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* WeaponTwirling: Mari's victory animation has her twirl her [[DualWieling two]] [[GunsAkimbo pistols]].
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* GoldfishPoopGang: Rock and Bop, the minions of [[BigBad Witch Rita]], are each fought twice in both games. And yet, they are rather incompetent and don't prove very difficult in battle.

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** One of Phoebe's possible in-combat/victory lines is "[[Music/MCHammer Hammer Time!]]"

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** One of Phoebe's possible in-combat/victory lines in the second game is "[[Music/MCHammer Hammer Time!]]"Time!]]"
** In the sequel's Tunnel dungeon, and later dungeons with the same theme, there is an EasterEgg in which "[[Videogame/Fallout3 Tunnel Snakes Rule]]" will appear on the wall as graffiti written in red paint or [[CouldntFindAPen blood]].

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** The other such equip type is any of 10 ball-and-chain-shaped "Last X" armors. These have the same low-health trigger as above, but they provide standard stat buffs ([[AndZoidberg and/or Regen]]) whose duration is independent of how long the wearer has low health.

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** The other such equip type is any of 10 ball-and-chain-shaped "Last X" armors. These have the same low-health trigger as above, but they provide standard stat buffs ([[AndZoidberg ([[MyFriendsAndZoidberg and/or Regen]]) whose duration is independent of how long the wearer has low health.



*** Another fact to note is that [[ShockAndAwe lighning]] is treated as wind in both games.

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*** Another fact to note is that [[ShockAndAwe lighning]] lightning]] is treated as wind in both games.


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* GameOver: {{Averted|Trope}} in both games, as being defeated sends you back to Smalltown (in the first game) or the entrance of the dungeon you died in, on the world map (second game). Both games, however, take away ~10% of your gold upon defeat.

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* CharacterNameLimits: The HelloInsertNameHere feature applies to all main party members in the second game, but names are limited to 8 characters in length.



* HelloInsertNameHere: In the second game, you can change the party members' names, and rename them later when you reach Port Breeze.

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* HelloInsertNameHere: In the second game, you can change the four main party members' names, and rename them later when you reach Port Breeze.
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* PercentDamageAttack: Certain strong bosses in the second game have a skill called Judgement [[TurnsRed in their secondary forms]]. This attack hits your entire party, removing ''95%'' of everyone's health, and it [[StatusBuffDispel removes all stat buffs]]. This can turn into an AttackBackfire for said bosses if you have Last (Buff) equips, since the low HP triggers said buffs.

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* PercentDamageAttack: Certain strong bosses in the second game have a skill called Judgement [[TurnsRed in their secondary forms]]. This attack hits your entire party, removing damaging everyone by ''95%'' of everyone's their health, and it [[StatusBuffDispel removes all stat buffs]]. This can turn into an AttackBackfire for said bosses if you have [[CriticalStatusBuff Last (Buff) equips, equips]], since the low HP triggers said buffs.
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* PercentDamageAttack: Certain strong bosses in the second game have a skill called Judgement [[TurnsRed in their secondary forms]]. This attack hits your entire party, removing ''95%'' of everyone's health, and it removes all stat buffs. This can turn into an AttackBackfire for said bosses if you have Last (Buff) equips, since the low HP triggers said buffs.

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* PercentDamageAttack: Certain strong bosses in the second game have a skill called Judgement [[TurnsRed in their secondary forms]]. This attack hits your entire party, removing ''95%'' of everyone's health, and it [[StatusBuffDispel removes all stat buffs.buffs]]. This can turn into an AttackBackfire for said bosses if you have Last (Buff) equips, since the low HP triggers said buffs.

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* StatusBuffDispel: Variant. A skills exists that dispels '''all''' effects, positive ''and'' negative, and can be used on players or enemies. A stronger version exists that removes all effects from ''everyone on the field''!

