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Unnecessary reviewer reference.


* TheProblemWithLicensedGames: Published by LJN (but developed by Creator/{{Rare}}), the game was given a scathing review by WebVideo/TheAngryVideoGameNerd. That being said, it's generally not considered to be ''terrible'', especially in comparison to the rest of LJN's catalog of NES games, and is mostly just seen as a very average rip-off of ''VideoGame/CastlevaniaIISimonsQuest''.

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* TheProblemWithLicensedGames: Published by LJN (but developed by Creator/{{Rare}}), the game was given a scathing review by WebVideo/TheAngryVideoGameNerd. That being said, it's It's generally not considered to be ''terrible'', per se, especially in comparison to the rest of LJN's catalog of NES games, and is though it's mostly just seen as a very average an at-best SoOkayItsAverage rip-off of ''VideoGame/CastlevaniaIISimonsQuest''.

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* {{Narm}}: The game's insistence of adding a trademark-symbol whenever Freddy™ is mentioned.
* NarmCharm: The "Freddy's coming" screen attempts to invoke this, and it works for the most part, though the TM symbol somewhat ruins it.

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* {{Narm}}: NightmareRetardant: The game's insistence of adding a trademark-symbol whenever Freddy™ is mentioned.
* NarmCharm: The "Freddy's coming" screen attempts to invoke this,
mentioned really breaks your immersion and it works for kills whatever scariness the most part, though the TM symbol somewhat ruins it.game may have.
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* TheProblemWithLicensedGames: Published by LJN (but developed by Creator/{{Rare}}), the game was given a scathing review by WebVideo/TheAngryVideoGameNerd.

to:

* TheProblemWithLicensedGames: Published by LJN (but developed by Creator/{{Rare}}), the game was given a scathing review by WebVideo/TheAngryVideoGameNerd. That being said, it's generally not considered to be ''terrible'', especially in comparison to the rest of LJN's catalog of NES games, and is mostly just seen as a very average rip-off of ''VideoGame/CastlevaniaIISimonsQuest''.
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Added DiffLines:

* NarmCharm: The "Freddy's coming" screen attempts to invoke this, and it works for the most part, though the TM symbol somewhat ruins it.

Added: 346

Changed: 1493

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* ScrappyMechanic: Largely the reason for the game's negative reception. It was not helped by hatred of a similar system used in ''[[VideoGame/CastlevaniaIISimonsQuest Castlevania II]]'', the dream world mechanic wasn't well-received due to how poorly it was thought out. To clarify, once you find a Dream Warrior power in the stage, you can easily charge through any enemy with it and thus ''eliminating the threat of being sent there in the first place''. They aren't overly hard to find either, since all the stages are linear. If you somehow ''don't'' get a Dream Warrior power before falling asleep (or just finding one in the dream world) however, then God help you. Even if you do get through all the mooks, the bosses well readily end you.
* SoOkayItsAverage: The poor execution of the gameplay is apparent, but the game is still playable or entertaining enough. It also has music that helps creating the horror atmosphere.

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* ScrappyMechanic: ScrappyMechanic:
**
Largely the reason for the game's negative reception. It was not helped by hatred of a similar system used in ''[[VideoGame/CastlevaniaIISimonsQuest Castlevania II]]'', the dream world mechanic wasn't well-received due to how poorly it was thought out. To clarify, once you find a Dream Warrior power in the stage, you can easily charge through any enemy with it and thus ''eliminating the threat of being sent there in the first place''. They aren't overly hard to find either, since all the stages are linear. If you somehow ''don't'' get a Dream Warrior power before falling asleep (or just finding one in the dream world) however, then God help you. Even if you do get through all the mooks, the bosses well will readily end you.
** Being attacked on air does not provide MercyInvincibility until the player falls off, which can be extremely annoying for a character that has four hitpoints.
* SoOkayItsAverage: The poor execution of the gameplay is apparent, but the game is still playable or entertaining enough. It also enough and has music that helps creating the a good horror atmosphere.atmosphere due to the graphics and music.
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Added DiffLines:

* SoOkayItsAverage: The poor execution of the gameplay is apparent, but the game is still playable or entertaining enough. It also has music that helps creating the horror atmosphere.

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%%* SugarWiki/AwesomeMusic: The game's soundtrack is pretty good. Not a surprise, consider Creator/{{Rare}} worked on it.

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%%* * SugarWiki/AwesomeMusic: The game's soundtrack is pretty good. Not a surprise, consider Creator/{{Rare}} worked on it.it.
**The main city music is about crossing the city before facing the fearful Freddy™.

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Removing natter


* AwesomeMusic: The game's soundtrack is pretty good. Not a surprise, consider Creator/{{Rare}} worked on it.

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* AwesomeMusic: %% Administrivia/ZeroContextExample entries are not allowed on wiki pages. All such entries have been commented out. Add context to the entries before uncommenting them.

