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* WhenAllElseFailsGoRight: Subverted. The opening screen gives you the choice of two separate paths to take, and while its necessary to go right to get a key to unlock one of four doors midway through, the route is otherwise a dead end--thus, going left lets you access the rest of the pyramid.
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* WhenAllElseFailsGoRight: Subverted.Subverted in Level 1. The opening screen gives you the choice of two separate paths to take, and while its necessary to go right to get a key to unlock one of four doors midway through, the route is otherwise a dead end--thus, going left lets you access the rest of the pyramid. Played straight in Level 2, where only the right half of the pyramid is open to explore.
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Removal of malformed wicks
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%% * GettingCrapPastThe Radar: Due to overwhelming and persistent misuse, GCPTR is on-page examples only until 01 June 2021. If you are reading this in the future, please check the trope page to make sure your example fits the current definition.
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* CutAndPasteEnvironments: Nearly every room layout gets recycled at some point as you journey into the ruin, just with item/hazard placements and color palette changed up.
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* FakeDifficulty: A lot of the games challenge comes from the very stiff jumping controls and relentless physics and levels designed specifically to work against this handicap.
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* FakeDifficulty: A lot of the games game's challenge comes from the very stiff jumping controls and relentless physics and levels designed specifically to work against this handicap.
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Need more context.
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* AdventurerArchaeologist: Panama Joe.
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* CaptainErsatz: Panama Joe is one of ''Franchise/IndianaJones''.
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* PlatformGame
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* GettingCrapPastTheRadar: The title, which is a play off of the [[BowelBreakingBricks bowel ravaging disease]] of the same name.
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%% * GettingCrapPastTheRadar: The title, which GettingCrapPastThe Radar: Due to overwhelming and persistent misuse, GCPTR is a play off of on-page examples only until 01 June 2021. If you are reading this in the [[BowelBreakingBricks bowel ravaging disease]] of future, please check the same name.trope page to make sure your example fits the current definition.
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* SingleUseShield: The sword acts like this against the skull and spider. If you have it, merely touching those enemies will kill them, but you lose the weapon.
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* CollisionDamage: Panama Joe is toast if he touches ANY hazard. Ditto if an enemy touches Panama Joe, unless it is Level 5 or higher, where the enemies can ONLY be beaten by the sword. (Except for the snake, which, after Level 5, is invincible.)
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* WhenAllElseFailsGoRight: Subverted. The opening screen gives you the choice of two seperate paths to take, and while its necessary to go right to get a key to unlock one of four doors midway through, the route is otherwise a dead end--thus, going left lets you access the rest of the pyramid.
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* WhenAllElseFailsGoRight: Subverted. The opening screen gives you the choice of two seperate separate paths to take, and while its necessary to go right to get a key to unlock one of four doors midway through, the route is otherwise a dead end--thus, going left lets you access the rest of the pyramid.pyramid.
* WhyDidItHaveToBeSnakes: Like Indy, Panama Joe has a weakness against snakes -- he cannot kill them with the sword, unlike the skull or spider.
* WhyDidItHaveToBeSnakes: Like Indy, Panama Joe has a weakness against snakes -- he cannot kill them with the sword, unlike the skull or spider.
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* EveryTenThousandPoints: Try to get as many points as you can, as every 10,000 points (up to 100,000 or so) will give an extra life.
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* FlipScreenScrolling
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* FlipScreenScrollingFlipScreenScrolling: Does so when you go from room to room.
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* HardModePerks: Choosing Level 2 or 3 will make the game a lot less linear -- and subsequently, much easier as you can ignore one of the ''very hard'' segments in Level 1 that requires a lot of timing and dexterity to get through. On the other hand, you can't continue if you lose all your lives.
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* StalkedByTheBell: Spend too much time on a screen, and a bat will swoop down and grab you.