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A redux of the game with many new features; such as an overhaul of [[SuperPoweredRobotMeterMaids Prospector]]'s fight, main-menu Easy and [[NintendoHard Nightmare]] versions of the main bosses, overall [[BalanceBuff rebal]][[{{Nerf}} ancing]] of the gameplay, the addition of modified versions of [[BossBonanza Quartet]] and [[EndlessGame Crossfire]] to the main menu, and CoOpMultiplayer; was released on March 23rd, 2022.

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A redux of the game with many new features; such as an overhaul of [[SuperPoweredRobotMeterMaids Prospector]]'s fight, main-menu three forms, Hermit being placed before Goliath in the Invasion campaign, main menu Easy and [[NintendoHard Nightmare]] versions of the main bosses, overall [[BalanceBuff rebal]][[{{Nerf}} ancing]] of the gameplay, the addition of modified versions of [[BossBonanza Quartet]] and [[EndlessGame Crossfire]] to the main menu, and CoOpMultiplayer; was released on March 23rd, 2022.



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

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** The asteroids around Phobia and Prospector are now unable to move as fast as before.
** Monarch launches homing projectiles at you much less frequently, and its barrage of fast-moving bullets was removed from its last moments.second form drops some Shield pickups.

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* AntiFrustrationFeatures: If you restart the first stage of a facilitated speedrun, your timer will reset to 0 seconds.

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* AntiFrustrationFeatures: AntiFrustrationFeatures:
**
If you restart the first stage of a facilitated speedrun, your timer will reset to 0 seconds.seconds.
** Since the redux update, containers' time limits pause while you're shooting them, so [[BossArenaRecovery shield containers]] won't expire and {{time bomb}}s won't burst when you've already reached them.
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A redux of the game with many new features; such as an overhaul of [[SuperPoweredRobotMeterMaids Prospector]]'s fight, official easy and [[NintendoHard nightmare]] versions of the main bosses, overall [[BalanceBuff rebal]][[{{Nerf}} ancing]] of the gameplay, the addition of modified versions of [[BossBonanza Quartet]] and [[EndlessGame Crossfire]] to the main menu, and CoOpMultiplayer; was released on March 23rd, 2022.

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A redux of the game with many new features; such as an overhaul of [[SuperPoweredRobotMeterMaids Prospector]]'s fight, official easy main-menu Easy and [[NintendoHard nightmare]] Nightmare]] versions of the main bosses, overall [[BalanceBuff rebal]][[{{Nerf}} ancing]] of the gameplay, the addition of modified versions of [[BossBonanza Quartet]] and [[EndlessGame Crossfire]] to the main menu, and CoOpMultiplayer; was released on March 23rd, 2022.
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** 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.

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** Medusa drops the [[BreakablePowerUp Spawner]] powerup only upon her its first form's defeat, so beating her the boss with the pickup requires you to avoid taking a single hit after obtaining it.
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The Airburst projectile doesn't function as a bullet on its own, and fragmentation bullets don't count for the trope, either.


* RecursiveAmmo:
** The Airburst item is this, shooting a projectile that launches shrapnel throughout the surrounding area.
** Many bosses also have projectiles that spawn more bullets.
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See Steam Workshop remixes of official content [[Chippy/WorkshopRemixTropes here]].

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See Steam Workshop remixes of official main menu content [[Chippy/WorkshopRemixTropes here]].

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See Steam Workshop remixes of official content [[Chippy/StageRemixTropes here]].

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See Steam Workshop remixes of official content [[Chippy/StageRemixTropes [[Chippy/WorkshopRemixTropes here]].


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* MetaMultiplayer: Players can compete for top times on the leaderboards, and watch replays of others' runs.

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%% Please only add examples that pertain to official gameplay or its mechanics to the list below. Characterization tropes can go to the character sheet.

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%% Please only add examples that pertain to official gameplay or its mechanics to the list below. Characterization tropes can and stage remix tropes go to the character sheet.respective pages.



!!''Chippy'''s gameplay provides examples of:

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!!''Chippy'''s gameplay !!''Chippy'' provides examples of:
of:

See Steam Workshop remixes of official content [[Chippy/StageRemixTropes here]].

[[AC:Official gameplay]]

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The dash attack change is too small to be noteworthy


** The Airburst item spawns a projectile that shoots powerful shrapnel everywhere, which can damage both you and your enemies. Using too many at once borders on AwesomeButImpractical.

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** The Airburst item spawns a projectile that shoots powerful shrapnel everywhere, which can damage both you and your enemies. Using too many at once borders on AwesomeButImpractical.



** The Double Gun effect has your guns fire [[SpreadShot at different angles]] unless you are braking.



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

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%% Please don't add any tropes that aren't gameplay-oriented to the main page below. Characterization tropes can go to the characters page.

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%% Please don't only add any tropes examples that aren't gameplay-oriented pertain to official gameplay or its mechanics to the main page list below. Characterization tropes can go to the characters page.character sheet.