%%* SugarWiki/AwesomeMusic:
The game's soundtrack is pretty good. Not a surprise, consider Creator/{{Rare}} worked on it.



** Though with that said, it's one of the few NES games that supports up to four people, and aside from gripes about the [[ScrappyMechanic Scrappy Mechanics]] the gameplay was nicely done for something of its time.
* ScrappyMechanic: Largely the reason for the game's negative reception.
** Not helped by hatred of a similar system used in ''[[VideoGame/CastlevaniaIISimonsQuest Castlevania II]]'', the dream world mechanic wasn't well-received due to how poorly it was thought out. To clarify, once you find a Dream Warrior power in the stage, you can easily charge through any enemy with it and thus ''eliminating the threat of being sent there in the first place''. They aren't overly hard to find either, since all the stages are linear. If you somehow ''don't'' get a Dream Warrior power before falling asleep (or just finding one in the dream world) however, then God help you. Even if you do get through all the mooks, the bosses well readily end you.

to:

** Though with that said, it's one of the few NES games that supports up to four people, and aside from gripes about the [[ScrappyMechanic Scrappy Mechanics]] the gameplay was nicely done for something of its time.
* ScrappyMechanic: Largely the reason for the game's negative reception.
** Not
reception. It was not helped by hatred of a similar system used in ''[[VideoGame/CastlevaniaIISimonsQuest Castlevania II]]'', the dream world mechanic wasn't well-received due to how poorly it was thought out. To clarify, once you find a Dream Warrior power in the stage, you can easily charge through any enemy with it and thus ''eliminating the threat of being sent there in the first place''. They aren't overly hard to find either, since all the stages are linear. If you somehow ''don't'' get a Dream Warrior power before falling asleep (or just finding one in the dream world) however, then God help you. Even if you do get through all the mooks, the bosses well readily end you.
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None


* AwesomeMusic: The game's soundtrack is pretty good. Not a surprise, consider {{Rare}} worked on it.

to:

* AwesomeMusic: The game's soundtrack is pretty good. Not a surprise, consider {{Rare}} Creator/{{Rare}} worked on it.
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None of this paragraph was true. You cannot enter a level without bones, you cannot enter a level out of order. The order of the first three houses you can enter is randomized, but nothing else in the game is.


** The bone collecting gimmick is hit-and-miss. The houses (stages) that open up in the game are randomized with each separate play-through (though the bosses are not), and not every house that opens will have bones. If you don't see a number other than zero on the bone counter (it counts how many are left to find in the stage, not how many you have), then you have to fight your way through a pointless level for nothing. This can eat up your lives and continues like candy if you're not careful. Thankfully, bosses don't appear in non-bone levels. Made more frustrating as stages that didn't have bones before ''could'' have them later after you find the ''actual'' bone level and beat it...

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** ThatOneBoss: Not so much in the final boss fight though when he actually has a health bar and no obstructive terrain, and he litters the floor with those ground-slasher hands as the fight goes on. There won't be any safe places to stand if you can't finish him off quickly.


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* ThatOneBoss: Freddy™ in the final boss fight. Unlike his non-boss appearances, he actually has a health bar, there is no obstructive terrain, and he litters the floor with those ground-slasher hands as the fight goes on. There won't be any safe places to stand if you can't finish him off quickly.
Is there an issue? Send a MessageReason:
None


** The bone collecting gimmick is hit-and-miss. The houses (stages) that open up in the game are randomized with each separate play-through (though the bosses or not), and not every house that opens will have bones. If you don't see a number other than zero on the bone counter (it counts how many are left to find in the stage, not how many you have), then you have to fight your way through a pointless level for nothing. This can eat up your lives and continues like candy if you're not careful. Thankfully, bosses don't appear in non-bone levels. Made more frustrating as stages that didn't have bones before ''could'' have them later after you find the ''actual'' bone level and beat it...

to:

** The bone collecting gimmick is hit-and-miss. The houses (stages) that open up in the game are randomized with each separate play-through (though the bosses or are not), and not every house that opens will have bones. If you don't see a number other than zero on the bone counter (it counts how many are left to find in the stage, not how many you have), then you have to fight your way through a pointless level for nothing. This can eat up your lives and continues like candy if you're not careful. Thankfully, bosses don't appear in non-bone levels. Made more frustrating as stages that didn't have bones before ''could'' have them later after you find the ''actual'' bone level and beat it...
Is there an issue? Send a MessageReason:
None


* {{Narm}}: The game's insistence of adding a ™ whenever Freddy™ is mentioned.
* TheProblemWithLicensedGames: Published by LJN (but developed by {{Rare}}), the game was given a scathing review by WebVideo/TheAngryVideoGameNerd.

to:

* {{Narm}}: The game's insistence of adding a trademark-symbol whenever Freddy™ is mentioned.
* TheProblemWithLicensedGames: Published by LJN (but developed by {{Rare}}), Creator/{{Rare}}), the game was given a scathing review by WebVideo/TheAngryVideoGameNerd.
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None


