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  • Anti-Climax Boss: Evil Ed. Pretty much all you have to do is to keep spinning around and throwing rocks at him while avoiding occasional bombs. The only thing Ed does is making boulders and bombs appear on the stage. During the first part, he just stands on a floating rock and does nothing while boulders keep coming from left and right. To top it all off, a pot containing a helmet will often spawn should Lomax lose his helmet to bombs. It's made even more ridiculous when you notice that during the second part of the fight, he uses hand puppets.
  • Awesome Music: Lomax was one of the few console games that made liberal use of the Qsound algorithm, which allowed multi channel audio effects to be used through stereo speakers and really shows in the richness of its soundtrack.
  • Breather Level: The space levels can feel like this after The Wild West levels. The enemies are back to being destroyed after a single hit (as opposed to the cowboy enemies, see example below). Also, no Obstructive Foreground.
  • Demonic Spiders: The Cowboys. They take 2 hits to die, and after the first hit, they continuously fire "bullets" at Lomax that turn into walking Action Bombs after they hit the ground. Said bullets stay on screen for a good bit of time before jumping and self-destructing, and if Lomax tries to kill them via Spin Attack, they explode and hurt him, forcing you to kill them with the helmet (if Lomax still has it). Worst of all, these cowboys are all over the third world.
  • Fridge Horror: One type of enemy explodes as their means of attack. All of the enemies are normal lemmings turned into monsters. Let that sink in.
  • Game-Breaker: The spin ability. Almost every enemy will be damaged by it, and it makes you invincible to Collision Damage and nearly every attack.
  • Goddamned Bats: Literally in the case of the vampire enemy. Its bat form can only be stunned, not killed and will follow you around the level. Swoop down at you every time you stop moving and eventually take ground and briefly transform into an enemy that you can kill.
  • Scrappy Mechanic: The jets of air in the final level as mentioned below, but besides those;
    • Whenever the game requires you to avoid an obstacle that moves in more than two dimensions, the windmills in the later graveyard sections probably being the most notable.
    • The bubbles. How they work is that they will float upwards towards the top of the screen, and if you jump into one they will stop for a second before falling down and killing you. The idea is that you will use this brief moment to jump to another one or to a nearby platform, but their chaotic movement means a lot of timing and luck is required in order to perfect such a jump.
  • That One Level:
    • The section right before the fight with Evil Ed. You are very likely to lose the most of your lives there as you try to get past these clouds of smoke that are supposed to propel you high into the air, but it's nearly impossible to determine the pattern in which they do that instead of making you fly too low and fall to your death.
    • Also, The Wild West levels in general can feel like this. The cowboy enemies take 2 hits to die and shoot walking bullets after the first hit, and said bullets are the only enemy immune to your spin attack and actually harm you if you try to destroy them like this. Also, there are spikes coming out of the ground in certain patterns, spiky balls that swing on chains in a fake 3D perspective, and lots of Obstructive Foreground smoke.
    • The two haunted Ships levels which are multilevel labyrinths of similar looking platforms, several dead ends and sharks everywhere.

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