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History VideoGame / DragonSlayerIIXanadu

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* {{Metroidvania}}: ''Xanadu'' was the UrExample of this video game genre dating back to the year 1985. The game is typically an early platformer RPG that allows the players to venture the levels in non-linear fashion either by finding gateways (which lead to levels that do not always follow numerical orders)or by using fire crystals and black onyxes (and the destinations will be the previous or the next level in numerical sequences). Changes to the terrains are perpetual, and enemies do not respawn after re-entering the levels.

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* {{Metroidvania}}: ''Xanadu'' was the UrExample of this video game genre dating back to the year 1985. The game is typically an early platformer RPG that allows the players to venture the levels in non-linear fashion either by finding gateways (which (which lead to levels that do not always follow numerical orders)or order) or by using fire crystals and black onyxes (and the destinations will be the previous or the next level in numerical sequences). Changes to the terrains are perpetual, and enemies do not respawn after re-entering the levels.
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* PreexistingEncounters: The enemies move around the map of a level, the players start fighting them when they run into the same tiles of theirs. The enemies in towers stay in the same room, waiting for the players' encounter with them.

to:

* PreexistingEncounters: The enemies move around the map of a level, the players start fighting them when they run into the same tiles of theirs. The enemies in towers stay in the same room, rooms, waiting for the players' encounter with them.
Is there an issue? Send a MessageReason:
None


* {{Metroidvania}}: ''Xanadu'' was the UrExample of this video game genre dating back to the year 1985. The game is typically an early platformer RPG that allows the players to venture the levels in non-linear fashion either by finding gateways (which lead to levels that do not always follow numerical orders)or by using fire crystals and black onyxes (and the destinations will be the previous or the next level in numerical sequences). Changes to the terrains are perpetual, and enemies does not respawn after re-entering the levels.

to:

* {{Metroidvania}}: ''Xanadu'' was the UrExample of this video game genre dating back to the year 1985. The game is typically an early platformer RPG that allows the players to venture the levels in non-linear fashion either by finding gateways (which lead to levels that do not always follow numerical orders)or by using fire crystals and black onyxes (and the destinations will be the previous or the next level in numerical sequences). Changes to the terrains are perpetual, and enemies does do not respawn after re-entering the levels.
Is there an issue? Send a MessageReason:
None


* {{Metroidvania}}: ''Xanadu'' was the UrExample of this video game genre dating back to. The game is typically an early platformer RPG that allows the players to venture the levels in non-linear fashion either by finding gateways (which lead to levels that do not always follow numerical orders)or by using fire crystals and black onyxes (and the destinations will be the previous or the next level in numerical sequences). Changes to the terrains are perpetual, and enemies does not respawn after re-entering the levels.

to:

* {{Metroidvania}}: ''Xanadu'' was the UrExample of this video game genre dating back to.to the year 1985. The game is typically an early platformer RPG that allows the players to venture the levels in non-linear fashion either by finding gateways (which lead to levels that do not always follow numerical orders)or by using fire crystals and black onyxes (and the destinations will be the previous or the next level in numerical sequences). Changes to the terrains are perpetual, and enemies does not respawn after re-entering the levels.
Is there an issue? Send a MessageReason:
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%%* {{Metroidvania}}: ''Xanadu'' was the UrExample of this video game genre.

to:

%%* * {{Metroidvania}}: ''Xanadu'' was the UrExample of this video game genre.genre dating back to. The game is typically an early platformer RPG that allows the players to venture the levels in non-linear fashion either by finding gateways (which lead to levels that do not always follow numerical orders)or by using fire crystals and black onyxes (and the destinations will be the previous or the next level in numerical sequences). Changes to the terrains are perpetual, and enemies does not respawn after re-entering the levels.
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None


* PreexistingEncounters: The enemies move around in map, the players start fighting them when they run into the same tiles of theirs. The enemies in towers stay in the same room, waiting for the players' encounter with them.

to:

* PreexistingEncounters: The enemies move around in map, the map of a level, the players start fighting them when they run into the same tiles of theirs. The enemies in towers stay in the same room, waiting for the players' encounter with them.
Is there an issue? Send a MessageReason:
None


%%* PreexistingEncounters

to:

%%* PreexistingEncounters* PreexistingEncounters: The enemies move around in map, the players start fighting them when they run into the same tiles of theirs. The enemies in towers stay in the same room, waiting for the players' encounter with them.

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