Follow TV Tropes

Following

History VideoGame / Chippy

Go To

OR

Added: 179

Changed: 21

Is there an issue? Send a MessageReason:
None


* EasyModeMockery: Aside from Chippy sporting a red bow in the Easy difficulty, [[CursedItem cursed powerups]], [[AttackDrone Drone items]], and {{time bomb}}s are absent from it.



* HardModePerks: The Blink and Slowmo items' time-slowing effects being weaker on higher difficulties causes their use to drag out the respective stages to a smaller degree.

to:

* HardModePerks: The Blink and Slowmo Certain items' time-slowing effects being weaker on higher difficulties causes their use to drag out the respective stages to a smaller degree.
Is there an issue? Send a MessageReason:
None


* TurnsRed: Many bosses not only have multiple forms, but dole out tougher attacks as more and more protective guns are destroyed.

to:

* TurnsRed: Many Not only do most bosses not only have multiple forms, but some dole out tougher attacks as more and more protective guns are destroyed.

Added: 134

Changed: 259

Removed: 208

Is there an issue? Send a MessageReason:
Bullet Time is used to depict dodging, not to enhance it.


* BulletTime: The flow of time slightly slows down when you graze bullets.



* MultiDirectionalBarrage: The Credits stage has the Omnislice item, which launches a 360-degree spread of ''nine Slice projectiles''.



* MultiDirectionalBarrage: The Credits stage has the Omnislice item, which launches a 360-degree spread of ''nine Slice projectiles''.



* StatusBuff: Damage and Shield pickups are passive effects instead of secondary weapons. (There's also the Spawner powerup that makes you periodically shoot strong bullets in the direction you're facing, and the Factory powerup that makes you regularly generate Cannon items and other offensive powerups.)

to:

* StatusBuff: Damage and Shield pickups are passive effects instead of secondary weapons. (There's also permanently increase the Spawner powerup that makes you periodically shoot strong bullets in the direction amount of damage your gun does as long as you're facing, and the Factory powerup that makes you regularly generate Cannon items and other offensive powerups.)alive.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* HardModePerks: The Blink and Slowmo items' time-slowing effects being weaker on higher difficulties causes their use to drag out the respective stages to a smaller degree.

Added: 1213

Changed: 146

Is there an issue? Send a MessageReason:
None


*** Attack items[[note]]Cannon, Barrage, Broadside, and Airburst[[/note]] are teal.

to:

*** Attack items[[note]]Cannon, Barrage, Broadside, Airburst, and Airburst[[/note]] [[SpreadShot Triple Cannon]][[/note]] are teal.



*** [[ArmorPiercingAttack Piercing items]][[note]]Slice and Carve[[/note]] are a plum-ish dark purple.
*** Miscellaneous powerups[[note]]Convert, [[BreakablePowerUp Spawner]], Factory, and Fast-Forward[[/note]] are magenta-violet.

to:

*** [[ArmorPiercingAttack Piercing items]][[note]]Slice items]][[note]]Slice, Carve, and Carve[[/note]] [[MultiDirectionalBarrage Omnislice]][[/note]] are a plum-ish dark purple.
*** Miscellaneous powerups[[note]]Convert, [[BreakablePowerUp Spawner]], Factory, Fast Forward, and Fast-Forward[[/note]] {{Laser Sight}}[[/note]] are magenta-violet.



* CompetitiveMultiplayer: The Ball Pit is the BulletHell equivalent of 1v1 dodgeball combined with air hockey, where you must be the first to score 10 points. Each point is scored and the round won when one's opponent is hit by an enemy ball while they have no Shield or Teleport pickups.



* EndlessGame: Uniquely, your goal in Crossfire is to survive through waves of {{Roboteching}} bullets and various other dangers. The timer in the stage's mode is affected with [[TimeMaster the in-stage flow of time]].

to:

* EndlessGame: Uniquely, your goal in Crossfire is to survive through waves of {{Roboteching}} bullets and various other dangers. The Furthermore, the timer in the stage's mode is affected with [[TimeMaster the in-stage flow of time]].



