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* NightmareFuel: The FinalBoss and the BigBad of the game, Brawshella, is a giant FetusTerrible that makes some creepy moaning noises as it takes damage. When you defeat its first phase, it comes out of its enclosure to [[FinalBossNewDimension fight you in a new arena]] with a pulsating organic background, giving the impression that you're inside a ''[[WombLevel womb]]''.

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* NightmareFuel: The FinalBoss and the BigBad of the game, Brawshella, Brawshella (or as the Stage 7 subtitle calls it: The Crooked Embryo), is a giant FetusTerrible that makes some creepy moaning noises as it takes damage. When you defeat its first phase, it comes out of its enclosure to [[FinalBossNewDimension fight you in a new arena]] with a pulsating organic background, giving the impression that you're inside a ''[[WombLevel womb]]''.


* NightmareFuel: The FinalBoss and the BigBad of the game, Brawshella, is a giant FetusTerrible that makes some creepy moaning noises as it takes damage. When you defeat its first phase, it comes out of its enclosure to fight you in a new arena with a pulsating organic background, giving the impression that you're inside a ''[[WombLevel womb]]''.

to:

* NightmareFuel: The FinalBoss and the BigBad of the game, Brawshella, is a giant FetusTerrible that makes some creepy moaning noises as it takes damage. When you defeat its first phase, it comes out of its enclosure to [[FinalBossNewDimension fight you in a new arena arena]] with a pulsating organic background, giving the impression that you're inside a ''[[WombLevel womb]]''.

Added DiffLines:

* NightmareFuel: The FinalBoss and the BigBad of the game, Brawshella, is a giant FetusTerrible that makes some creepy moaning noises as it takes damage. When you defeat its first phase, it comes out of its enclosure to fight you in a new arena with a pulsating organic background, giving the impression that you're inside a ''[[WombLevel womb]]''.


* SpecialEffectsFailure: While the parallax scrolling effects in stages 2 and 6 look absolutely cool, the fact that they are actually pre-rendered videos is exposed should a player be sent to the continue screen on those sections; all of the sprite layers freeze in place while the continue and fighter select prompts are present but the video continues its looped playback.

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* SpecialEffectsFailure: While the parallax scrolling effects effect in stages 2 and the towards-the-foreground scrolling in stage 6 look absolutely cool, the fact that they are actually pre-rendered videos is exposed should a player be sent to the continue screen on those sections; all of the sprite layers freeze in place while the continue and fighter select prompts are present but the video continues its looped playback.


* SpecialEffectsFailure: While the parallax scrolling effects in some of the stages look absolutely cool, the fact that they are actually pre-rendered video is exposed should a player be sent to the continue screen on those sections; all of the sprite layers freeze in place while the continue and fighter select prompts are present but the video continues its looped playback.

to:

* SpecialEffectsFailure: While the parallax scrolling effects in some of the stages 2 and 6 look absolutely cool, the fact that they are actually pre-rendered video videos is exposed should a player be sent to the continue screen on those sections; all of the sprite layers freeze in place while the continue and fighter select prompts are present but the video continues its looped playback.


* SpecialEffectsFailure: While the parallax scrolling effects in some of the stages look absolutely cool, the fact that they are actually pre-rendered video is exposed should a player be sent to the continue screen on those sections; all of the sprite layers freeze in place but the video continues its looped playaback.

to:

* SpecialEffectsFailure: While the parallax scrolling effects in some of the stages look absolutely cool, the fact that they are actually pre-rendered video is exposed should a player be sent to the continue screen on those sections; all of the sprite layers freeze in place while the continue and fighter select prompts are present but the video continues its looped playaback.playback.


* SpecialEffectsFailure: While the parallax effects in some of the stages look absolutely cool, the fact that they are actually pre-rendered video is exposed should a player be sent to the continue screen on those sections; all of the sprite layers freeze in place but the video continues its looped playaback.

to:

* SpecialEffectsFailure: While the parallax scrolling effects in some of the stages look absolutely cool, the fact that they are actually pre-rendered video is exposed should a player be sent to the continue screen on those sections; all of the sprite layers freeze in place but the video continues its looped playaback.