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* StandardStatusEffects: Affects a unit's "[[ManualMisprint perfornamce]]" in battle:
** '''Poison''': The "Poison" status effect. Damages the unit on their turn (first game) or over time (second game).
** '''Stun''': The "Paralyzed" status effect. Unit cannot move or act until status wears off or is cured.
** '''Silence''': The "Silence" status effect. Unit cannot use skills except Attack or a LimitBreak.
** '''Confuse''': The "Confuse" status effect. Unit attacks any target on the field, but only with Attack (second game only).
** '''Sleep''': The "Sleeping" status effect. Unit cannot move or act, but can be awoken via curing, time, or getting hit with a physical attack (in the first game), or any attack in the second.
** '''Darkness/Blind''': The "Blindness" status effect. Accuracy of unit's physical attacks is greatly reduced.
** '''Stone''': The "Petrified" status effect. Unit cannot move or act; status can be cured but does '''not''' wear off over time (second game only).
* Status Buff:
** '''Evade Up''': Increases evasion against physical attacks.
** '''Regen''': The "Gradual Regeneration" status buff. Heals the unit on their turn (first game) or over time (second game).
** '''Auto Life''': The "Auto Revive" status buff. Unit will revive immediately upon death, though buffs are still lost.
** '''Guard''': see DefendCommand above.
**
StatusBuffDispel: Variant. A skills exists that dispels '''all''' effects, positive ''and'' negative, and can be used on players or enemies. A stronger version exists that removes all effects from ''everyone on the field''!



*** The [[Pun Carp Dime]] buffs DEF, MDEF, ''and'' gives Regen.

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*** The [[Pun [[{{Pun}} Carp Dime]] buffs DEF, MDEF, ''and'' gives Regen.

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* AntidoteEffect: The first game has cure potions for each status ailment, and rarer potions to cure status ailments and (de)buffs. The sequel averts this, as the antidote (and the area-of-effect version, Panacea) cure ''any'' negative effects.



** As outlined above, the UpdatedReRelease does this to on of the optional dungeons, cutting it down to one floor.

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** As outlined above, the UpdatedReRelease does this to on one of the optional dungeons, cutting it down to one floor.



** One of Phoebe's possible in-combat/victory lines is "[[Music/MCHammer Hammer Time!]]"



* TooAwesomeToUse: Several items in the second game are this, none of which can be purchased at the shops (and would be super expensive if you could).
** The Heal Potion V is found in [[spoiler:the Sunken Ruins bonus dungeon]] and restores 100% of the target ally's HP.
*** Note that it can become even more so if crafted into a ''Tonic V''.
** Full revives revive any fallen ally and restore ''100%'' of their HP, but are only found in a few late-game dungeon chests.
** The rare fish from the FishingMinigame can be this. The Mega Shark (buffs ATK, MAG, and SPD), and Angel Fish (gives auto revive status) are the item forms of buff skills. This means that they are all but outclassed once you get said skills unless you need to recover as fast as possible after buffing. As for the other rare fish...
*** The [[Pun Carp Dime]] buffs DEF, MDEF, ''and'' gives Regen.
*** The Super Fish restores 100% of HP and MP like the Elixir II.
*** The Princess Jelly, an offensive item, casts the [[StandardStatusEffects status ailments]] '''Blind''', '''Poison''', and '''Stun'''.
** The top example of this trope in Crystal Story II '''has''' to be the Elixir Brew II. It restores ''all'' of the HP and MP of '''your entire party!''' The downside is, it's only received by completing a late monster defense MiniGame, which can't be played again.
*** The UpdatedReRelease adds at least one more of these in a dungeon chest.
*** The Elixir Brew I also qualifies because, even though it's only half as powerful, it's still ''very'' rare!



* WeaponOfChoice: Every party member has one: bow for Kaeli, hammer for Phoebe, spear for Reuben, guns for Mari, knives for Lina and scythe for Kaz. Tristam and D both have swords, though.

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* WeaponOfChoice: Every party member has one: bow for Kaeli, hammer for Phoebe, spear for Reuben, guns for Mari, knives for Lina and a scythe for Kaz. Tristam and D both have swords, though.
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* DefeatMeansFriendship: [[spoiler: After fighting the party at Orange Pass, Kaz joins them at Dustop after the Bandit Leader is defeated]].
** Once Reuben is defeated, [[DuelBoss one-on-one style]], he temporarily joins the party [[spoiler: until Lina is rescued]].


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* DualBoss: Multiple examples in the second game's UpdatedReRelease:
** Once you beat the boss sidequests in any town, you get to fight those three bosses ''all at once''. After chapter 5, you can beat the [[PostEndGameContent Hard mode]] versions of these battles.
** In the main story, [[spoiler: Z and [[BigBad Witch Rita]] fight you alongside each other. Z isn't at full power yet, either!]]


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* DuelBoss: Two examples in the second game:
** The boss version of the Gargantuan appears at the end of the Small Forest, and is weak to fire; convenient as your only skill yet is Fire Attack.
** Reuben appears as a boss at the end of D's SoloSequence, and shortly joins the party afterward.