* LaserSight: The boss fought at the end of the [[MiniGameCredits Credits]] stage can fire a unique namesake pickup, which causes you to emit a thin beam to that deals very light damage and assists in aiming.



** Conversely, Xulgon's yellow-eyed minions {{dash| attack}} a slightly shorter distance.

to:

** Conversely, Xulgon's yellow-eyed minions {{dash| attack}} a slightly shorter distance.slower.
* MultiDirectionalBarrage: The Credits stage has the Omnislice item, which launches a 360-degree spread of ''nine Slice projectiles''.



* SplashDamage: The Cannon item fires a projectile that deals heavy damage to nearby pixels amd parts.

to:

* SplashDamage: The Cannon item fires a projectile that deals heavy damage to nearby pixels amd parts.and parts.
* SpreadShot: The Triple Cannon, an item exclusive to the Credits stage, fires a spread of three Cannon projectiles.


Added DiffLines:

* UnstableEquilibrium: The [[CompetitiveMultiplayer Ball Pit]] {{zigzag|ging Trope}s this:
** At the end of each round, the winner earns five more credits than the loser does, allowing them to buy more and/or better items to aid them further.
** However, [[InvertedTrope the above is significantly tempered by]] more Shields being given to respawning players that are losing, as well as "pity bonuses" being given to any player who loses at least three rounds in a row.

Added: 885

Changed: 250

Is there an issue? Send a MessageReason:
None


* AwesomeButImpractical: Various cursed powerups spawn attacks that just make the stage take longer to beat, and aren't worth such an added risk.

to:

* AwesomeButImpractical: AwesomeButImpractical:
** The Factory pickup causes you to slowly generate an infinite supply of Cannon items and sometimes other offensive powerups, making it ''the game's strongest powerup in the long run''. However, it is {{cursed| item}} in its only official appearance (the Quartet stage), and it will cause a lengthy and damaging trail to be constantly emitted by you.
**
Various cursed powerups spawn attacks that just make the stage take longer to beat, and aren't worth such an added risk.



*** Miscellaneous powerups[[note]]Convert and [[BreakablePowerUp Spawner]][[/note]] are magenta-violet.

to:

*** Miscellaneous powerups[[note]]Convert and powerups[[note]]Convert, [[BreakablePowerUp Spawner]][[/note]] Spawner]], Factory, and Fast-Forward[[/note]] are magenta-violet.



* EndlessGame: Uniquely, your goal in Crossfire is to survive through waves of {{Roboteching}} bullets and various other dangers. The timer in the stage's mode is affected with [[TimeMaster the in-stage flow of time]].



* TimeMaster: The Slowmo item lets you temporarily slow down time, in order to dodge tight attacks more easily.

to:

* TimeMaster: TimeMaster:
**
The Slowmo item lets you temporarily slow down time, in order to dodge tight attacks more easily.easily.
** The Fast Forward item, found in Crossfire and the Credits, temporarily ''speeds up'' time.

Changed: 219

Removed: 477

Is there an issue? Send a MessageReason:
None


* AwesomeButImpractical:
** The Factory pickup allows you to slowly generate an infinite supply of Cannon items and sometimes other offensive powerups, making it the game's strongest powerup in the long run. Its only official appearance is as an EasterEgg in the Quartet stage, where it is cursed and will cause a lengthy and damaging trail to be constantly emitted by you.
** Various other cursed powerups spawn attacks that just make the stage take longer to beat, and aren't worth such an added risk.

to:

* AwesomeButImpractical:
** The Factory pickup allows you to slowly generate an infinite supply of Cannon items and sometimes other offensive powerups, making it the game's strongest powerup in the long run. Its only official appearance is as an EasterEgg in the Quartet stage, where it is cursed and will cause a lengthy and damaging trail to be constantly emitted by you.
**
AwesomeButImpractical: Various other cursed powerups spawn attacks that just make the stage take longer to beat, and aren't worth such an added risk.