* SequelDifficultyDrop: Considerably easier than its predecessor ''VideoGame/{{Pulstar}}''. It ditches the checkpoint system in favor of simply respawning the player in place so that they can keep going and finish the game, instead of wasting continue after continue on the same section. Furthermore, no longer completely depowers you, only reducing your shot level by one out of four (except for the Peplos, which is always fixed at level 4 in exchange for being weaker than the rest of the ships). Finally, while the first game suffers from [[CameraScrew foreground objects obstructing the player's view]], no such hazard exists in this game. Of course, a player looking to 1CC the game is still going to have their work cut out for them, and those that don't care for a 1CC can still expect to feed the game a full-course meal of credits; arcade games are designed to be NintendoHard, after all, this game simply trimmed a lot of the more frustrating elements while still having its share of legitimate challenges.

to:

* SequelDifficultyDrop: Considerably easier than its predecessor ''VideoGame/{{Pulstar}}''. It ditches the checkpoint system in favor of simply respawning the player in place so that they can keep going and finish the game, instead of wasting continue after continue on the same section. Furthermore, no longer completely depowers you, only reducing your shot level by one out of four (except for the Peplos, which is always fixed at level 4 in exchange for being weaker than the rest of the ships). Finally, while the first game suffers from [[CameraScrew foreground objects obstructing the player's view]], no such hazard exists in this game. Of course, a player looking to 1CC the game is still going to have their work cut out for them, and those that don't care for a 1CC can still expect to feed the game a full-course meal of credits; arcade games are designed to be NintendoHard, after all, this game simply trimmed a lot all.
* SpecialEffectsFailure: While the parallax effects in some
of the more frustrating elements while still having stages look absolutely cool, the fact that they are actually pre-rendered video is exposed should a player be sent to the continue screen on those sections; all of the sprite layers freeze in place but the video continues its share of legitimate challenges.looped playaback.


* SequelDifficultyDrop: Considerably easier than its predecessor ''VideoGame/{{Pulstar}}''. It ditches the checkpoint system in favor of simply respawning the player in place so that they can keep going and finish the game, instead of wasting continue after continue on the same section. Furthermore, no longer completely depowers you, only reducing your shot level by one out of four (except for the Peplos, which is always fixed at level 4 in exchange for being weaker than the rest of the ships). Finally, while the first game suffers from [[CameraScrew foreground objects obstructing the player's view]], no such hazard exists in this game. Of course, a player looking to 1CC the game is still going to have their work cut out for them, and those that don't care for a 1CC can still expect to feed the game a full-course meal of credits; arcade games are designed to be NintendoHard, after all.

to:

* SequelDifficultyDrop: Considerably easier than its predecessor ''VideoGame/{{Pulstar}}''. It ditches the checkpoint system in favor of simply respawning the player in place so that they can keep going and finish the game, instead of wasting continue after continue on the same section. Furthermore, no longer completely depowers you, only reducing your shot level by one out of four (except for the Peplos, which is always fixed at level 4 in exchange for being weaker than the rest of the ships). Finally, while the first game suffers from [[CameraScrew foreground objects obstructing the player's view]], no such hazard exists in this game. Of course, a player looking to 1CC the game is still going to have their work cut out for them, and those that don't care for a 1CC can still expect to feed the game a full-course meal of credits; arcade games are designed to be NintendoHard, after all.all, this game simply trimmed a lot of the more frustrating elements while still having its share of legitimate challenges.


* SequelDifficultyDrop: Considerably easier than its predecessor ''VideoGame/{{Pulstar}}''. It ditches the checkpoint system in favor of simply respawning the player in place so that they can keep going and finish the game, instead of wasting continue after continue on the same section. Furthermore, no longer completely depowers you, only reducing your shot level by one out of four (except for the Peplos, which is always fixed at level 4). Finally, while the first game suffers from [[CameraScrew foreground objects obstructing the player's view]], no such hazard exists in this game. Of course, a player looking to 1CC the game is still going to have their work cut out for them, and those that don't care for a 1CC can still expect to feed the game a full-course meal of credits; arcade games are designed to be NintendoHard, after all.

to:

* SequelDifficultyDrop: Considerably easier than its predecessor ''VideoGame/{{Pulstar}}''. It ditches the checkpoint system in favor of simply respawning the player in place so that they can keep going and finish the game, instead of wasting continue after continue on the same section. Furthermore, no longer completely depowers you, only reducing your shot level by one out of four (except for the Peplos, which is always fixed at level 4).4 in exchange for being weaker than the rest of the ships). Finally, while the first game suffers from [[CameraScrew foreground objects obstructing the player's view]], no such hazard exists in this game. Of course, a player looking to 1CC the game is still going to have their work cut out for them, and those that don't care for a 1CC can still expect to feed the game a full-course meal of credits; arcade games are designed to be NintendoHard, after all.


