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Moving "Difficulty Spike" to YMMV and adding "Ramp Jump"


* DifficultySpike: Level 8, Jump the Waterfall. A relatively short course, but you spend it navigating your boat over a sequence of waterfalls via ramps. Go too slow, and you won't have the speed to make it all the way across. Go too fast, and you have to pray that the ramps that move back and forth are in the right place for how you have your boat steered. While the next level is a bit easier than this, it's still no picnic, involves more ramp jumping, and the difficulty is never going back to what it was in the first seven levels.



* PowerUp: This game uses pretty much the same power-up scheme as ''VideoGame/{{Gradius}}'', with the bonus that you could collect pods that were worth double or tripe the usual value.

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* PowerUp: This game uses pretty much the same power-up scheme as ''VideoGame/{{Gradius}}'', with the bonus that you could collect pods that were worth double or tripe triple the usual value.value.
* RampJump: The "Jump the Waterfall" stages require you to use ramps to jump across waterfalls. Most of the ramps after the first one move, so simply speeding through these levels is difficult unless you know where the ramp is going to move ahead of time and take the best racing line while also avoiding whirlpools that can throw off your momentum.
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''Cobra Triangle'' is a hybrid racing/exploration boat game for the UsefulNotes/NintendoEntertainmentSystem, by Creator/{{Rare}}. In it, you control a heavily armed boat roaming around waters with several drones about, given several accomplishments to perform during the levels. It used the same engine Rare developed for ''VideoGame/RCProAm''.

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/cobra_triangle.png]]
''Cobra Triangle'' is a 1989 hybrid racing/exploration boat game for the UsefulNotes/NintendoEntertainmentSystem, by Creator/{{Rare}}. Creator/{{Rare}}.

In it, you control a heavily armed boat roaming around waters with several drones about, given several accomplishments to perform during the levels. It used the same engine Rare developed for ''VideoGame/RCProAm''.

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''VideoGame/RCProAm''.

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* HoldTheLine: The "protect the swimmers" missions - enemy boats will try to kidnap eight swimmers, and the player has to prevent the swimmers from being taken off. Saving even one at the end of the timer clears the level; saving all of them earns an ExtraLife.



* SeaMine: Mission 3 tasks you with disposing of some of these.

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* SeaMine: Mission 3 tasks you with disposing of some of these. There are a couple more later in the game, with hardier, faster, and more plentiful foes and a wider play field (making it easier for the enemies to take the bombs back from you).
* SheatheYourSword: [[spoiler: The boss fight against the red StockNessMonster - it'll perform a OneHitKO on you if you attack it, but its health drains and will die on its own soon enough. As it still can do CollisionDamage, however, it needs to be evaded.]]



* StockNessMonster: The first BossFight, and shown on the cover of the game.

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* StockNessMonster: The first BossFight, and shown on the cover of the game. A red one is also the fourth boss fight.
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* NoPlotNoProblem: There isn't even the pretense of a narrative in the game or its manual.
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* EscortMission: Two types. In one, you're trying to defend a group of eight swimmers from being kidnapped by drones - you pass if you save at least one, and get an ExtraLife if you save them all. The other inverts this, as you have eight mines that have to be taken to a safe zone for detonation (also, if you're too close when they're detonated in the safe zone, you lose a life).

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* EscortMission: Two types. In one, you're trying to defend a group of eight swimmers from being kidnapped by drones - you pass if you save at least one, and get an ExtraLife if you save them all. The other inverts this, as you have eight mines {{Sea Mine}}s that have to be taken to a safe zone for detonation (also, if you're too close when they're detonated in the safe zone, you lose a life).

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Moved Anticlimax Boss and That One Level to a YMMV page.


''Cobra Triangle'' is a hybrid racing/exploration boat game for the NintendoEntertainmentSystem, by {{Rare}}. In it, you control a heavily armed boat roaming around waters with several drones about, given several accomplishments to perform during the levels. It used the same engine Rare developed for ''VideoGame/RCProAm''.

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''Cobra Triangle'' is a hybrid racing/exploration boat game for the NintendoEntertainmentSystem, UsefulNotes/NintendoEntertainmentSystem, by {{Rare}}.Creator/{{Rare}}. In it, you control a heavily armed boat roaming around waters with several drones about, given several accomplishments to perform during the levels. It used the same engine Rare developed for ''VideoGame/RCProAm''.



* AnticlimaxBoss: The second-to-last boss is a red version of the StockNessMonster, who will deliver a OneHitKO if you try to attack it. If you just steer around it, however, it won't attack and will run out of health when the timer runs out.



* SeaMine: Mission 3 tasks you with disposing of some of these.



* ThatOneLevel: Level 8, Jump The Waterfall. Constantly pulled towards bottomless pits, being required to maintain speed while trying to go over moving ramps... hair-pulling frustrating that stopped many gamers in their tracks. There's actually a second Jump The Waterfall stage much later in the game that's even worse, due to having to dodge fire from drones while jumping over more waterfalls with ramps that move even faster. Note the similarities between this and the Turbo Tunnel level in ''VideoGame/{{Battletoads}}''.
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''Cobra Triangle'' is a hybrid racing/exploration boat game for the NintendoEntertainmentSystem, by {{Rare}}. In it, you control a heavily armed boat roaming around waters with several drones about, given several accomplishments to perform during the levels. It used the same engine Rare developed for ''RCProAm''.

to:

''Cobra Triangle'' is a hybrid racing/exploration boat game for the NintendoEntertainmentSystem, by {{Rare}}. In it, you control a heavily armed boat roaming around waters with several drones about, given several accomplishments to perform during the levels. It used the same engine Rare developed for ''RCProAm''.
''VideoGame/RCProAm''.