*** Miscellaneous powerups[[note]]Convert, Spawner, Factory, and Fast-Forward[[/note]] are magenta-violet.
*** The secret curse [[spoiler:briefly found at the top left corner of the screen after skipping the tutorial fast enough]] in Neophyte's battle is displayed as vermilion in the pause menu.

to:

*** Miscellaneous powerups[[note]]Convert, Spawner, Factory, powerups[[note]]Convert and Fast-Forward[[/note]] [[BreakablePowerUp Spawner]][[/note]] are magenta-violet.
*** The secret curse [[spoiler:briefly found at the top left corner of the screen after skipping the tutorial fast enough]] in Neophyte's battle is displayed as vermilion in the pause menu. Other ailments have their own unique colors.
Is there an issue? Send a MessageReason:
None


* BulletTime: The flow of time slightly slows down when you graze bullets.



*** [[BulletTime The Slowmo item]] is an even paler blue.

to:

*** [[BulletTime [[TimeMaster The Slowmo item]] is an even paler blue.

Added: 111

Removed: 111

Is there an issue? Send a MessageReason:
None


* BulletTime: The Slowmo item lets you temporarily slow down time, in order to dodge tight attacks more easily.


Added DiffLines:

* TimeMaster: The Slowmo item lets you temporarily slow down time, in order to dodge tight attacks more easily.

Added: 617

Changed: 1340

Is there an issue? Send a MessageReason:
None


* ColorCodedForYourConvenience: Guns that protect other parts are usually more brightly colored than ones that do not. The game's powerups also apply as follows:
** [[SingleUseShield Shield pickups]] are lapis blue.
** Powerups that augment your direct firepower[[note]]the Damage pickup and Double-Gun item[[/note]] are pale blue.
** Attack items[[note]]Cannon, Barrage, Broadside, and Airburst[[/note]] are teal.
** Summon items[[note]]Turrets and Drones[[/note]] are pink.
** Defense items[[note]]Repel, Freeze, Sweep, and Bumper[[/note]] are indigo.
** [[BulletTime The Slowmo item]] is an even paler blue.
** Bullet-removing items[[note]]Erase and Purge[[/note]] are aqua.
** Mobility items[[note]]Dash, Fade, and Blink[[/note]] are phthalo green.
** [[ArmorPiercingAttack Piercing items]][[note]]Slice and Carve[[/note]] are a plum-ish dark purple.
** Miscellaneous powerups[[note]]Convert, Spawner, Factory, and Fast-Forward[[/note]] are magenta-violet.
** The secret curse [[spoiler:briefly found at the top left corner of the screen after skipping the tutorial fast enough]] in Neophyte's battle is displayed as vermilion in the pause menu.

to:

* ColorCodedForYourConvenience: ColorCodedForYourConvenience:
**
Guns of Kraken's and Hermit's that protect other parts the respective core are usually more brightly colored than ones that do not. Curiously, the non-protective guns of Storm's last form and the green-eyed Quartet boss {{avert|ed trope}} this trope.
**
The game's powerups also apply as follows:
** *** [[SingleUseShield Shield pickups]] are lapis blue.
** *** Powerups that augment your direct firepower[[note]]the Damage pickup and Double-Gun item[[/note]] are pale blue.
** *** Attack items[[note]]Cannon, Barrage, Broadside, and Airburst[[/note]] are teal.
** *** Summon items[[note]]Turrets and Drones[[/note]] are pink.
** *** Defense items[[note]]Repel, Freeze, Sweep, and Bumper[[/note]] are indigo.
** *** [[BulletTime The Slowmo item]] is an even paler blue.
** *** Bullet-removing items[[note]]Erase and Purge[[/note]] are aqua.
** *** Mobility items[[note]]Dash, Fade, and Blink[[/note]] are phthalo green.
** *** [[ArmorPiercingAttack Piercing items]][[note]]Slice and Carve[[/note]] are a plum-ish dark purple.
** *** Miscellaneous powerups[[note]]Convert, Spawner, Factory, and Fast-Forward[[/note]] are magenta-violet.
** *** The secret curse [[spoiler:briefly found at the top left corner of the screen after skipping the tutorial fast enough]] in Neophyte's battle is displayed as vermilion in the pause menu.


