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** In ''Nitrome Must Die'', the Rocket is this in the hands of an enemy, considering that its projectile is fast as hell, deals splash damage, and ''takes out over a third of your health in a single hit''. Since [[TheComputerIsACheatingBastard Employee enemies don't have its regular limitation of low ammo]], there's nothing stopping them from just spamming the hell out of this. Fittingly, the FinalBoss uses this weapon for one of his phases. Its saving grace is that the same weapon is a OneHitKill on almost all enemies if you happen to have it.

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** In ''Nitrome Must Die'', the Rocket is this in the hands of an enemy, considering that its projectile is fast as hell, deals splash damage, and ''takes out over anywhere from a third to half of your health in a single hit''. Since [[TheComputerIsACheatingBastard Employee enemies don't have its regular limitation of low ammo]], there's nothing stopping them from just spamming the hell out of this. Fittingly, the FinalBoss uses this weapon for one of his phases. Its saving grace is that the same weapon is a OneHitKill on almost all enemies if you happen to have it.


** The Mimic Green Enzymes from ''Test Subject Green'' were designed in-universe to be this. Capable of copying the powers of most of the Oranges, they'll approach Blue and start mimicking his every move. Not only will you then have a murderous enzyme chasing you and copying your movements, they're annoyingly difficult to deal with too, since they're mobile and can mimic Shield enzymes to block a hit if shot when on the ground - and in case you thought killing it before it detects you is an option, its passive state is too low to hit even while crouching, and exploiting terrain to hit it will just have it mimic Dodge to avoid the hit. The worst part is that you ''cannot fight them, period'', as unlike every other enemy in the game, ''they'll respawn instantly if killed''.

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** The Mimic Green Enzymes from ''Test Subject Green'' were designed in-universe to be this. Capable of copying the powers of most of the Oranges, they'll approach Blue and start mimicking his every move.move, instantly killing him if it gets too close. Not only will you then have a murderous enzyme chasing you and copying your movements, they're annoyingly difficult to deal with too, since they're mobile and can mimic Shield enzymes to block a hit if shot when on the ground - and in case you thought killing it before it detects you is an option, its passive state is too low to hit even while crouching, and exploiting terrain to hit it will just have it mimic Dodge to avoid the hit. The worst part is that you ''cannot fight them, period'', as unlike every other enemy in the game, ''they'll respawn instantly if killed''.


** In ''Nitrome Must Die'', the Rocket is this in the hands of an enemy, considering that its projectile is fast as hell, deals splash damage, and ''takes out over a third of your health in a single hit''. Since [[TheComputerIsACheatingBastard Employee enemies don't have its regular limitation of low ammo]], there's nothing stopping them from just spamming the hell out of this. Fittingly, the FinalBoss uses this weapon for one of his phases.

to:

** In ''Nitrome Must Die'', the Rocket is this in the hands of an enemy, considering that its projectile is fast as hell, deals splash damage, and ''takes out over a third of your health in a single hit''. Since [[TheComputerIsACheatingBastard Employee enemies don't have its regular limitation of low ammo]], there's nothing stopping them from just spamming the hell out of this. Fittingly, the FinalBoss uses this weapon for one of his phases. Its saving grace is that the same weapon is a OneHitKill on almost all enemies if you happen to have it.


** [[SkeletonCrew Level 12]] of ''Mutiny'', where your pirates are outnumbered 5 to 11. To make things worse, the level is broken up into a series of tightly-spaced islands, making it difficult to navigate and aim your weapons properly. God help you if the CPU decides to use a [[TheComputerIsACheatingBastard banana...]]

to:

** [[SkeletonCrew Level 12]] of ''Mutiny'', where your pirates are outnumbered 5 to 11. To make things worse, the level is broken up into a series of tightly-spaced islands, making it difficult to navigate and aim your weapons properly.properly while letting the skeletons isolate your units before ganging up on them. God help you if the CPU decides to use a [[TheComputerIsACheatingBastard banana...]]


* DemonicSpiders:
** The Mimic Green Enzymes from ''Test Subject Green'' were designed in-universe to be this. Capable of copying the powers of most of the Oranges, they'll approach Blue and start mimicking his every move. Not only will you then have a murderous enzyme chasing you and copying your movements, they're annoyingly difficult to deal with too, since they're mobile and can mimic Shield enzymes to block a hit if shot when on the ground - and in case you thought killing it before it detects you is an option, its passive state is too low to hit even while crouching, and exploiting terrain to hit it will just have it mimic Dodge to avoid the hit. The worst part is that you ''cannot fight them, period'', as unlike every other enemy in the game, ''they'll respawn instantly if killed''.
** Employees/Workers in ''Nitrome Must Die'' have large amounts of health, are surprisingly mobile, and can wield any of the weapon types in the game depending on what map they're on. While they're always more threatening than most other enemy types that appear on their levels, their difficulty can go from hard to hair-pulling if they happen to have a very strong weapon on hand, particularly Rockets (see below). The suited variants of the employees not only have more health, but they have a whip attack they can use to extend their melee range, and sometimes are ''carried'' by Employees to more than double their HP and firepower.