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* EquipmentSpoiler: When you reach [[FirstTown Smalltown]] for the first time, the Alchemy shop displays pistols and scythes, when neither D nor Lina use such weapons.
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** The very first dungeon has an even shorter one the first time through.

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** The very first dungeon has an even shorter town allows for one near the first time through.beginning, as Lina leaves briefly and rejoins when you enter the Evil Cave. However, you can perform a bit more exploration and combat before doing so.

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* AnIcePerson: Reuben uses ice-based attacks. This carries over to the sequel when he [[GuestStarPartMember joins D's party]].

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* AnIcePerson: Reuben uses ice-based attacks. This carries over to the sequel when he [[GuestStarPartMember [[GuestStarPartyMember joins D's party]].


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* StatusBuffDispel: Variant. A skills exists that dispels '''all''' effects, positive ''and'' negative, and can be used on players or enemies. A stronger version exists that removes all effects from ''everyone on the field''!
** The sequel has a two boss-only skills that do this, although they only affect stat buffs and not other positive effects such as Regen. One is called Debuff, which inflicts a not-inconsiderable amount of damage to one hero while removing said buffs. [[spoiler: the second is Judgement, which is wielded only by particularly strong/important bosses [[TurnsRed in their]] [[SequentialBoss secondary forms]]]]. It hits for around '''[[PercentDamageAttack 95 percent]]''' of the entire party's health as well as removing their buffs. Fortunately, this low health can trigger a CriticalStatusBuff on all heroes that have "Last X" armor and/or "Last Resort" weaponry.

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** The other such equip type is any of 10 armors with "Last" in their names. These have the same low-health trigger as above, but they provide standard stat buffs ([[AndZoidberg and/or Regen]]) whose duration is independent of how long the wearer has low health.
*** There's one "Last" armor each for attack (ATK), magic (MAG), Physical defense (DEF), (elemental) Magic defense (MAG), post-action recovery, well, speed (SPD), and Regen (restores health over time). Then there's "Last Strength", which combines the ATK and DEF buffs, "Last Wisdom", which combines the MAG and MDEF buffs, and "Last Agility" which combines the SPD buff and Regen status. Finally: [[spoiler: "Last '''All'''", which gives the wearer '''all six''' of the aforementioned buffs, but is ''very'' rare!]]

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** The other such equip type is any of 10 armors with "Last" in their names.ball-and-chain-shaped "Last X" armors. These have the same low-health trigger as above, but they provide standard stat buffs ([[AndZoidberg and/or Regen]]) whose duration is independent of how long the wearer has low health.
*** There's one "Last" "Last X" armor each for attack (ATK), magic (MAG), Physical defense (DEF), (elemental) Magic defense (MAG), post-action recovery, well, speed (SPD), and Regen (restores health over time). Then there's "Last Strength", which combines the ATK and DEF buffs, "Last Wisdom", which combines the MAG and MDEF buffs, and "Last Agility" which combines the SPD buff and Regen status. Finally: Finally, [[spoiler: "Last '''All'''", "'''Last All'''", which gives the wearer '''all six''' of the aforementioned buffs, but is ''very'' rare!]]rare]]!
** Inverted with the feather-shaped "Start" armors, which give the wearer specific buffs at the start of every battle. There's a "Start X" counterpart for the aforementioned "Last X" armors, [[spoiler: including a "'''Start All'''", which is also ''very'' rare. However, this is easily better than a "'''Last All'''" because you don't need to worry about buffs in most battles if all four party members have one!]]
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* CriticalStatusBuff: Played in two ways in the sequel:
** One of the equip types that plays this is any weapon with the "Last Stand" effect on it. If the user's health is 25% or less ([[CaptainObvious yet obviously still above 0]]), his/her ATK and MAG stats are '''tripled''' for as long as the low-health condition lasts.
** The other such equip type is any of 10 armors with "Last" in their names. These have the same low-health trigger as above, but they provide standard stat buffs ([[AndZoidberg and/or Regen]]) whose duration is independent of how long the wearer has low health.
*** There's one "Last" armor each for attack (ATK), magic (MAG), Physical defense (DEF), (elemental) Magic defense (MAG), post-action recovery, well, speed (SPD), and Regen (restores health over time). Then there's "Last Strength", which combines the ATK and DEF buffs, "Last Wisdom", which combines the MAG and MDEF buffs, and "Last Agility" which combines the SPD buff and Regen status. Finally: [[spoiler: "Last '''All'''", which gives the wearer '''all six''' of the aforementioned buffs, but is ''very'' rare!]]