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* EverythingsEvenWorseWithSharks: The FinalBoss, no less.


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* ThreateningShark: The FinalBoss, no less.

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* DifficultySpike: Level 8, Jump The Waterfall. A relatively short course, but you spend it navigating your boat over a sequence of waterfalls via ramps. Go too slow, and you won't have the speed to make it all the way across. Go too fast, and you have to pray that the ramps that move back and forth are in the right place for how you have your boat steered. While the next level is a bit easier than this, it's still no picnic, involves more ramp jumping, and the difficulty is never going back to what it was in the first seven levels.

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* DifficultySpike: Level 8, Jump The the Waterfall. A relatively short course, but you spend it navigating your boat over a sequence of waterfalls via ramps. Go too slow, and you won't have the speed to make it all the way across. Go too fast, and you have to pray that the ramps that move back and forth are in the right place for how you have your boat steered. While the next level is a bit easier than this, it's still no picnic, involves more ramp jumping, and the difficulty is never going back to what it was in the first seven levels.



* FixedScrollingLevel: The bonus stages.



* LuckBasedMission: The pod collection stages. "?" icons could produce lives or additional power-up pods, but can also destroy all the items within the same grouping.



* OneHitKill: The giant octopus' tentacles will grab your ship and sink it.
* OneUp: The one in the first level is the only easy extra life in the game.



* PowerUp: This game uses pretty much the same power-up scheme as ''Gradius'', with the bonus that you could collect pods that were worth double or tripe the usual value.

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* PowerUp: This game uses pretty much the same power-up scheme as ''Gradius'', ''VideoGame/{{Gradius}}'', with the bonus that you could collect pods that were worth double or tripe the usual value.


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** The bonus levels are also timed, but the timer is rendered irrelevant due to their [[FixedScrollingLevel auto-scrolling nature]].
* VehicularCombat -- with boats!
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Added DiffLines:

''Cobra Triangle'' is a hybrid racing/exploration boat game for the NintendoEntertainmentSystem, by {{Rare}}. In it, you control a heavily armed boat roaming around waters with several drones about, given several accomplishments to perform during the levels. It used the same engine Rare developed for ''RCProAm''.

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!!This game has examples of:
* AnticlimaxBoss: The second-to-last boss is a red version of the StockNessMonster, who will deliver a OneHitKO if you try to attack it. If you just steer around it, however, it won't attack and will run out of health when the timer runs out.
* BackwardsFiringGun: One of the two forms of the top of the Fire power-up chain fires one bullet from the fore, one from the aft, and one each starboard and port. Using the Fire power-up again switches to the [[SpreadShot other form]].
* DifficultySpike: Level 8, Jump The Waterfall. A relatively short course, but you spend it navigating your boat over a sequence of waterfalls via ramps. Go too slow, and you won't have the speed to make it all the way across. Go too fast, and you have to pray that the ramps that move back and forth are in the right place for how you have your boat steered. While the next level is a bit easier than this, it's still no picnic, involves more ramp jumping, and the difficulty is never going back to what it was in the first seven levels.
* EscortMission: Two types. In one, you're trying to defend a group of eight swimmers from being kidnapped by drones - you pass if you save at least one, and get an ExtraLife if you save them all. The other inverts this, as you have eight mines that have to be taken to a safe zone for detonation (also, if you're too close when they're detonated in the safe zone, you lose a life).
* EverythingsEvenWorseWithSharks: The FinalBoss, no less.
* GiantEnemyCrab: The second boss.
* GiantSquid: The third boss.
* HomingProjectile: The final form of the Missile power-up.
* InvincibleMinorMinion - The drone boats on the "destroy the mines" stage cannot be destroyed - they must be evaded instead.
* NintendoHard: The game has 25 levels. Most gamers that have played it have seen 8 to 10 of them. People familiar with this game were unsurprised that Rare went on to make ''VideoGame/{{Battletoads}}'' two years later.
* PeninsulaOfPowerLeveling: The first level allows you to get a one-up in addition to several power-ups. Collect all the power-ups and the extra life, allow time to run out, then repeat until you've hit your max speed, fully-powered missiles, and your favorite of the maxed out gun options. This mitigates some of the nightmare of combat levels, but you still have to deal with nightmarish levels to navigate.
* PowerUp: This game uses pretty much the same power-up scheme as ''Gradius'', with the bonus that you could collect pods that were worth double or tripe the usual value.
* SpreadShot: One of the two forms taken by the fully-charged Fire power-up. Further use of the Fire power-up changes this to [[BackwardsFiringGun the other form]].
* StockNessMonster: The first BossFight, and shown on the cover of the game.
* ThatOneLevel: Level 8, Jump The Waterfall. Constantly pulled towards bottomless pits, being required to maintain speed while trying to go over moving ramps... hair-pulling frustrating that stopped many gamers in their tracks. There's actually a second Jump The Waterfall stage much later in the game that's even worse, due to having to dodge fire from drones while jumping over more waterfalls with ramps that move even faster. Note the similarities between this and the Turbo Tunnel level in ''VideoGame/{{Battletoads}}''.
* TimedMission: All of them, although played slightly differently in the "protect the swimmers" mission. Most levels, if you don't accomplish the goal in time, you lose a life when the clock runs out and have to start again from the beginning. For the "protect the swimmers" levels, you win as long as at least one swimmer is out when the clock runs out.
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