* ThatOneBoss: Boss 14 from ''Sky Serpents'' is probably considered the most awkward/difficult due to its fireballs and needing to memorize the layout and timing all of the jumps perfectly.
** There's also the first boss in ''Fat Cat'', where in order to win, there's precisely ''one'' place where you can position the cat and the owl so that the cat doesn't get hit. It turns out to be [[spoiler: almost directly on top of the main cannon.]]
* ThatOneLevel: ''Cave Chaos 2'' has its minecart level. The jist of it is that you need to ride a minecart across rails. Sounds simple, right? Well, the rails' collision detection is set up in a way that the minecart sits on top of them fine, but you go right through them. Even worse, bats place down the rails progressively, and this combined with the game's wonky physics means you ''will'' be falling out of the minecart to your death. ''A lot''.

to:

* ThatOneBoss: ThatOneAttack:
** In ''Nitrome Must Die'', the Rocket is this in the hands of an enemy, considering that its projectile is fast as hell, deals splash damage, and ''takes out over a third of your health in a single hit''. Since [[TheComputerIsACheatingBastard Employee enemies don't have its regular limitation of low ammo]], there's nothing stopping them from just spamming the hell out of this. Fittingly, the FinalBoss uses this weapon for one of his phases.
** From the same game, the Molotov. While it's arguably easier to avoid than the Rocket, the resulting fire waves travel along the full length of whatever it landed on, deal ridiculous damage, and ''ignore invincibility frames while still putting players into hitstun'', meaning a single enemy Molotov can easily juggle and instantly kill a player. While players can also use this to gib even the toughest of foes, it can deal self damage, so a player can potentially stunlock and kill themselves with an ill-placed shot, making it this ''in the player's hands as well''.
** In ''Mutiny'', just about any ability with global range can be this. The Tidal Wave in particular stands out, as unlike the others, it's not limited by terrain, doesn't need to be aimed, and will hit ''everything in the lower half of the map'' for massive damage. Some maps start your whole team on the bottom half, only for an enemy to whip out a Tidal Wave on their first turn.
** The North Star from ''Steamlands'' is a minigun that deals an absolutely ludicrous amount of DPS and can instantly shred most defenses before doing the same with the rest of your tank. You might be tempted to try and loot it for yourself upon seeing an enemy with one, but due to it being both a large and high priority target, chances are the only way you'll even end up ''surviving'' the encounter is to outright take out the North Star.
** Also from ''Steamlands'' is Thor's Hammer, a railgun that fires hitscan blasts that cannot be avoided and inflict massive amounts of damage per shot, making it liable to instantly take out key defenses or tank components. Worse still, a full-health Thor's Hammer has deadly precision, so it's not going to miss - and not even Reflectium will save you since it's the only gun in the game that outright ''ignores it''.
* ThatOneBoss:
**
Boss 14 from ''Sky Serpents'' is probably considered the most awkward/difficult due to its fireballs and needing to memorize the layout and timing all of the jumps perfectly.
** There's also
perfectly. Fittingly, it was chosen to represent the first game as a boss in ''Fat Cat'', where in order to win, there's precisely ''one'' place where you can position ''Nitrome Must Die'' out of all the cat and the owl so that the cat doesn't get hit. It turns out to be [[spoiler: almost directly on top of the main cannon.]]
serpents, although it's significantly easier there.
* ThatOneLevel: ThatOneLevel:
**
''Cave Chaos 2'' has its minecart level. The jist of it is that you need to ride a minecart across rails. Sounds simple, right? Well, the rails' collision detection is set up in a way that the minecart sits on top of them fine, but you go right through them. Even worse, bats place down the rails progressively, and this combined with the game's wonky physics means you ''will'' be falling out of the minecart to your death. ''A lot''.


* SugarWiki/FunnyMoments: The ending to ''VideoGame/SkySerpents''. The hero has been killing giant monsters to beat his Old Man's score. [[spoiler: He misheard 14. He killed 140.]] The hero's look of surprise is great.


** [[SkeletonCrew Level 12]] of Mutiny, where your pirates are outnumbered 5 to 11. To make things worse, the level is broken up into a series of tightly-spaced islands, making it difficult to navigate and aim your weapons properly. God help you if the CPU decides to use a [[TheComputerIsACheatingBastard banana...]]

to:

** [[SkeletonCrew Level 12]] of Mutiny, ''Mutiny'', where your pirates are outnumbered 5 to 11. To make things worse, the level is broken up into a series of tightly-spaced islands, making it difficult to navigate and aim your weapons properly. God help you if the CPU decides to use a [[TheComputerIsACheatingBastard banana...]]


* EarWorm: The music from ''Enemy 585'' '''will''' [[https://www.youtube.com/watch?v=J5CjAvY2CmA get stuck in your head]].