Added DiffLines:

* CoOpMultiplayer: The main game's individual stages support local two-player play. With two players fighting together, splitscreen is active if the two are far from each other, their guns deal slightly less damage to pixels and much less damage to parts, and a lone player can break a respawn pod to revive their comrade.
Is there an issue? Send a MessageReason:
None


** Damage pickups are helpful even if you're not going for fast times — they allow you to deal more damage over time, spend less time fighting a boss to defeat it, and struggle through fewer enemy attacks. Oh, and they're virtually always ''the only'' powerup that cannot be expended or lost until death.

to:

** Damage pickups are helpful even if you're not going for fast times — they allow '''permanently increase''' the amount of damage your gun deals, allowing you to deal more damage over time, spend less time fighting a boss to defeat it, and struggle through fewer enemy attacks. Oh, and they're They're virtually always ''the only'' powerup that cannot be expended or lost until death.
Is there an issue? Send a MessageReason:
None


* ArmorPiercingAttack: The Slice and Carve items can turn pixels into explosive ones, which are the only other things that can penetrate certain armor of your enemies.

to:

* ArmorPiercingAttack: The Slice and Carve items can turn pixels into explosive "explosive", fuse-like ones, which are the only other things that can penetrate certain armor of your enemies.



* BossArenaRecovery: Almost every core destroyed will drop at least one powerup to choose from. Some bosses even shoot out damage powerups and/or spawn powerup sets for free on occasion. Containers with powerups (usually a [[SingleUseShield Shield]]) also spawn on occasion (though some of them are merely {{Time Bomb}}s that [[InvertedTrope invert]] this).

to:

* BossArenaRecovery: Almost every core part destroyed will drop at least one powerup to choose from. Some bosses even shoot out damage powerups and/or spawn powerup sets for free on occasion. Containers with powerups (usually a [[SingleUseShield Shield]]) also spawn on occasion (though some of them are merely {{Time Bomb}}s that [[InvertedTrope invert]] this).



* ColorCodedForYourConvenience: Guns that protect other cores are usually more brightly colored than ones that do not. The game's powerups also apply as follows:

to:

* ColorCodedForYourConvenience: Guns that protect other cores parts are usually more brightly colored than ones that do not. The game's powerups also apply as follows:



* CoresAndTurretsBoss: The two categories overlap for all cores, with many of them shielding larger ones.

to:

* CoresAndTurretsBoss: The two categories overlap for all cores, most parts, with many of them shielding larger ones.



* DeflectorShields: Protected cores have these around them. You can also (and most likely need to) use [[SingleUseShield Single-Use Shields]] as these.

to:

* DeflectorShields: Protected cores parts have these around them.these. You can also (and most likely need to) use [[SingleUseShield Single-Use Shields]] as these.



* StationaryBoss: Severely {{downplayed| trope}}. Many bosses very slowly amble about the center of the stage, but most don't really move about enough to largely affect the fight.

to:

* StationaryBoss: Severely {{downplayed| trope}}. Many bosses very slowly amble about the center of the stage, but most don't really move about enough to largely affect impact the fight.



* VariableMix: The game's music gains more parts late in fights, and more percussion plays while main cores are under attack.

to:

* VariableMix: The game's music gains more parts melodies late in certain fights, and more percussion plays while main cores are under attack.



