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Characters / Space Rangers

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    Player character 
  • Adventurer Archaeologist: The player takes on this role in a few text adventure mini-games, solving a simple puzzle for a team of more traditional archaeologists.
  • Hello, [Insert Name Here]
  • It's Up to You: Played with. The Coalition forces can easily deal with Klissans and Dominators without you, especially at low difficulties. The player is not only one who can kill Makhpella and the Dominator bosses, however the player is needed to be present in the same star system, or otherwise they can't be killed, and killing them with just weapons is very difficult, so a Mental Communicator and Anti-Dominator programs are needed, which can only used by player.
  • Purely Aesthetic Gender: In Space Rangers 2, you can choose a female face for your ranger, but it doesn't affect anything in the game - you're still treated as a male.

The Coalition

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    The Coalition in general 
https://static.tvtropes.org/pmwiki/pub/images/sr2logo2.jpg
The Coalition is a political and economic union, which includes all the planets of the five most developed civilizations.

  • Abusive Precursors: To the Dominators. Quoting a certain pirate: "If you were carpet-bombed with nukes and radiation-roasted for a couple hundred years, wouldn't you be royally pissed about that?"
  • Aliens Speaking English: Or Russian, in the original version.
  • All Crimes Are Equal: Mugged a couple of traders for their cargo and money? Four months in prison! Sold too much drugs at once? Four months in prison! Attacked and destroyed an entire military fleet, leaving a planet defenseless against killer robots? Four months in prison!
    • That is, of course, if you manage to reach a planet in order to be arrested at all. Otherwise the system military will simply blast you of the sky.
  • Chromosome Casting: All the Space Rangers are male, and so are all the ship captains and government officials you encounter. Female characters only appear in text adventures, and only in minor roles. Technically the Faeyans are hermaphrodites, but in practice they are all treated as men.
    • Space Rangers: A War Apart, however, introduces Special Agents, which are all female (and all human).
  • Colour-Coded for Your Convenience: Maloqs are red, Pelengs are green, Humans are blue, Faeyans are violet and Gaalians are yellow.
  • The Federation: Sort of.
  • Foreign Queasine: One of the text quests involves a cooking contest. Quite a bit of "exotic ingredients" can be expected (Beef steak, still bloody and covered with ash, for the Maloq; Seafood decorated with live worms for Peleng, etc).
  • Galactic Superpower: They occupy only one galactic arm, not the whole galaxy, however.
  • Global Currency/We Will Spend Credits in the Future: The Galactic Credit is the human currency, but they've managed to convince all other races to use it as well. Averted in some text quests.
  • Humanoid Aliens: All races except humans.
  • Law of Alien Names: The Maloqs have a lot of R and voiced stops (b, d, g) in their names (and their planet names etc.), Pelengs have a lot of 'ts', 'ch', 'sh' sounds, Faeyans have a lot of l, m, n, f, p and y sounds and Gaalians have a lot of doubled vowels (such as 'Gaaldok', 'Raalito' etc.).
  • No Biochemical Barriers: All five races can walk on any populated planet of other race without a spacesuit. You can sell food, medicines, alcohol and drugs from one planet to any other planet regardless of their races. There are text quests with cooking contests for all five races. Some races dislike some kinds of food (for example, Faeyans are mostly vegetarians) but it's not poisonous to them. The stimulants work equally on all five races. Also, on a pirate base you can transplant your brain to the body of any other race. There are some race-specific diseases, however.
  • Planet of Hats: All five sentient races are quite widespread across the galaxy, so you'll encounter many planets with the same hat. The Maloqs' hat is being the Proud Warrior Race (see below), Gaalians are wise and patient, Faeyans are awesome scientists, and Pelengs are the slimy spies, villains and backstabbers. Humans are an average race in both attitudes and technology, while apparently being superior businessmen (After all, the galactic currency is the human-originated "Galactic Credit").
    • Subverted in text quests where you may encounter smart Maloqs and heroic Pelengs.
  • Universal Universe Time: One of the most notable human successes was to establish this (the other was the Galactic Credit).