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* ChallengeRun: Seven achievements are unlocked for completing certain stages with special conditions met:
** Defeating Neophyte after attaining the 3-Slice secret {{curse|d item}}
** Defeating Kraken without getting [[LauncherMove hit]] by a single [[NonDamagingStatusInflictionAttack bubble]]
** Seeing through to the Execution [[PacifistRun without firing a single shot]]
** Defeating Overgrowth with at least 50 [[StatusBuff Damage pickups]]
** Defeating Medusa while holding [[BreakablePowerUp the Spawner pickup]]
** Defeating Hermit without collecting any powerups[[note]]other than the single [[SingleUseShield Shield]] you start redux official stages with[[/note]]
** Defeating Xulgon after destroying at least one each of all three minion types in the same run
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* FlunkyBoss: Kraken, Guardian, Execution, Hermit, Prospector, Storm, and Xulgon are accompanied by smaller enemies throughout their respective fights.

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* FlunkyBoss: Kraken, Guardian, Execution, Medusa, Hermit, Prospector, Storm, and Xulgon are accompanied by smaller enemies throughout their respective fights.
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* WakeUpCallBoss: [[AlienKudzu Overgrowth]]. The GradualRegeneration of its organic 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]].

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* WakeUpCallBoss: [[AlienKudzu Overgrowth]]. The GradualRegeneration of its organic pixels (including guns that prevent you from hurting the core) pressures you to go on the offensive and prevent the fight from dragging out.offensive, even with no huge openings in enemy attack. This effectively hammers in the importance of [[TimeTrial defeating bosses quickly]].
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*** [[SingleUseShield Shield pickups]] are lapis blue.

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



* ShowsDamage: Units and pixels exhibit the color-change variety.

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* ShowsDamage: Units and pixels exhibit the color-change variety.variety, and numbers pop up to indicate the damage each bullet does to a part.



* 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 impact the fight.

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* 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 impact the fight.

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** Shield pickups massively augment your survivability; they function as HitPoints.
** Damage pickups are helpful even if you're not going for fast times — they '''permanently increase''' the amount of damage your gun deals, allowing you to spend less time fighting a boss and struggle through fewer enemy attacks. They're virtually always ''the only'' powerup that cannot be expended or lost until death.

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** Once passive pickups are obtained, their effects occur without player input.
***
Shield pickups massively augment your survivability; they function as HitPoints.
** *** Damage pickups are helpful even if you're not going for fast times — they '''permanently increase''' the amount of damage your gun deals, allowing you to spend less time fighting a boss and struggle through fewer enemy attacks. They're virtually always ''the only'' powerup that cannot be expended or lost until death.



*** Powerups that augment your direct firepower[[note]]the Damage pickup and Double-Gun item[[/note]] are pale blue.

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*** Powerups that augment your direct firepower[[note]]the Damage pickup and Double-Gun item[[/note]] are pale medium slate blue.



*** [[ArmorPiercingAttack Piercing items]][[note]]Slice, Carve, and [[MultiDirectionalBarrage Omnislice]][[/note]] are plum.



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

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



*** [[ArmorPiercingAttack Piercing items]][[note]]Slice, Carve, and [[MultiDirectionalBarrage Omnislice]][[/note]] are a plum-ish dark purple.

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*** 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.

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** Status ailments also have their own colors as effects in the pause menu:
*** 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 menu.
*** The [[InterfaceScrew Confused]] ailment is fuschia.
*** The [[GrappleMove Tethered]] ailment is olivine green.
*** The [[AllWebbedUp Webbed]] and [[TakenForGranite Petrified]]
ailments have their own unique colors.share a simple gray color.
*** The [[HarmlessFreezing Frozen]] ailment is light aqua.
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* NeverTrustATrailer: Downplayed with the release and Nintendo Swotch trailers, which have clips with sound effects and powerup icons from pre-release versions of the game.

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* NeverTrustATrailer: Downplayed with the release and Nintendo Swotch UsefulNotes/NintendoSwitch trailers, which have clips with sound effects and powerup icons from pre-release versions of the game.
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* NeverTrustATrailer: Downplayed with the release and Nintendo Swotch trailers, which have clips with sound effects and powerup icons from pre-release versions of the game.
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* KaizoTrap: Getting hit with no shields causes a GameOver, which prevents you from winning even if the boss's last form has taken lethal damage to the core.
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* FlashStep: The redux update changed [[VideoGameDashing Dash items]] into miniature versions of this trope. Whereas the older version provided a fairly short burst of speed in the direction you're facing, the newer ones are more numerous and zip you forward[[note]]or backwards while braking[[/note]] a small distance, granting you finer control over your movement.
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* TimeDissonance: Using certain items, taking a hit, grazing bullets, and some other player actions temporarily slow down your perception of the stage's flow of time.
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* HealthDamageAsymmetry: [[PlayingWithATrope Played with]]. Pixels and parts of units have many more hit points than the number of [[SingleUseShield Shield and Teleport pickups]] ''combined'' that one player can hold. However, the amount of damage enemy bullets that {{a|verted trope}}ren't FriendlyFireproof deal to other units is defined differently than what they do upon hitting a player ship.