* WakeUpCallBoss: [[AlienKudzu Overgrowth]]. The GradualRegeneration of its organic parts (including guns that prevent you from hurting the core) pressures you to go on the offensive and prevent the fight from dragging out. This effectively hammers in the importance of [[TimeTrial defeating bosses quickly]].

to:

* WakeUpCallBoss: [[AlienKudzu Overgrowth]]. The GradualRegeneration of its organic parts pixels (including guns that prevent you from hurting the core) pressures you to go on the offensive and prevent the fight from dragging out. This effectively hammers in the importance of [[TimeTrial defeating bosses quickly]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* AttackReflector: Projectiles that hit protected parts bounce cleanly off them. This includes [[FriendlyFireproof bullets]] [[AvertedTrope from drones]], so it's best to be careful with them.


Added DiffLines:

* NoSell: While parts have damage numbers displayed at where they are hit, bullets that hit shielded parts are stated to deal 0 damage.
Is there an issue? Send a MessageReason:
None


** [[BulletTime The Slowmo item]] is Alice blue.

to:

** [[BulletTime The Slowmo item]] is Alice an even paler blue.



** The secret curse [[spoiler:found at the top left corner of the screen after the tutorial]] in Neophyte's battle is displayed as vermilion in the pause menu.

to:

** The secret curse [[spoiler:found [[spoiler:briefly found at the top left corner of the screen after skipping the tutorial]] tutorial fast enough]] in Neophyte's battle is displayed as vermilion in the pause menu.

Added: 140

Removed: 139

Is there an issue? Send a MessageReason:
None


** Bullet-removing items[[note]]Erase and Purge[[/note]] are aqua.
** Mobility items[[note]]Dash, Fade, and Blink[[/note]] are phthalo green.



** Mobility items[[note]]Dash, Fade, and Blink[[/note]] are phthalo green.
** Bullet-erasing items[[note]]Erase and Purge[[/note]] are aqua.
Is there an issue? Send a MessageReason:
None


* ContinuingIsPainful: Just like in the sort of [[SpeedRun time-attack playthroughs]] the Speedrun mode runs accommodate, your time spent on fighting and then losing to any boss other than the first one is added to your total.

to:

* ContinuingIsPainful: Just In full-campaign Speedruns, just like in the sort of [[SpeedRun time-attack playthroughs]] the Speedrun mode runs they accommodate, your time spent on fighting and then losing to any boss other than the first one is added to your total.total time.

Added: 226

Changed: 13

Is there an issue? Send a MessageReason:
None


* ContinuingIsPainful: Just like in the sort of [[SpeedRun time-attack playthroughs]] the Speedrun mode runs accommodate, your time spent on fighting and then losing to any boss other than the first one is added to your total.



* TimeTrial: Stages can be replayed in order to get a faster time. There's also a mode that accommodates full-campaign speedruns.

to:

* TimeTrial: Stages can be replayed in order to get a faster time. There's also a mode that accommodates full-campaign speedruns.[[SpeedRun speedruns]].
Is there an issue? Send a MessageReason:
None


** Storm is scripted to launch long walls at you when enough of its first and third forms' guns are destroyed.

to:

** Storm is scripted to launch long walls at you when enough of its first and third forms' form's guns are destroyed.



* FlunkyBoss: Kraken, Guardian, Execution, Hermit, Prospector, Storm, and Xulgon are accompanied by smaller units throughout their respective fights.

to:

* FlunkyBoss: Kraken, Guardian, Execution, Hermit, Prospector, Storm, and Xulgon are accompanied by smaller units enemies throughout their respective fights.



* WakeUpCallBoss: [[AlienKudzu Overgrowth]]. The GradualRegeneration of its organic parts (including cores that prevent you from hurting the main core) pressures you to go on the offensive and prevent the fight from dragging out. This effectively hammers in the importance of [[TimeTrial defeating bosses quickly]].

to:

* WakeUpCallBoss: [[AlienKudzu Overgrowth]]. The GradualRegeneration of its organic parts (including cores guns that prevent you from hurting the main core) pressures you to go on the offensive and prevent the fight from dragging out. This effectively hammers in the importance of [[TimeTrial defeating bosses quickly]].
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* SplashDamage: The Cannon item fires a projectile that deals heavy damage to nearby pixels amd parts.
Is there an issue? Send a MessageReason:
None


