and he'll suddenly swing round to face you and start scratching his armpits while the game audio switches to ape noises, WesternAnimation/{{Tarzan}} style.
* ImplausibleBoardingSkills: As mentioned above. Bomb disposal? Really?
** Blupi also manages some insanely long jumps with the thing.

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* IdleAnimation: Oh, so very many. Leave Blupi alone for a few seconds, and he'll start posing one way or another. See also WhatTheHellPlayer below.
** High-jump Blupi into a low ceiling and keep moving, and he'll shrug it off. Perform the same high-jump while not moving, and he'll spend a few seconds shaking his aching cranium.
** Special mention
He has to go to the monkey bar animation. different animations for various situations, too. Keep Blupi hanging for a while, and he'll suddenly swing round to face you and start scratching his armpits while the game audio switches to ape noises, WesternAnimation/{{Tarzan}} style.
noises.
* ImplausibleBoardingSkills: As mentioned above. Bomb disposal? Really?
**
Somehow, Blupi is able to ride skateboards in such a way that they can get rid of bombs. He can also manages make some insanely long very high jumps with the thing.when riding one.



* MadeOfExplodium: Any vehicle you may use will explode if given the chance, even if it is a skateboard.



* MissionPackSequel: The second game adds some new gimmicks, levels and scenery but recycles the soundtrack and some level designs while not fixing any issues the first game had.
* MooksButNoBosses: Although density of numbers sometimes makes it feel otherwise.
* NoBodyLeftBehind: Touching lava is a bad idea.
* NoPlotNoProblem: Both games have no plot. Blupi must just really love treasure hunting.

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* MissionPackSequel: The second game adds some new gimmicks, levels and scenery but recycles the soundtrack and some level designs while not fixing any issues the first game had.
designs.
* MooksButNoBosses: Although There are absolutely no bosses in the game, although density of numbers sometimes makes it feel otherwise.
* %%* NoBodyLeftBehind: Touching lava is a bad idea.
* NoPlotNoProblem: Both games have no plot. Blupi must just really love treasure hunting.plot whatsoever.



** Combines with MadeOfExplodium in several cases. Why on Earth would the wooden skateboard explode?
* NostalgiaLevel: Some levels in the sequel are taken from the first game. Sometimes without any meaningful additions.

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** Combines with MadeOfExplodium in several cases. Why on Earth would the wooden skateboard explode?
* NostalgiaLevel: Some levels in the sequel are taken directly from the first game. Sometimes without any meaningful additions.game.



* RespawnOnTheSpot: A well-implemented example; Blupi reappears in the last safe location whenever he dies.

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* RespawnOnTheSpot: A well-implemented example; Blupi reappears in the last safe location whenever he dies.



* {{Unwinnable}}: Downplayed. Some levels can be rendered unwinnable, but most times it won't happen unless the player is really clumsy or doing it on purpose.

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* {{Unwinnable}}: Downplayed. UnintentionallyUnwinnable: Some levels can be rendered unwinnable, but most times it won't happen unless the player is really clumsy or doing it on purpose.



* WingedSoulFliesOffAtDeath: In the sequel.
* AWinnerIsYou: [[spoiler: At the very end of the game, having collected every treasure chest and reached the final exit, you get a picture of Eggbert cheering beside a treasure chest. In other words, the same result as simply completing any custom level! Even worse, the sequel's victory image is visible ''on the game's CD case!'']]

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* WingedSoulFliesOffAtDeath: In Whenever Blupi dies in the sequel.
sequel, his soul flies upward and off the screen in the form of an angel.
* AWinnerIsYou: [[spoiler: At the very end of the game, having collected every treasure chest and reached the final exit, you get a picture of Eggbert cheering beside a treasure chest. In other words, the same result as simply completing any custom level! Even worse, the The sequel's victory image is visible ''on the game's CD case!'']]
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Added DiffLines:

** The introduction of doors that only open with a certain number of chests was collected in the sequel defies this, as in many cases they prevent the player from rendering levels unwinnable by getting into a level's area without collecting all the chests in the previous one, sometimes in levels where it's not possible to go back after leaving certain places.
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Added DiffLines:

* {{Bizarrchitecture}}: Most House and Palace levels contain this.

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