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** The Abandoned Sewer, one of the bonus dungeons in the same game, has two ''huge'' floors, and thanks to RandomlyGeneratedLevels, you're likely to completely navigate ''both floors'' before reaching the Spider King boss, who is luckily not too bad.
This stage deserves specil mention because the UpdatedReRelease {{Nerf}}s it down to one floor.

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** The Abandoned Sewer, one of the bonus dungeons in the same game, has two ''huge'' floors, and thanks to RandomlyGeneratedLevels, you're likely to completely navigate ''both floors'' before reaching the Spider King boss, who is luckily not too bad.
bad. This stage deserves specil special mention because the UpdatedReRelease {{Nerf}}s it down to one floor.


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** As outlined above, the UpdatedReRelease does this to on of the optional dungeons, cutting it down to one floor.
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** The desert stage between Dustop and the [[TempleOfDoom Great Tomb]] in the sequel can get pretty long, especially in the middle of Chapter 2 when you still don't have a lot of MP yet and barely have access to area-of-effect skills yet.

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** The desert stage between Dustop and the [[TempleOfDoom Great Tomb]] in the sequel can get pretty long, especially in the middle of Chapter 2 when you still don't have a lot of MP yet and barely have access to area-of-effect skills yet.skills.



* {{Nerf}}: A patch did this to ''Crystal Story II''[='=]s armors. To prevent MinMaxing, characters can't equip multiple items that add to the same stat. This has obvious effects (no equipping multiple Boots, for example) and not-so-obvious effects (Circlets can't be equipped with Gauntlets , Amulets, or Boots, as Circlets boost all the stats the other three do).

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* {{Nerf}}: A patch did this to ''Crystal Story II''[='=]s armors. To prevent MinMaxing, characters can't equip multiple items that add to the same stat. This has obvious effects (no equipping multiple Boots, for example) and not-so-obvious effects (Circlets can't be equipped with Gauntlets , Amulets, or Boots, as Circlets boost all the stats the other three do). The full armors, which defend against physical ''and'' magic attacks, are exempt from this on all or most versions of ''Crystal Story II'' on the web (making it possible to '''absorb most damage''' with three of these at max level on any character), but the UpdatedReRelease fixes this, too.



* OneLetterName: The default name of the main character in the second game is "D". [[spoiler:Also "Z", who pops up in a cutscene at postgame.]]

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* OneLetterName: The default name of the main character in the second game is "D". [[spoiler:Also "Z", who pops up in a cutscene at postgame.postgame, or is the FinalBoss of the UpdatedReRelease's new chapter.]]
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* SuperMovePortraitAttack: Each main party member in the second game has one when performing a LimitBreak, complete with a PreAsskickingOneLiner!
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* DefendCommand: The second game introduces the "Guard" skill for the Guardian class. At a cost of 2 MP (0 in the UpdatedReRelease), it redirects the next (single-target) attack to the user and halves their received damage. A weapon effect allows this to double as a partial AttackReflector, too!
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* DifficultySpike: [[PostEndGameContent Hard mode]] in the sequel, unlocked by [[spoiler: defeating the Dargon King]], massively amplifies the stats of the enemies throughout the map you already explored. You can return to normal mode, however.
** The UpdatedReRelease adds to this with an additional, harder chapter and more [[BonusBoss boss sidequests]] that will ''really'' test what you know about the game! On top of that, it gives the optional bosses that you could previously spam ailments on the ContractualBossImmunity treatment like the story bosses!


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* HarderThanHard: The Zombie Defense minigame has an Expert mode, and it is '''FAST'''! Fortunately, beating it nets you one of the rarest equips in the game!
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* ContractualBossImmunity: Most bosses in both games are at least 50% resistant to debuffs (Stat X Break/Down) and 75%+ resistant to all status ailments (stun, silence, etc.) except poison. Downplayed somewhat in that bosses are never immune to debuffs and most aren't truly immune to non-poison ailments (just highly resistant), except for one post-endgame boss.

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* ContractualBossImmunity: Most bosses in both games are at least 50% resistant to debuffs (Stat X Break/Down) and 75%+ resistant to all status ailments (stun, silence, etc.) except poison. Downplayed somewhat in that bosses are never immune to debuffs and most aren't truly immune to non-poison ailments (just highly resistant), except for one post-endgame boss.later bosses nulling some ailments.