** Shield pickups massively augment your survivability, due to them functioning as HitPoints.
** Damage pickups are helpful even if you're not going for fast times — they allow you to deal more damage over time, spend less time fighting a boss to defeat it, and struggle through fewer enemy attacks. Oh, and it's ''the only'' permanent powerup in most stages.
** The Repel powerup generates a burst that shoves bullets away from you. That doesn't seem like much, but a good number of them can be an effective defense from a sudden wave of tough attacks.

to:

** Shield pickups massively augment your survivability, due to them functioning survivability; they function as HitPoints.
** Damage pickups are helpful even if you're not going for fast times — they allow you to deal more damage over time, spend less time fighting a boss to defeat it, and struggle through fewer enemy attacks. Oh, and it's they're virtually always ''the only'' permanent powerup in most stages.
that cannot be expended or lost until death.
** The Repel powerup item generates a burst that shoves bullets away from you. That doesn't seem like much, but a good number of them can be an effective defense from a sudden wave of tough attacks.



* BossBonanza: In the Quartet stage, you must defeat four one-form bosses, with them being stronger for each one you've defeated. Four gold medals must be earned elsewhere in the main game to unlock it.

to:

* BossBonanza: In the Quartet stage, you must defeat four one-form bosses, with them being stronger for each one you've defeated. Four [[GameplayGrading gold medals medals]] must be earned elsewhere in the main game to unlock it.



* GameplayRandomization: As part of the game's heavy emphasis on precision and planning, this trope is {{averted| trope}} -- a rarity amongst modern {{Boss Battle}}s. The resources you are able to obtain and how your environment functions are wholly dependent on your own behavior, so players' skill and ingenuity are all that are required to beat stages quickly.

to:

* GameplayRandomization: As part of the game's heavy emphasis on precision and planning, this trope is most often {{averted| trope}} -- a rarity amongst modern {{Boss Battle}}s. The resources you are able to obtain and how your environment functions are wholly dependent on your own behavior, so players' skill and ingenuity are all that are required to beat stages quickly.
Is there an issue? Send a MessageReason:
None


* BossBonanza: In the Quartet stage, you must defeat four one-form bosses, with them being stronger for each one you've defeated.

to:

* BossBonanza: In the Quartet stage, you must defeat four one-form bosses, with them being stronger for each one you've defeated. Four gold medals must be earned elsewhere in the main game to unlock it.



** Items that remove enemy bullets[[note]]Erase and Purge[[/note]] are aqua.

to:

** Items that remove enemy bullets[[note]]Erase Bullet-erasing items[[note]]Erase and Purge[[/note]] are aqua.
Is there an issue? Send a MessageReason:
None


** Defense items[[note]]Repel, Freeze, Sweep[[/note]] are indigo.

to:

** Defense items[[note]]Repel, Freeze, Sweep[[/note]] Sweep, and Bumper[[/note]] are indigo.



* TimeTrial: Stages can be replayed in order to get a faster time. There's also a mode that accomodates full-campaign speedruns.

to:

* TimeTrial: Stages can be replayed in order to get a faster time. There's also a mode that accomodates accommodates full-campaign speedruns.



* WakeUpCallBoss: [[AlienKudzu Overgrowth]]. The GradualRegeneration of its organic parts (including cores that prevent you from hurting the main core) pressures you to go on the offensive and prevent the fight from dragging out. To further hammer in the importance of [[TimeTrial defeating bosses quickly]], Overgrowth eventually doubles down on typical TurnsRed tendencies in multiple different ways.

to:

* WakeUpCallBoss: [[AlienKudzu Overgrowth]]. The GradualRegeneration of its organic parts (including cores that prevent you from hurting the main core) pressures you to go on the offensive and prevent the fight from dragging out. To further hammer This effectively hammers in the importance of [[TimeTrial defeating bosses quickly]], Overgrowth eventually doubles down on typical TurnsRed tendencies in multiple different ways.quickly]].