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* HealthDamageAsymmetry: [[PlayingWithATrope Played with]]. Pixels and parts of units have many more hit points than the number of [[SingleUseShield Shield and Teleport pickups]] ''combined'' that one player can hold. However, the amount of damage enemy bullets that {{a|verted trope}}ren't [[AvertedTrope aren't]] FriendlyFireproof deal to other units is defined differently than what they do upon hitting a player ship.

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* HealthDamageAsymmetry: [[PlayingWithATrope Played with]]. Pixels and parts of units have many more hit points than the number of [[SingleUseShield Shield and Teleport pickups]] ''combined'' that one player can hold. However, the amount of damage enemy bullets that {{a|verted trope}}ren't FriendlyFireproof deal to other units is defined differently than what they do upon hitting a player ship.



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

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

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* {{Cap}}: Each player cannot have more than three [[BodyArmorAsHitPoints Shield pickups]] at a time. All offensive and many defensive powerups also have noticeable limits on how high they can be stacked; and many passive effects are impossible to stack.



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

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*** Miscellaneous powerups[[note]]Convert, [[BreakablePowerUp Spawner]], Factory, Fast Forward, {{Fast Forward| Mechanic}}, and {{Laser Sight}}[[/note]] are magenta-violet.



* FastForwardMechanic: The Fast Forward item, found in Crossfire and the Credits, temporarily ''speeds up'' time.



* SoundOfNoDamage: Protected parts make a unique sound when bullets are reflected off of them.



** The Fast Forward item, found in Crossfire and the Credits, temporarily ''speeds up'' time.

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* QuadDamage: Using the Double Gun items temporarily grants you an extra gun, doubling the damage you can deal in the next few seconds.



* SpreadShot: The Triple Cannon, an item exclusive to the Credits stage, fires a spread of three Cannon projectiles.

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* SpreadShot: SpreadShot:
** If your gun [[QuadDamage is temporarily duplicated via use of Double Gun item]], their aims will be at different directions whenever you aren't braking.
** Broadside items allow you to fire spreads of bullets from your sides.
**
The Triple Cannon, an item exclusive to the Credits stage, fires a spread of three Cannon projectiles.


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* TimedPowerUp: The Double Gun, Convert, and Fade items work by giving the user a temporary status effect that aids them.
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* {{Intangibility}}: The Fade item temporarily prevents the user from colliding with attacks or pixels they overlap with.


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* MultistageTeleport: It is possible to use multiple Blink items in quick succession to pass through obstacles quickly at great distances, combining the mobility benefits of the Dash and Fade items.


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* {{Teleportation}}: The Blink item allows its user to teleport a short distance.
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* AntiFrustrationFeatures: If you restart the first stage of a facilitated {{speedrun}}, your timer will reset to 0 seconds.

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* AntiFrustrationFeatures: If you restart the first stage of a facilitated {{speedrun}}, speedrun, your timer will reset to 0 seconds.



* NonDamagingStatusInflictionAttack: Certain bosses can temporarily [[LauncherMove knock back]], confound, tether, web up, petrify, or freeze you, but the attacks they use for such cannot directly harm you.

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* NonDamagingStatusInflictionAttack: Certain bosses can temporarily [[LauncherMove knock back]], confound, tether, [[InterfaceScrew confound]], [[GrappleMove tether]], [[AllWebbedUp web up, petrify, up]], [[TakenForGranite petrify]], or freeze [[HarmlessFreezing freeze]] you, but the attacks they use for such cannot directly harm you.

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* AntiFrustrationFeatures: If you restart the first stage of a facilitated {{speedrun}}, your timer will reset to 0 seconds.



** Using the Barrage item generates an alternatingly-rotating volley of bullets that get more powerful as they travel farther. Shooting at a fair distance with it is hard to do accurately, but such yields a much higher damage output.

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** Using the Barrage item generates an alternatingly-rotating volley a rotating sequence of bullets that get more powerful as they travel farther. Shooting at a fair distance with it is hard to do accurately, but such yields a much higher damage output.
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* LeadTheTarget: Many enemy guns, to varying degrees, slightly adjust their aim to the direction you are travelling.



* UnstableEquilibrium: The [[CompetitiveMultiplayer Ball Pit]] {{zigzag|ging Trope}s this:

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* UnstableEquilibrium: The [[CompetitiveMultiplayer Ball Pit]] {{zigzag|ging Trope}s Trope}}s this:
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* 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.

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* GameplayRandomization: As part of the game's heavy emphasis on precision and planning, the bosses' orders of attacks {{avert|ed trope}} 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.
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* 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.

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* 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.

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