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** Every 5th floor of the Evil Cave is this, with a portal back to [[FirstTown Smalltown]] to heal up, upgrade equips, etc. Sidequest dungeons and random dungeons have 2 floors, the second of which is this; however, LevelScaling foes (including the bosses) infest these dungeons and [[CheckpointStarvation you lack the luxury of said portal]]. ** Appears as [[spoiler: floor 2 of [[VeryDefinitelyFinalDungeon the abyss, the entire Rift dungeon]], and floor 3 of Doom Lair]] in the sequel.

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** Every 5th floor of the Evil Cave is this, with a portal back to [[FirstTown Smalltown]] to heal up, upgrade equips, etc. Sidequest dungeons and random dungeons have 2 floors, the second of which is this; however, LevelScaling foes (including the bosses) infest these dungeons and [[CheckpointStarvation you lack the luxury of said portal]]. portal]].
** Appears as [[spoiler: floor 2 of [[VeryDefinitelyFinalDungeon the abyss, the entire Rift dungeon]], and floor 3 of Doom Lair]] in the sequel.

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* AwesomeButImpractical: Some of the [[ItemCrafting crafted weapons]] can be random and may not give you what you need when (random buff/nerf weapons), or very situational. Unlike the more basic weapons, the stat increases from these are generaally not as high.

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* AwesomeButImpractical: Some of the [[ItemCrafting crafted weapons]] in the sequel can be random and may not give you what you need when (random buff/nerf weapons), or very situational. Unlike the more basic weapons, the stat increases from these are generaally not as high.



** Subverted with quite a few weapon effects, actually. These include: "Buff plus", if you have a dedicated buff caster; "Nerf Plus" the same but with any bad effects, as stat debuffs prove useful agaist bosses despite their resistance to it; possibly "Guard Plus" ([[DefendCommand Guard skill now reflects some damage with improved defense]]), and Vampiric, which causes the user to drain a small percentage of HP everytime they deal damage.

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** Subverted with quite a few weapon effects, actually.as they can be used practically by some. These include: "Buff plus", if you have a dedicated buff caster; "Nerf Plus" the same but with any bad effects, as stat debuffs prove useful agaist bosses despite their resistance to it; possibly "Guard Plus" ([[DefendCommand Guard skill now reflects some damage with improved defense]]), and Vampiric, which causes the user to drain a small percentage of HP everytime they deal damage.



* BoomHeadshot: Said by Mari during her LimitBreak.

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* BoomHeadshot: Said by Mari during One of Mari's dialogue lines reserved for using her LimitBreak.LimitBreak.
* BoringButPractical:
** Most items are rather plentiful and quite useful. These include HP and MP healing potions, cure potions to clear negative effects, and feathers to revive fallen allies, with the upshot that they lose ALL buffs (and spend time recovering in the sequel).
** Each character in the sequel has access to weapons that specialize in increasing one stat, out of physical strength (ATK), magical ability (MAG), or post-action recovery speed (SPD). As well, there are JackOfAllStats weapons that increase the above three at the same rate, but not as much as the specialized ones.
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* AwesomeButImpractical: Some of the [[ItemCrafting crafted weapons]] can be random and may not give you what you need when (random buff/nerf weapons), or very situational. Unlike the more basic weapons, the stat increases from these are generaally not as high.
** Among the situational weapons may include Last Stand weapons, which '''triple''' the user's dealt damage but makes them a GlassCannon to the extreme!
** Subverted with quite a few weapon effects, actually. These include: "Buff plus", if you have a dedicated buff caster; "Nerf Plus" the same but with any bad effects, as stat debuffs prove useful agaist bosses despite their resistance to it; possibly "Guard Plus" ([[DefendCommand Guard skill now reflects some damage with improved defense]]), and Vampiric, which causes the user to drain a small percentage of HP everytime they deal damage.
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* ItemCrafting: Every town in the sequel has an alchemy shop that serves to provide this. Specifically, you can create status-inducing bombs, weapons that aren't found anywhere else in the game, and area-of-effect healing items. The latter [[BoringButPractical aren't flashy, yet they're useful throughout the game]].
** The sequel's UpdatedReRelease adds in the ability to craft armors, though many of them are lategame/[[PostEndGameContent postgame]] as they require lategame materials like sapphires.