Added: 172

Changed: 11

Is there an issue? Send a MessageReason:
None


** A set of Blink items that can allow you to defeat Xulgon much faster is more difficult to obtain in normal difficulty, and outright removed from Easy mode.

to:

** A set of Blink items that can allow you to defeat Xulgon much faster is more difficult to obtain in normal difficulty, and outright removed absent from Easy mode.mode.
** Xulgon's guns do not drop turrets or drones.


Added DiffLines:

* VariableMix: The game's music gains more parts late in fights, and more percussion plays while main cores are under attack.
Is there an issue? Send a MessageReason:
None


** Conversely, Xulgon's yellow-eyed minions {{dash| attack}} a shorter distance.

to:

** Conversely, Xulgon's yellow-eyed minions {{dash| attack}} a slightly shorter distance.
Is there an issue? Send a MessageReason:
Speedruns are meant to facilitate Speed Runs, so you can die on one and continue the last boss you fought, so they don't qualify for Boss Bonanza.


* BossBonanza: As well as the Quartet, every speedrun stage is this.

to:

* BossBonanza: As well as In the Quartet, every speedrun stage is this.Quartet stage, you must defeat four one-form bosses, with them being stronger for each one you've defeated.

Added: 626

Removed: 131

Is there an issue? Send a MessageReason:
None


* MercyMode: Easy Neophyte is the first Easy mode boss that can be accessed, and it is unlocked by dying 10 times in the main game.



* MercyMode: Easy Neophyte is the first Easy mode boss that can be accessed, and it is unlocked by dying 10 times in the main game.


Added DiffLines:

* NoDamageRun:
** Beating [[SingleTaskRobot Guardian]] without losing a single shield is required to access the [[EndlessGame Crossfire]] stage.
** Medusa drops the [[BreakablePowerUp Spawner]] powerup only upon her first form's defeat, so beating her with the pickup requires you to avoid taking a single hit after obtaining it.


Added DiffLines:

* VideoGameDashing: The Dash item allows you to make a burst of velocity in the direction you are pointed. Using any while braking nudges you in the opposite direction.

Added: 535

Changed: 73

Is there an issue? Send a MessageReason:
None


The main game consists of 14 challenging bosses for you to fight. There are also various powerups for different offensive and defensive strategies, a simple scoring system (beat the stage as fast as possible), and recorded replays for every fight. The game even has Steam Workshop support with custom levels and official easier versions of the main campaigns.

to:

The main game consists of 14 challenging bosses for you to fight. There are also various powerups for different offensive and defensive strategies, a simple scoring system (beat the stage as fast as possible), and recorded replays for every fight. The game even has Steam Workshop support with several custom levels and official easier versions of the main campaigns.
levels.



* DoubleUnlock: {{Inverted| Trope}} with the Nightmare Invasion campaign, which can be unlocked by beating the normal Invasion campaign or, as a much more difficult alternative, beating the Nightmare Crusade campaign.



* {{Nerf}}: Some changes in the redux update made certain attacks weaker:

to:

* {{Nerf}}: Some changes in the redux update made certain attacks game elements weaker:


Added DiffLines:

** Bombs' countdowns are paused while they are being shot.


Added DiffLines:

* MercyMode: Easy Neophyte is the first Easy mode boss that can be accessed, and it is unlocked by dying 10 times in the main game.


Added DiffLines:

* UnlockableDifficultyLevels: Each Nightmare campaign can be unlocked by defeating its normal difficulty counterpart's FinalBoss.

Added: 190

Changed: 438

Is there an issue? Send a MessageReason:
None


** The Factory pickup allows you to slowly generate an infinite supply of Cannon items and sometimes other offensive items, making it the game's strongest powerup in the long run. Its only official appearance is as an EasterEgg in the Quartet stage, where it is cursed and will cause a lengthy and damaging trail to be constantly emitted by you.

to:

** The Factory pickup allows you to slowly generate an infinite supply of Cannon items and sometimes other offensive items, powerups, making it the game's strongest powerup in the long run. Its only official appearance is as an EasterEgg in the Quartet stage, where it is cursed and will cause a lengthy and damaging trail to be constantly emitted by you.