* HilariousInHindsight: The color of Freddy's™ glove on the title screen is the same as his other hand, and looks more organic than usual.[[note]]It was taken directly from [[http://nightmareonelmstreetfilms.com/site/films/a-nightmare-on-elm-street-2-freddys-revenge/a-nightmare-on-elm-street-2-freddys-revenge-movie-posters/ the UK poster]] for [[ANightmareOnElmStreetPart2FreddysRevenge Freddy's Revenge]][[/note]] It almost seems like a precursor to the look of the claws utilized in ''Film/WesCravensNewNightmare''.

to:

* HilariousInHindsight: The color of Freddy's™ glove on the title screen is the same as his other hand, and looks more organic than usual.[[note]]It was taken directly from [[http://nightmareonelmstreetfilms.com/site/films/a-nightmare-on-elm-street-2-freddys-revenge/a-nightmare-on-elm-street-2-freddys-revenge-movie-posters/ the UK poster]] for [[ANightmareOnElmStreetPart2FreddysRevenge [[Film/ANightmareOnElmStreetPart2FreddysRevenge Freddy's Revenge]][[/note]] It almost seems like a precursor to the look of the claws utilized in ''Film/WesCravensNewNightmare''.
Is there an issue? Send a MessageReason:
None


* HilariousInHindsight: The color of Freddy's™ glove on the title screen is the same as his other hand, and looks more organic than usual. It almost seems like a precursor to the look of the claws utilized in ''Film/WesCravensNewNightmare''.

to:

* HilariousInHindsight: The color of Freddy's™ glove on the title screen is the same as his other hand, and looks more organic than usual. [[note]]It was taken directly from [[http://nightmareonelmstreetfilms.com/site/films/a-nightmare-on-elm-street-2-freddys-revenge/a-nightmare-on-elm-street-2-freddys-revenge-movie-posters/ the UK poster]] for [[ANightmareOnElmStreetPart2FreddysRevenge Freddy's Revenge]][[/note]] It almost seems like a precursor to the look of the claws utilized in ''Film/WesCravensNewNightmare''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AwesomeMusic: The game's soundtrack is pretty good. Not a surprise, consider {{Rare}} worked on it.
Is there an issue? Send a MessageReason:
None


* HilariousInHindsight: The color of Freddy's glove on the title screen is the same as his other hand, and looks more organic than usual. It almost seems like a precursor to the look of the claws utilized in ''Wes Craven's New Nightmare''.

to:

* HilariousInHindsight: The color of Freddy's Freddy's™ glove on the title screen is the same as his other hand, and looks more organic than usual. It almost seems like a precursor to the look of the claws utilized in ''Wes Craven's New Nightmare''.''Film/WesCravensNewNightmare''.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DemonicSpiders: Freddy™ himself was likely intended to be this, being able to pop up randomly in the dream world, but with the right Dream Warrior power he's really no harder to deal with than anything else.
** ThatOneBoss: Not so much in the final boss fight though when he actually has a health bar and no obstructive terrain, and he litters the floor with those ground-slasher hands as the fight goes on. There won't be any safe places to stand if you can't finish him off quickly.
* HilariousInHindsight: The color of Freddy's glove on the title screen is the same as his other hand, and looks more organic than usual. It almost seems like a precursor to the look of the claws utilized in ''Wes Craven's New Nightmare''.
* {{Narm}}: The game's insistence of adding a ™ whenever Freddy™ is mentioned.
* TheProblemWithLicensedGames: Published by LJN (but developed by {{Rare}}), the game was given a scathing review by WebVideo/TheAngryVideoGameNerd.
** Though with that said, it's one of the few NES games that supports up to four people, and aside from gripes about the [[ScrappyMechanic Scrappy Mechanics]] the gameplay was nicely done for something of its time.
* ScrappyMechanic: Largely the reason for the game's negative reception.
** Not helped by hatred of a similar system used in ''[[VideoGame/CastlevaniaIISimonsQuest Castlevania II]]'', the dream world mechanic wasn't well-received due to how poorly it was thought out. To clarify, once you find a Dream Warrior power in the stage, you can easily charge through any enemy with it and thus ''eliminating the threat of being sent there in the first place''. They aren't overly hard to find either, since all the stages are linear. If you somehow ''don't'' get a Dream Warrior power before falling asleep (or just finding one in the dream world) however, then God help you. Even if you do get through all the mooks, the bosses well readily end you.
** The bone collecting gimmick is hit-and-miss. The houses (stages) that open up in the game are randomized with each separate play-through (though the bosses or not), and not every house that opens will have bones. If you don't see a number other than zero on the bone counter (it counts how many are left to find in the stage, not how many you have), then you have to fight your way through a pointless level for nothing. This can eat up your lives and continues like candy if you're not careful. Thankfully, bosses don't appear in non-bone levels. Made more frustrating as stages that didn't have bones before ''could'' have them later after you find the ''actual'' bone level and beat it...

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