    The Maloqs 
https://static.tvtropes.org/pmwiki/pub/images/races_maloq_6.jpg
  • Alien Arts Are Appreciated: Their stools are considered treasures of art. A true Maloq stool is supposed to be wobbly, have splinters that tear into one's butt and be heavy and unwieldy.
  • Dumb Muscle: They are physically strong, but are the least developed Coalition race.
  • Extreme Omnivore: They have a fair part of this too.
  • Fantastic Racism: Played for laughs, most of the times. They see themselves as superior beings because they are so strong and dream of galactic domination. But they are the stupidest race of the five and it's unlikely they'll ever achieve their goals, aside from a few super-weapon projects.
  • Klingon Scientists Get No Respect: They don't respect anyone who isn't involved in war.
  • Our Orcs Are Different: They definitely have a lot of the traits of the "Blizzard orcs" archetype (personality-wise), although this time they are not in conflict with humans.
  • Proud Warrior Race Guy: Trading or killing pirates might end up with you being very unpopular with Maloqs - they do not appreciate activities that don't involve war, and they think of piracy as an honorable career. The Maloqs' way of greeting is to punch the other person in the face. Maloqs despise any luxury, and ban any trading in luxurious items on their planets. In fact, the only luxury items they allow for themselves are stools.
  • Strange Salute: Their salute is punching the one being saluted in the shoulder. If you wish to show great respect for the saluted, you punch them in the jaw. Because Maloqs are physically very strong, diplomacy with other races can be bit iffy; in one quest, a Maloq purposefully holds himself back in order to not kill you with his punch.

    The Pelengs 
https://static.tvtropes.org/pmwiki/pub/images/races_peleng.jpg
The Pelengs are the galactic gangsters; practically have no army, no law, no government. Scientific research is also absent, but nevertheless it is kept second from the end (stolen technology). They have at least a strange physiology (gills, four arms and the ability to change sex at will). In the old version, they had something like a trunk with two mouth-like folds, in the remake, the lower fold turned into a real mouth, and the upper one — into a pair of narrow nostrils.

    The Humans 
https://static.tvtropes.org/pmwiki/pub/images/races_human.jpg
Actually, the humans who practically do not differ from us living in the XXI century. Strong middle peasants, diplomats, however, inherited the most in the history of the Sleeve: they introduced their own chronology, standardized trade and introduced their own single currency.

  • Humans Are Average: Their technology is better than Maloq and Peleng, but worse than Faeyan and Gaalian.
  • Humans Are Diplomats: Sort of. The Coalition uses human currency and time system for a reason.
  • Private Military Contractors: One mission implies that the Faeyans don't have own militaries so they hire mercenaries which are all human, because the Gaalians hire mercenaries themselves and the Maloqs and Pelengs may turn their own weapons against them at any moment.
  • Proud Merchant Race: They managed to make the economy of the entire arm of the Milky Way to revolve around themselves, this includes worldwide adoption of the Earth's credits and the fiscal year. In the sequel, they came up with and run business centers, which are simultaneously trading posts, banks, insurance firms and more. Humans don't really wear a hat and mercilessly exploit everyone else's hats for profit and diplomacy, but are otherwise honest merchants.

    The Faeyans 
https://static.tvtropes.org/pmwiki/pub/images/races_fei.jpg
The Faeyans are the second proud and wise race of the game. Thin, emotionless hermaphrodites with a strong technical bias. Neon and minerals are used in food, which hints at not quite traditional biochemistry, but due to the depletion of asteroid reserves, some members of the race have learned to use ordinary vegetarian food.

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    The Gaalians 
https://static.tvtropes.org/pmwiki/pub/images/races_gaal.jpg
The Gaalians, also known as the Children of Gaal, are tall, yellow humanoids. A distinctive feature is the third eye, a symbol of wisdom. The most highly developed race, can be genetically engineered. Even before the appearance of the rest of the races in space, they managed to colonize the entire Orion arm, fight with each other, cut massively, recover with the help of the very same genetic engineering, and even fly into the next arm on warp engines and quarrel with Machpella there. At the time of the second game, they are slowly dying out due to the massive use of drugs; therefore, the Pelengs are fiercely hated, just drugs and traders. Top management is endowed with biological immortality, and others do not need it.