* ThatOneLevel: ''Cave Chaos 2'' has its minecart level. The jist of it is that you need to ride a minecart across rails. Sounds simple, right? Well, the rails' collision detection is set up in a way that the minecart sits on top of them fine, but you go right through them. Even worse, bats place down the rails progressively, and this combined with the game's wonky physics means you ''will'' be falling out of the minecart to your death. ''A lot''.

to:

* ThatOneLevel: ''Cave Chaos 2'' has its minecart level. The jist of it is that you need to ride a minecart across rails. Sounds simple, right? Well, the rails' collision detection is set up in a way that the minecart sits on top of them fine, but you go right through them. Even worse, bats place down the rails progressively, and this combined with the game's wonky physics means you ''will'' be falling out of the minecart to your death. ''A lot''.lot''.
** [[SkeletonCrew Level 12]] of Mutiny, where your pirates are outnumbered 5 to 11. To make things worse, the level is broken up into a series of tightly-spaced islands, making it difficult to navigate and aim your weapons properly. God help you if the CPU decides to use a [[TheComputerIsACheatingBastard banana...]]


* AwesomeMusic: Tons. They almost never fail to disappoint with their menu and in-game music. Among the best would have to be ''Dirk Valentine and the Fortress of Steam'''s [[https://www.youtube.com/watch?v=mUOXk24vOgU in-game music.]]
* CrowningMomentOfFunny: The ending to ''VideoGame/SkySerpents''. The hero has been killing giant monsters to beat his Old Man's score. [[spoiler: He misheard 14. He killed 140.]] The hero's look of surprise is great.
* CrowningMusicOfAwesome: The whole soundtrack of ''Ice Breaker''.

to:

* AwesomeMusic: SugarWiki/AwesomeMusic: Tons. They almost never fail to disappoint with their menu and in-game music. Among the best would have to be ''Dirk Valentine and the Fortress of Steam'''s [[https://www.youtube.com/watch?v=mUOXk24vOgU in-game music.]]
* CrowningMomentOfFunny: The ending to ''VideoGame/SkySerpents''. The hero has been killing giant monsters to beat his Old Man's score. [[spoiler: He misheard 14. He killed 140.]] The hero's look of surprise is great.
* CrowningMusicOfAwesome: The whole soundtrack of ''Ice Breaker''.
]]


Added DiffLines:

* SugarWiki/FunnyMoments: The ending to ''VideoGame/SkySerpents''. The hero has been killing giant monsters to beat his Old Man's score. [[spoiler: He misheard 14. He killed 140.]] The hero's look of surprise is great.


* HellIsThatNoise: The siren in ''Squawk''.
** Also the opening to Pixel Pop, which sounds exactly like old dial up.


* ScrappyMechanic: In Swindler 2, the titular character gains the ability to detach from his rope and roll around the level. Not only is it hard to control, but you have to [[OxygenMeter constantly regain air]] because [[DarthWiki/WallBanger he apparently]] [[WeaksauceWeakness can't breathe]] [[DarthWiki/WallBanger without it.]] It does nothing to enhance the game.

to:

* ScrappyMechanic: In Swindler 2, the titular character gains the ability to detach from his rope and roll around the level. Not only is it hard to control, but you have to [[OxygenMeter constantly regain air]] because [[DarthWiki/WallBanger he apparently]] apparently [[WeaksauceWeakness can't breathe]] [[DarthWiki/WallBanger breathe without it.]] It does nothing to enhance the game.


* ScrappyMechanic: In Swindler 2, the titular character gains the ability to detach from his rope and roll around the level. Not only is it hard to control, but you have to [[OxygenMeter constantly regain air]] because [[DarthWiki/WallBanger he apparently]] [[WeaksauceWeakness can't breathe]] [[DarthWiki/WallBanger without it.]]

to:

* ScrappyMechanic: In Swindler 2, the titular character gains the ability to detach from his rope and roll around the level. Not only is it hard to control, but you have to [[OxygenMeter constantly regain air]] because [[DarthWiki/WallBanger he apparently]] [[WeaksauceWeakness can't breathe]] [[DarthWiki/WallBanger without it.]]]] It does nothing to enhance the game.


* ScrappyMechanic: In Swindler 2, the titular character gains the ability to detach from his rope and roll around the level. Not only is it hard to control, but you have to constantly regain air because [[{{Wallbanger}} he apparently]] [[WeaksauceWeakness can't breathe]] [[{{Wallbanger}} without it.]]

to:

* ScrappyMechanic: In Swindler 2, the titular character gains the ability to detach from his rope and roll around the level. Not only is it hard to control, but you have to [[OxygenMeter constantly regain air air]] because [[{{Wallbanger}} [[DarthWiki/WallBanger he apparently]] [[WeaksauceWeakness can't breathe]] [[{{Wallbanger}} [[DarthWiki/WallBanger without it.]]

Added DiffLines:

* ScrappyMechanic: In Swindler 2, the titular character gains the ability to detach from his rope and roll around the level. Not only is it hard to control, but you have to constantly regain air because [[{{Wallbanger}} he apparently]] [[WeaksauceWeakness can't breathe]] [[{{Wallbanger}} without it.]]

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