** Storm is scripted to launch long walls at you when enough of its first and third forms' guns are destroyed.



** Monarch launches homing projectiles at you much less frequently.

to:

** Monarch launches homing projectiles at you much less frequently.frequently, and its barrage of fast-moving bullets was removed from its last moments.



** Xulgon's yellow-eyed minions {{dash| attack}} a shorter distance.

to:

** A set of Blink items that can allow you to defeat Xulgon much faster is more difficult to obtain in normal difficulty, and outright removed from Easy mode.
** Conversely,
Xulgon's yellow-eyed minions {{dash| attack}} a shorter distance.



* StatusBuff: Damage and Shield pickups are passive effects instead of secondary weapons. (There's also the Spawner powerup in Medusa's fight that makes you periodically shoot strong bullets in the direction you're facing.)

to:

* StatusBuff: Damage and Shield pickups are passive effects instead of secondary weapons. (There's also the Spawner powerup in Medusa's fight that makes you periodically shoot strong bullets in the direction you're facing.facing, and the Factory powerup that makes you regularly generate Cannon items and other offensive powerups.)



* TimeTrial: Stages can be replayed in order to get a faster time.

to:

* TimeTrial: Stages can be replayed in order to get a faster time. There's also a mode that accomodates full-campaign speedruns.

Added: 1930

Changed: 181

Is there an issue? Send a MessageReason:
None


* AwesomeButImpractical: Some cursed powerups spawn attacks that just make the stage (particularly the Factory powerup in the Quartet stage) take longer to beat, and aren't worth such an added risk.

to:

* AwesomeButImpractical: Some AwesomeButImpractical:
** The Factory pickup allows you to slowly generate an infinite supply of Cannon items and sometimes other offensive items, making it the game's strongest powerup in the long run. Its only official appearance is as an EasterEgg in the Quartet stage, where it is cursed and will cause a lengthy and damaging trail to be constantly emitted by you.
** Various other
cursed powerups spawn attacks that just make the stage (particularly the Factory powerup in the Quartet stage) take longer to beat, and aren't worth such an added risk.risk.
* BalanceBuff: The redux update increased the power of a few items and bosses in certain ways:
** In the normal difficulty level of official campaigns, you now start off with one shield (whereas in legacy versions and Nightmare mode, you start with none).
** The Convert powerup used to turn a very small area of bullets in front of you into Damage pickups, but now it spends a few seconds applying that effect to any bullets that would normally hit you.
** Anomaly's diamond pulse attack always appears late in its first form.
** Two {{Time Bomb}}s spawn much earlier in Hermit's third form.
** Goliath's second form possesses a once ill-known attack where it spawns lines of bullets with toggling circles throughout the openings -- invariably once it loses enough guns.



** [[SingleUseShield Shield powerups]] are lapis blue.

to:

** [[SingleUseShield Shield powerups]] pickups]] are lapis blue.


Added DiffLines:

* EnergyAbsorption: Using the Convert item causes you to temporarily turn any bullets you touch into Damage pickups that zip towards you.


Added DiffLines:

* {{Idiosyncratic Difficulty Level|s}}: The harder versions of the main campaigns are known as ''Nightmare'' mode.
* {{Nerf}}: Some changes in the redux update made certain attacks weaker:
** Each Dash item now thrusts you a shorter distance. Luckily, official levels have them in somewhat greater numbers to compensate.
** Monarch launches homing projectiles at you much less frequently.
** Prospector's [[EnergyWeapon laser beams]] that aren't from the main core now toggle periodically.
** Xulgon's yellow-eyed minions {{dash| attack}} a shorter distance.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* BossBonanza: As well as the Quartet, every speedrun stage is this.

Top