Organizations

    Rangers 
  • Dirty Coward: For this reason, the entire Rangers program sans you is a complete disaster. AI Rangers are tasked with preserving themselves at any cost, which is why they always turn tail at the first sight of enemies, only visit already freed systems to collect loot, and even under your command they have to be ordered every turn to do something other than running for them to not forsake the order immediately.
  • One-Man Army: Every ranger is one. In fact, the Coalition created the Space Rangers to be this.

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Enemy races

    Enemy races in general 
  • Unusable Enemy Equipment: When you destroy another ship, some of its equipment is dropped intact. Klissans/Dominators often drop equipment that is only useful to them (like parts from their computer systems or inner workings) and largely useless to the player. Fortunately, these items can still be sold — and science stations pay extremely well for them.
  • Hurl It into the Sun: They can easily be tricked into flying into the sun.
  • Starfish Language: You need a Mental Communicator and Intercom to talk to Makhpella and the Dominators respectively.

    Makhpella and the Klissans 

    The Dominators in general 
An aggressive race of machines attacking the planets of the Coalition 300 years after the first part. Unlike the previous ones, they are not monolithic, but are divided into three subspecies, each with its own purpose. The history of the emergence of the Dominators goes far into the past, long before the emergence of the Coalition. They came half from the forbidden modular robots that were previously used by all races in wars, which the Maloqs who developed them last, because of their stupidity after the introduction of the ban, decided not to destroy, but to hide on Gralgar, half from Klissans.

  • A.I. Is a Crapshoot: They have different reasons for war, however.
  • Colour-Coded for Your Convenience: Blazeroids are red, terronoids are green and kelleroids are blue.
  • Enemy Civil War: They are divided into 3 factions that are as hostile to each other as they are to the Coalition.
  • From a Single Cell: They consist of autonomous microscopic nodes, and thus can easily replicate themselves.
  • Scary Dogmatic Aliens
  • Suicide Attack: The Klings in Space Rangers HD is the lightest type of dominators, their weapons are very weak, but they are quite dangerous due to ability of ramming enemy ships, exploding themselves and thus inflicting considerable damage.
  • Talking the Monster to Death: The player can choose to do this to one of the 3 main bosses.

    Blazer and the Blazeroids 
The Dominators of red color, "Destroyers", fight for the extermination of other life forms.

    Terron and the Terronoids 
https://static.tvtropes.org/pmwiki/pub/images/terron_core_01_crop.jpg
Terron's core close up
The Dominators of green color, the "Converters", seek to recycle all the matter of the Universe into themselves.

  • Extreme Omnivore: "The final goal is to absorb all the matter in the universe into my species." One of the ways of defeating the Terron boss is to tell him to go eat a star, out of all things.
  • Grey Goo: They want to turn all the matter in the universe to them.
  • Hurl It into the Sun: One of the ways of dealing with Terron is to give him a program of transforming the star. Scientists say that he will probably melt within a year.
  • Load-Bearing Boss: When you destroy its core in the planetary battle, it leads to the destruction of the entire planet.
  • Planetary Parasite: The scientists thought he was based on a some planet. In a talk to him, it's revealed that he is not based on the planet, he is the planet, which was consumed by him.
  • Storming the Castle: One of the ways to dispose of Terron is deploying a small army of robots on its surface and destroying its core. Amusingly, it can easily be done with a single robot via manual control.

    Keller and the Kelleroids 
The Dominators of blue color, "Scientists", destroying all life for the sake of studying its atomic structure. The boss — Keller can be defeated either by following him into a black hole and persuading him to fade (You just need to choose the second option in the dialogue), or buy a special program on a scientific base that blocks Keller's recovery and destroy him in a black hole.

  • For Science!: They don't destroy the Coalition ships - he's merely disassembling them for studying. It's not his fault they cannot reassemble back!
  • Mad Scientist: Their way of researching things is to take them apart and see what they are made of. Coalition races can't reassemble themselves after the process? Not his problem!
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