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* AccidentalMisnaming: If you talk to Mari at Dustop in the second game, she calls D "Mr. Meteor" after the latter's entry into the game world. D then proceeds to say his actual name, [[HelloInsertNameHere whatever you set it to]], upsetting Mari in the process.



* HelloInsertNameHere: In the second game, you can change the party members' names, and rename them later.

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* HelloInsertNameHere: In the second game, you can change the party members' names, and rename them later.later when you reach Port Breeze.
** However, a bug exists in a few of the additional cutscenes in the UpdatedReRelease that causes a party member's default name to be used instead of their player-assigned name.
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* BossCorridor:
** Every 5th floor of the Evil Cave is this, with a portal back to [[FirstTown Smalltown]] to heal up, upgrade equips, etc. Sidequest dungeons and random dungeons have 2 floors, the second of which is this; however, LevelScaling foes (including the bosses) infest these dungeons and [[CheckpointStarvation you lack the luxury of said portal]]. ** Appears as [[spoiler: floor 2 of [[VeryDefinitelyFinalDungeon the abyss, the entire Rift dungeon]], and floor 3 of Doom Lair]] in the sequel.


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* FinalBossNewDimension: The party travels to [[spoiler: [[VeryDefinitelyFinalDungeon the Abyss]] to defeat the Dargon King. Doom Lair]] has a portal back to this dimension at the end, and The UpdatedReRelease has the party [[spoiler: return to the Abyss to defeat [[OneLetterName Z]]]].


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** The very first dungeon has an even shorter one the first time through.

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** The Abandoned Sewer, one of the bonus dungeons in the same game, has two ''huge'' floors, and thanks to [[ProceduralGeneration random dungeon generation]], you're likely to completely navigate ''both floors'' before reaching the Spider King boss, who is luckily not too bad.

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** The Abandoned Sewer, one of the bonus dungeons in the same game, has two ''huge'' floors, and thanks to [[ProceduralGeneration random dungeon generation]], RandomlyGeneratedLevels, you're likely to completely navigate ''both floors'' before reaching the Spider King boss, who is luckily not too bad.


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* RandomlyGeneratedLevels: Most floors of the Evil Cave (excluding bosses every 5th floor) are generated randomly ''each time you load the game''! The same applies for the sequel's dungeons, except only a '''very''' few important bosses have preset corridors leading up to them!
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** The Abandoned Sewer, one of the bonus dungeons in the same game, has two ''huge'' floors, and thanks to random level generation, you're likely to completely navigate ''both floors'' before reaching the Spider King boss, who is luckily not too bad.

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** The Abandoned Sewer, one of the bonus dungeons in the same game, has two ''huge'' floors, and thanks to [[ProceduralGeneration random level generation, dungeon generation]], you're likely to completely navigate ''both floors'' before reaching the Spider King boss, who is luckily not too bad.
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** The desert stage between Dustop and the [[TempleOfDoom Great Tomb]] can get pretty long, especially in the middle of Chapter 2 when you still don't have a lot of MP yet and barely have access to area-of-effect skills yet.
** The Abandoned Sewer, one of the bonus dungeons, has two ''huge'' floors, and thanks to random level generation, you're likely to completely navigate ''both floors'' before reaching the Spider King boss, who is luckily not too bad.

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** The desert stage between Dustop and the [[TempleOfDoom Great Tomb]] in the sequel can get pretty long, especially in the middle of Chapter 2 when you still don't have a lot of MP yet and barely have access to area-of-effect skills yet.
** The Abandoned Sewer, one of the bonus dungeons, dungeons in the same game, has two ''huge'' floors, and thanks to random level generation, you're likely to completely navigate ''both floors'' before reaching the Spider King boss, who is luckily not too bad.



* TimeSkip: Several years have passed between the two games.

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* TimeSkip: Several Two years have passed between the two games.games, as pointed out [[spoiler: in the cutscene before [[DiscOneFinalDungeon Aurora Island]]]].
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* MarathonLevel:
** The desert stage between Dustop and the [[TempleOfDoom Great Tomb]] can get pretty long, especially in the middle of Chapter 2 when you still don't have a lot of MP yet and barely have access to area-of-effect skills yet.
** The Abandoned Sewer, one of the bonus dungeons, has two ''huge'' floors, and thanks to random level generation, you're likely to completely navigate ''both floors'' before reaching the Spider King boss, who is luckily not too bad.
This stage deserves specil mention because the UpdatedReRelease {{Nerf}}s it down to one floor.

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