* SequelDifficultyDrop: Considerably easier than its predecessor ''VideoGame/{{Pulstar}}''. It ditches the checkpoint system in favor of simply respawning the player in place so that they can keep going and finish the game, instead of wasting continue after continue on the same section. Furthermore, no longer completely depowers you, only reducing your shot level by one out of four (except for the Peplos, which is always fixed at level 4). Of course, a player looking to 1CC the game is still going to have their work cut out for them, and those that don't care for a 1CC can still expect to feed the game a full-course meal of credits; arcade games are designed to be NintendoHard, after all.

to:

* SequelDifficultyDrop: Considerably easier than its predecessor ''VideoGame/{{Pulstar}}''. It ditches the checkpoint system in favor of simply respawning the player in place so that they can keep going and finish the game, instead of wasting continue after continue on the same section. Furthermore, no longer completely depowers you, only reducing your shot level by one out of four (except for the Peplos, which is always fixed at level 4). Finally, while the first game suffers from [[CameraScrew foreground objects obstructing the player's view]], no such hazard exists in this game. Of course, a player looking to 1CC the game is still going to have their work cut out for them, and those that don't care for a 1CC can still expect to feed the game a full-course meal of credits; arcade games are designed to be NintendoHard, after all.


* SequelDifficultyDrop: Considerably easier than its predecessor ''VideoGame/{{Pulstar}}''. It ditches the checkpoint system in favor of simply respawning the player in place so that they can keep going and finish the game, instead of wasting continue after continue on the same section. Furthermore, no longer completely depowers you, only reducing your shot level by one out of four (except for the Peplos, which is always fixed at level 4). Of course, a player looking to 1CC the game is still going to have their work cut out for them, and those that don't can still expect to feed the game a full-course meal of credits; arcade games are designed to be NintendoHard, after all.

to:

* SequelDifficultyDrop: Considerably easier than its predecessor ''VideoGame/{{Pulstar}}''. It ditches the checkpoint system in favor of simply respawning the player in place so that they can keep going and finish the game, instead of wasting continue after continue on the same section. Furthermore, no longer completely depowers you, only reducing your shot level by one out of four (except for the Peplos, which is always fixed at level 4). Of course, a player looking to 1CC the game is still going to have their work cut out for them, and those that don't care for a 1CC can still expect to feed the game a full-course meal of credits; arcade games are designed to be NintendoHard, after all.


* SequelDifficultyDrop: Considerably easier than its predecessor ''VideoGame/{{Pulstar}}''. It ditches the checkpoint system in favor of simply respawning the player in place so that they can keep going and finish the game. Furthermore, no longer completely depowers you, only reducing your shot level by one out of four (except for the Peplos, which is always fixed at level 4). Of course, a player looking to 1CC the game is still going to have their work cut out for them, and those that don't can still expect to feed the game a full-course meal of credits; arcade games are designed to be NintendoHard, after all.

to:

* SequelDifficultyDrop: Considerably easier than its predecessor ''VideoGame/{{Pulstar}}''. It ditches the checkpoint system in favor of simply respawning the player in place so that they can keep going and finish the game.game, instead of wasting continue after continue on the same section. Furthermore, no longer completely depowers you, only reducing your shot level by one out of four (except for the Peplos, which is always fixed at level 4). Of course, a player looking to 1CC the game is still going to have their work cut out for them, and those that don't can still expect to feed the game a full-course meal of credits; arcade games are designed to be NintendoHard, after all.

Added DiffLines:

* SequelDifficultyDrop: Considerably easier than its predecessor ''VideoGame/{{Pulstar}}''. It ditches the checkpoint system in favor of simply respawning the player in place so that they can keep going and finish the game. Furthermore, no longer completely depowers you, only reducing your shot level by one out of four (except for the Peplos, which is always fixed at level 4). Of course, a player looking to 1CC the game is still going to have their work cut out for them, and those that don't can still expect to feed the game a full-course meal of credits; arcade games are designed to be NintendoHard, after all.


* SugarWiki/VisualEffectsOfAwesome: Stage 2 has an absolutely breathtaking 3D parallax effect of the corridor in the first half of the stage running at 60 FPS. Likewise Stage 5 has a similar effect set in a tunnel that scrolls towards the player.

to:

* SugarWiki/VisualEffectsOfAwesome: Stage 2 has an absolutely breathtaking 3D parallax effect of the corridor in the first half of the stage running at 60 FPS. Likewise Stage 5 6 has a similar effect set in a tunnel that scrolls towards the player.

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